BUG?: Custom sndseq not playing with moving polyobjs

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Gokuma
 
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BUG?: Custom sndseq not playing with moving polyobjs

#1

Post by Gokuma » Mon Jul 11, 2022 12:02 am

It works just fine in this wad:
https://www.mediafire.com/file/difsqpkk ... q.wad/file
Replaces map31 and map32. Just a mixture of their final versions and pre-release Doom 2 versions with sliding doors like the original Wolfenstein (nevermind that in actual Wolfenstein it's really just an animation, not actually moving structure)

Code: Select all

:wolfdoro
	playuntildone	wolfdoro
	nostopcutoff
end

:wolfdorc
	playuntildone	wolfdorc
	nostopcutoff
end

[WolfDoor
 Door 11
 0  wolfdoro
 1  wolfdorc
 2  wolfdoro
 3  wolfdorc
]

:wolfwall
	Door 12
	playuntildone	wolfwall
	nostopcutoff
end
Its sndseq was literally used as a base for the one in DBP48zan.wad
Here's the latest Zandronum compatible version of DBP#48 AvPvTvJvHvS.
https://www.mediafire.com/file/5ntypmkt ... n.zip/file
The polyobj doors in nmap11 play their sndseq just fine in LZDoom or GZDoom but they're silent in Zandronum. It's the main sliding double doors and two secret doors. There's one other major door that all players hear loud and clear just fine because it uses ambientsound commands in a script instead of any sndseq.

Code: Select all

:spacdoro
	playuntildone	spacdoro
	nostopcutoff
end

:spacdorc
	playuntildone	spacdorc
	nostopcutoff
end

[SpacDoor
 Door 69
 0  spacdoro
 1  spacdorc
 2  spacdoro
 3  spacdorc
]

:weapstsh
	Door 70
	playuntildone	weapstsh
	nostopcutoff
end
I double-checked the maps themselves. Only thing I can guess is Zandronum doesn't like the higher numbers used for the door sequences and/or the combination with a bunch of other stuff. In map31seq.wad, map31 doesn't even use any scripts while map32 only has one unrelated to the polyojbs. In DBP48's nmap11, the double sliding doors don't use a script either. The two secret ones use a simple script.

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