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IDProjectCategoryView StatusDate SubmittedLast Update
0000321Zandronum[All Projects] Suggestionpublic2011-03-09 19:162018-09-30 21:35
Reporterspam205 
Assigned ToTorr Samaho 
PrioritynormalSeverityfeatureReproducibilityN/A
StatusclosedResolutionfixed 
PlatformOSOS Version
Product Version1.2 
Target VersionFixed in Version1.3 
Summary0000321: Server leave/join sound effects
DescriptionPlay a sound (preferably via an announcer) when a player disconnects, connects, spectates, or joins the game.

It would be easier to notice when someone leaves or joins the server, similar to AIM (If anyone still uses that). It would be helpful to be enabled for servers to hear "player connected" through the console. If I'm waiting for someone in my own server, I would like to hear an announcement on my PC that someone has connected to my server instead of waiting in an empty server for a while.
Attached Files? file icon ConnectSound.wad [^] (49,504 bytes) 2013-06-08 18:16
zip file icon ZandronumSounds.zip [^] (40,195 bytes) 2014-10-04 12:17

- Relationships
has duplicate 0001082closedDusk DSTINK as Connect Sound 
has duplicate 0001930closed Connect Sounds for Zandronum? 

-  Notes
User avatar (0001172)
unknownna (updater)
2011-03-19 23:56

Spleen implemented something called cl_mooconnect. He mentioned that he was going to submit a patch one day.
User avatar (0006396)
Watermelon (developer)
2013-06-08 18:15
edited on: 2013-06-08 18:16

'https://bitbucket.org/Water_Melon/wbuild/commits/7959815e3c47aefc39605ac2aef43bc349cd9456 [^]'

sv_connectsound true

Using the wad this seems to work for me.

The wads will have to manually specify it, otherwise if it's true it won't play. I put it at max volume because then the mod can control its sound rather than wasting a cvar for float volume.

The name can be whatever we want, but I uploaded a wad that can be used to try it out (uses the ZD connect sound since it's all I hand on hand). Also, thoughts on if the main channel is okay?

I did not intend for zandro to come with a default sound for this. May also be able to (assuming everyone suddenly wanted to see it in with an undying passion) could always be added to the default announcer.

User avatar (0006404)
Konar6 (reporter)
2013-06-09 11:30
edited on: 2013-06-09 11:30

Watermelon: Why is this controlled by the server though? Should be a client setting.

User avatar (0006408)
Watermelon (developer)
2013-06-09 15:24
edited on: 2013-06-09 15:24

I like that idea better, I'm going to see if I can make it clientside

User avatar (0006634)
Torr Samaho (administrator)
2013-07-14 19:34

I like the idea, but also think that the clients should handle and control this themselves.
User avatar (0006871)
Watermelon (developer)
2013-08-01 04:34

What do you mean by control themselves?

Ex: cvar to allow and disallow?
User avatar (0007263)
Toxicity (reporter)
2013-09-22 01:28

And regarding what channel you should play it on, the announcer channel seems most appropriate.
User avatar (0007276)
Dark-Assassin (administrator)
2013-09-25 15:35

I wonder if misc/teleport (DSTELEPT (Doom/Strife) or Teleport (Heretic/Hexen)) or misc/spawn (DSITMBK (Doom/Strife) or Respawn (Heretic/Hexen)) would be an appropriate sound to use.
User avatar (0007279)
Balrog (reporter)
2013-09-26 18:48

dark-slayer-201: Nah, then people would confuse it with someone teleporting behind you in a hectic DM situation. The connect sound (if there's a default, which there probably should be) needs to be easily distinguished from normal gameplay audio.
User avatar (0007305)
Dark-Assassin (administrator)
2013-09-29 18:23

Hmm, yea, didn't think about that. How about misc/spawn then?
Though, someone may get confused about an item respawning, but I don't think it would be much of a problem.
User avatar (0007682)
Torr Samaho (administrator)
2013-12-08 13:49

Since it seems to be consensus that the client should control the sound, I made a completely client side implementation. This plays "zandronum/connect" when a new player connects while cl_connectsound allows to turn this off or on. ConnectSound.wad needs to be loaded for this to work.

I'd like Zandronum to include a default sound for this. Does anybody have a suitable sound at hand that can be included in zandronum.pk3?
User avatar (0010309)
Revilution (reporter)
2014-09-30 17:49

'http://www.mediafire.com/download/2nf18jmn8j09iom/ZandronumSounds.zip [^]'

I tried make it fit with the name of the Source port and easy recognization between other sounds and music.
User avatar (0010310)
ZzZombo (reporter)
2014-10-02 03:22

What does it mean? You took the sounds from Source engine games? Presumably w/o permission?
User avatar (0010311)
Torr Samaho (administrator)
2014-10-02 05:51

Quote from Revilution

I tried make it fit with the name of the Source port and easy recognization between other sounds and music.

Thanks!
Quote from ZzZombo

What does it mean? You took the sounds from Source engine games? Presumably w/o permission?

Since he sad Source port and not Source engine, I assume he is referring to the name of our source port, i.e. Zandronum.
User avatar (0010312)
Dusk (developer)
2014-10-02 09:09

Quote
What does it mean? You took the sounds from Source engine games? Presumably w/o permission?

Sheeeeeesh. Not only you misread him but you assume the worst right away. What the hell is with this attitude? Cut it out.
User avatar (0010313)
Frits (reporter)
2014-10-02 10:38

Why not just use the sound that grandvoid is using atm? Or is it a no go because it's from doom3?
User avatar (0010314)
Revilution (reporter)
2014-10-03 00:16

Didn't wanted to make confusion, surely when reading fast looks like i'm referring to Source Engine but as Torr understanded, i mean our Source Port, Zandronum.

I made these sounds specifically for this, so we will not have any problem about getting a sound from some other place.
User avatar (0010330)
cobalt (updater)
2014-10-04 14:55

Issue addressed by commit d6e079882b84: Added a connect sound that is played when a player connects to the server as spectator. It can be disabled with the new CVAR cl_connectsound (default true). Kudos to Revilution for creating a sound for this. This addresses 321.
Committed by Benjamin Berkels [Torr Samaho] on Saturday 04 October 2014 13:53:14

4 files modified, 11 lines added, no lines removed
Files added: wadsrc/static/sounds/cnnctsnd.ogg
Files changed: docs/zandronum-history.txt, src/cl_main.cpp, wadsrc/static/sndinfo.txt
User avatar (0010339)
Arco (updater)
2014-10-05 20:02

Works as intended in v1.3 r141005-1701.

Issue Community Support
This issue is already marked as resolved.
If you feel that is not the case, please reopen it and explain why.
Supporters: Qent infurnus Toxicity Monsterovich Combinebobnt President People Revilution
Opponents: No one explicitly opposes this issue yet.

- Issue History
Date Modified Username Field Change
2011-03-09 19:16 spam205 New Issue
2011-03-19 23:56 unknownna Note Added: 0001172
2013-06-08 05:30 Watermelon Assigned To => Watermelon
2013-06-08 05:30 Watermelon Status new => assigned
2013-06-08 18:15 Watermelon Note Added: 0006396
2013-06-08 18:16 Watermelon Status assigned => needs review
2013-06-08 18:16 Watermelon File Added: ConnectSound.wad
2013-06-08 18:16 Watermelon Note Edited: 0006396 View Revisions
2013-06-09 11:30 Konar6 Note Added: 0006404
2013-06-09 11:30 Konar6 Note Edited: 0006404 View Revisions
2013-06-09 15:24 Watermelon Note Added: 0006408
2013-06-09 15:24 Watermelon Note Edited: 0006408 View Revisions
2013-07-14 19:34 Torr Samaho Note Added: 0006634
2013-07-14 19:36 Torr Samaho Status needs review => feedback
2013-08-01 04:34 Watermelon Note Added: 0006871
2013-08-01 14:04 Watermelon Relationship added child of 0001082
2013-08-01 14:34 Dusk Relationship replaced has duplicate 0001082
2013-08-01 14:38 Dusk Description Updated View Revisions
2013-09-19 17:27 Watermelon Status feedback => assigned
2013-09-22 01:28 Toxicity Note Added: 0007263
2013-09-25 15:35 Dark-Assassin Note Added: 0007276
2013-09-26 18:48 Balrog Note Added: 0007279
2013-09-29 18:23 Dark-Assassin Note Added: 0007305
2013-12-08 13:49 Torr Samaho Note Added: 0007682
2013-12-08 13:49 Torr Samaho Assigned To Watermelon => Torr Samaho
2013-12-08 13:49 Torr Samaho Status assigned => needs testing
2014-09-05 00:18 Dusk Relationship added has duplicate 0001930
2014-09-30 17:49 Revilution Note Added: 0010309
2014-10-02 03:22 ZzZombo Note Added: 0010310
2014-10-02 05:51 Torr Samaho Note Added: 0010311
2014-10-02 09:09 Dusk Note Added: 0010312
2014-10-02 10:38 Frits Note Added: 0010313
2014-10-03 00:16 Revilution Note Added: 0010314
2014-10-04 11:57 cobalt Description Updated View Revisions
2014-10-04 11:57 cobalt Note Added: 0010324
2014-10-04 12:17 Torr Samaho File Added: ZandronumSounds.zip
2014-10-04 14:55 cobalt Note Added: 0010330
2014-10-04 14:56 Dusk Note Deleted: 0010324
2014-10-05 20:02 Arco Note Added: 0010339
2014-10-05 20:02 Arco Status needs testing => resolved
2014-10-05 20:02 Arco Resolution open => fixed
2014-10-05 20:02 Arco Product Version => 1.2
2014-10-05 20:02 Arco Fixed in Version => 1.3
2014-10-05 20:02 Arco Description Updated View Revisions
2018-09-30 21:35 Blzut3 Status resolved => closed






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