MantisBT - Zandronum |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0002276 | Zandronum | [All Projects] Bug | public | 2015-05-30 17:47 | 2018-09-30 21:37 |
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Reporter | wildweasel | |
Assigned To | Edward-san | |
Priority | normal | Severity | minor | Reproducibility | always |
Status | closed | Resolution | fixed | |
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 |
Product Version | 2.0 | |
Target Version | 2.1 | Fixed in Version | 2.1 | |
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Summary | 0002276: Shotgun noise won't play in my mod |
Description | In Zandronum 3.0-150517-2229-82d094f-windows, one of the weapon sounds in ww-oldie.wad fails to play. |
Steps To Reproduce | Download the test version of the mod:'https://dl.dropboxusercontent.com/u/76650/crap/Careful%21/ww-oldie-test.7z [^]'
Load both ww-oldie.wad AND ww-oldie.bex.
Start a new game (singleplayer is fine), give all weapons, and fire either the Boompipe on slot 1 (chainsaw replacement) or the autocannon on slot 6 (replaces plasma rifle). Sound is missing. |
Additional Information | Sound plays fine (last I checked) in ZDoom and PRBoomPlus; SLADE plays the sound (DSSHOTGN) just fine, sound is in Doom Wave Format. |
Tags | No tags attached. |
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Attached Files | |
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Issue History |
Date Modified | Username | Field | Change |
2015-05-30 17:47 | wildweasel | New Issue | |
2015-05-30 18:51 | StrikerMan780 | Note Added: 0012467 | |
2015-06-01 20:30 | Torr Samaho | Note Added: 0012490 | |
2015-06-01 22:35 | Dusk | Status | new => feedback |
2015-06-01 23:56 | wildweasel | Note Added: 0012495 | |
2015-06-01 23:56 | wildweasel | Status | feedback => new |
2015-06-02 06:34 | Torr Samaho | Note Added: 0012497 | |
2015-06-02 16:59 | wildweasel | Note Added: 0012498 | |
2015-06-02 19:06 | Torr Samaho | Note Added: 0012500 | |
2015-06-02 19:12 | wildweasel | Note Added: 0012501 | |
2015-06-02 23:06 | Edward-san | Note Added: 0012503 | |
2015-06-03 03:47 | wildweasel | Note Added: 0012504 | |
2015-06-03 07:45 | Edward-san | Note Added: 0012505 | |
2015-06-03 07:45 | Edward-san | Product Version | 3.0-beta => 2.1-beta |
2015-06-03 07:54 | Edward-san | Note Edited: 0012505 | bug_revision_view_page.php?bugnote_id=12505#r7245 |
2015-06-03 08:27 | Edward-san | Note Added: 0012506 | |
2015-06-03 08:27 | Edward-san | Product Version | 2.1-beta => 2.0 |
2015-06-03 08:48 | Edward-san | Note Added: 0012507 | |
2015-06-03 08:48 | Edward-san | Assigned To | => Edward-san |
2015-06-03 08:48 | Edward-san | Status | new => assigned |
2015-06-03 09:19 | Edward-san | Note Added: 0012508 | |
2015-06-03 09:19 | Edward-san | Status | assigned => needs review |
2015-06-03 09:41 | Edward-san | Note Edited: 0012508 | bug_revision_view_page.php?bugnote_id=12508#r7247 |
2015-06-14 07:37 | Torr Samaho | Note Added: 0012693 | |
2015-06-14 07:37 | Torr Samaho | Status | needs review => needs testing |
2015-06-14 07:53 | cobalt | Target Version | => 2.1 |
2015-06-14 07:53 | cobalt | Steps to Reproduce Updated | bug_revision_view_page.php?rev_id=7411#r7411 |
2015-06-14 07:54 | cobalt | Note Added: 0012694 | |
2015-06-24 22:45 | Dusk | Status | needs testing => resolved |
2015-06-24 22:45 | Dusk | Fixed in Version | => 2.2 |
2015-06-24 22:45 | Dusk | Resolution | open => fixed |
2015-06-24 22:47 | Dusk | Fixed in Version | 2.2 => 2.1 |
2018-09-30 21:37 | Blzut3 | Status | resolved => closed |
Notes |
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Does it work in GZDoom 1.8? |
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The sound seems to work fine in GZDoom 1.8.07 (the only "1.8" release I was able to find a working link for). |
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Please check GZDoom 1.8.0. That's the version Zandronum 3.0 is currently based on. |
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GZDoom 1.8.0 from your link also does not exhibit any problems with the sound. |
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Thanks for checking! If it works in GZDoom 1.8.0, this is a Zandronum bug.
Can you condense your mod to a minimal example wad? |
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Unfortunately, I cannot - the fault does not seem to be with the sound so much as the mod as a whole. If I part out the DSSHOTGN from ww-oldie into its own mod, the sound plays fine. If I load ww-oldie.wad WITHOUT ww-oldie.bex, the sound plays fine.
If I had to guess, there is something strange in the DeHackEd logic. |
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@Edward-san, actually yes! Same circumstances as with 3.0; without the .BEX loaded, it's fine, but the .BEX causes the shotgun sound to disappear. Wonder if there's something strange with the FireShotgun pointer in BEX? |
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(0012505)
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Edward-san
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2015-06-03 07:45
(edited on: 2015-06-03 07:54) |
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Nice! This means that some recent 2.1 changesets broke the deh loading. Updated the ticket to reflect this.
[edit]Do you mind if you could provide the full command line to load both the wad and the bex?
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If the command line is:
zandronum -iwad doom2.wad -file ww-oldie.wad -deh ww-oldie.bex
then I and WaTaKiD can reproduce this also in zandronum 1.0 and works fine with zdoom 2.3.1 and 2.5.0. Back to square again, it seems :( |
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I know what's going on: when A_FireShotgun is called, in zdoom the sound call is:
S_Sound (self, CHAN_WEAPON, "weapons/shotgf", 1, ATTN_NORM);
but in zandronum, the code was refactored in A_CustomFireBullets, which has this sound call:
S_Sound (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM);
but this is mute because weapon->AttackSound has sound ID 0. I have an idea on the fix. |
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(0012508)
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Edward-san
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2015-06-03 09:19
(edited on: 2015-06-03 09:41) |
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(0012694)
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cobalt
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2015-06-14 07:54
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Issue addressed by commit 96d9b564a1d7: - Fixed: Some dehacked weapon attack sounds could not work (fixes 2276).
Committed by edward_san [edward-san] on Wednesday 03 June 2015 11:40:12
Changes in files:
docs/zandronum-history.txt | 1 +
src/g_doom/a_doomweaps.cpp | 9 +++++----
src/thingdef/thingdef_codeptr.cpp | 18 ++++++++++++------
3 files changed, 18 insertions(+), 10 deletions(-)
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