MantisBT - Zandronum |
View Issue Details |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0000321 | Zandronum | [All Projects] Suggestion | public | 2011-03-09 19:16 | 2018-09-30 21:35 |
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Reporter | spam205 | |
Assigned To | Torr Samaho | |
Priority | normal | Severity | feature | Reproducibility | N/A |
Status | closed | Resolution | fixed | |
Platform | | OS | | OS Version | |
Product Version | 1.2 | |
Target Version | | Fixed in Version | 1.3 | |
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Summary | 0000321: Server leave/join sound effects |
Description | Play 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. |
Steps To Reproduce | |
Additional Information | |
Tags | No tags attached. |
Relationships | has duplicate | 0001082 | closed | Dusk | DSTINK as Connect Sound | has duplicate | 0001930 | closed | | Connect Sounds for Zandronum? |
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Attached Files | ConnectSound.wad (49,504) 2013-06-08 18:16 /tracker/file_download.php?file_id=977&type=bug
ZandronumSounds.zip (40,195) 2014-10-04 12:17 /tracker/file_download.php?file_id=1300&type=bug |
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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 | bug_revision_view_page.php?bugnote_id=6396#r3514 |
2013-06-09 11:30 | Konar6 | Note Added: 0006404 | |
2013-06-09 11:30 | Konar6 | Note Edited: 0006404 | bug_revision_view_page.php?bugnote_id=6404#r3520 |
2013-06-09 15:24 | Watermelon | Note Added: 0006408 | |
2013-06-09 15:24 | Watermelon | Note Edited: 0006408 | bug_revision_view_page.php?bugnote_id=6408#r3522 |
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 | bug_revision_view_page.php?rev_id=3847#r3847 |
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 | bug_revision_view_page.php?rev_id=5600#r5600 |
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 | bug_revision_view_page.php?rev_id=5603#r5603 |
2018-09-30 21:35 | Blzut3 | Status | resolved => closed |
Notes |
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Spleen implemented something called cl_mooconnect. He mentioned that he was going to submit a patch one day. |
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(0006396)
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Watermelon
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2013-06-08 18:15
(edited on: 2013-06-08 18:16) |
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'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.
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(0006404)
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Konar6
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2013-06-09 11:30
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Watermelon: Why is this controlled by the server though? Should be a client setting.
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I like that idea better, I'm going to see if I can make it clientside
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I like the idea, but also think that the clients should handle and control this themselves. |
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What do you mean by control themselves?
Ex: cvar to allow and disallow? |
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And regarding what channel you should play it on, the announcer channel seems most appropriate. |
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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. |
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(0007279)
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Balrog
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2013-09-26 18:48
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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. |
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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. |
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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? |
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What does it mean? You took the sounds from Source engine games? Presumably w/o permission? |
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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. |
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(0010312)
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Dusk
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2014-10-02 09:09
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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. |
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(0010313)
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Frits
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2014-10-02 10:38
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Why not just use the sound that grandvoid is using atm? Or is it a no go because it's from doom3? |
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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. |
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(0010330)
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cobalt
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2014-10-04 14:55
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(0010339)
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Arco
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2014-10-05 20:02
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Works as intended in v1.3 r141005-1701. |
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