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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0001309 | Zandronum | [All Projects] Bug | public | 2013-03-28 03:16 | 2017-05-20 03:32 | ||||
Reporter | StrikerMan780 | ||||||||
Assigned To | |||||||||
Priority | normal | Severity | major | Reproducibility | always | ||||
Status | closed | Resolution | no change required | ||||||
Platform | PC | OS | Windows 7 | OS Version | Ultimate x64 | ||||
Product Version | |||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0001309: Randomized Sounds are mostly Broken Online | ||||||||
Description | Say, you had a $random sound def called tourettes/taunt, and there are 20+ sounds in that list. Offline, the random sounds work perfectly fine, in that the game will pick all sounds out of the list, so chances are you'll hear something different each time. Online, that isn't the case... Out of the 20 sounds, it'll pick two or three of them, and keep playing those same sounds over and over and over, never deviating from those choices. This becomes extremely annoying in a lot of cases, especially if you have a monster or character with a random active sound, and for some reason it just keeps repeating the same line of dialogue repeatedly every few seconds, instead of choosing something unique. | ||||||||
Attached Files | |||||||||
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ZzZombo (reporter) 2013-03-29 10:56 |
Example .WAD? |
StrikerMan780 (reporter) 2013-03-29 11:01 |
I'll put one up later I guess... though it isn't really hard to make one of your own. Just throw any set of random sounds into a wad or PK3, and set them up in SNDINFO, and make a zombieman have that random sound set as their active sound. |
Watermelon (developer) 2013-03-29 16:09 |
Another thing I found (while slightly different than this thread) is that when a random sound is called, it is desynced between other players. I wonder if there's a way to sync them up by having the server send the random index to the player? For this ticket: Does the same happen on ZDoom if you try and do the same thing? Does it happen in Zandronum offline mode? |
StrikerMan780 (reporter) 2013-03-29 16:24 edited on: 2013-03-29 16:25 |
Doesn't happen in Zandronum offline mode, and does not happen in ZDoom. Also, based on your last suggestion... How about using a seed, so they're properly synched without using much extra bandwidth? |
Ivan (reporter) 2013-03-29 17:32 |
I can say this happens a lot with my Arnold skin too. Often times people hear different taunts, while I hear the same 3-4 sounds way more often. |
StrikerMan780 (reporter) 2013-03-29 17:52 edited on: 2013-03-29 17:53 |
In the case of when I was playing SMMP, the same thing happened every time I joined the server, even between different sessions. The Tourettes guy monster I had created kept choosing "Kiss My Ass!" and "That's just tit dirt!" over and over, never going outside of that set, out of about 20 or so sounds. Offline, things are fine. |
Balrog (reporter) 2013-03-29 23:12 |
This probably has something to do with the fact that the RNG isn't sunk between players in a netgame. |
StrikerMan780 (reporter) 2013-03-30 02:18 edited on: 2013-03-30 02:18 |
There's something more to it than that. If that were the case at the very least the sounds would still be randomized properly. (Just not matching what the other clients hear.) |
Watermelon (developer) 2013-06-08 05:37 |
The main way I see of matching up sounds is to transmit the random number as well to the clients. How large could this number get for each taunt? Worth sending just an unsigned byte, or an unsigned short? |
Dusk (developer) 2013-06-08 08:59 edited on: 2013-06-08 09:06 |
A byte should definitely be enough as it caters up to 256 different taunts. Increase it to a short if someone makes a mod with more taunts than that, though using a short should be avoided if at all possible since this would go into any sound command there is.. I'll also throw another problem: SNDINFO is not protected, therefore it's possible that different clients wouldn't have the same amount of randomized sounds per logical sound. This could happen with for instance the stock Doom 2 sounds and skins wads (I have a wad in skins that does exactly this :P) I think that if it's possible to sync the randomized sounds seed to resolve this issue, we should take that route. |
Watermelon (developer) 2014-06-13 18:05 |
Same in 2.0? |
Ru5tK1ng (updater) 2017-05-20 03:32 |
Closed: no feedback for 4 years. |
This issue is already marked as resolved. If you feel that is not the case, please reopen it and explain why. |
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Supporters: | No one explicitly supports this issue yet. |
Opponents: | No one explicitly opposes this issue yet. |
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Date Modified | Username | Field | Change |
2013-03-28 03:16 | StrikerMan780 | New Issue | |
2013-03-29 10:56 | ZzZombo | Note Added: 0006184 | |
2013-03-29 11:01 | StrikerMan780 | Note Added: 0006186 | |
2013-03-29 16:09 | Watermelon | Note Added: 0006188 | |
2013-03-29 16:24 | StrikerMan780 | Note Added: 0006189 | |
2013-03-29 16:25 | StrikerMan780 | Note Edited: 0006189 | View Revisions |
2013-03-29 17:32 | Ivan | Note Added: 0006190 | |
2013-03-29 17:52 | StrikerMan780 | Note Added: 0006191 | |
2013-03-29 17:53 | StrikerMan780 | Note Edited: 0006191 | View Revisions |
2013-03-29 23:12 | Balrog | Note Added: 0006192 | |
2013-03-30 02:18 | StrikerMan780 | Note Added: 0006194 | |
2013-03-30 02:18 | StrikerMan780 | Note Edited: 0006194 | View Revisions |
2013-06-08 05:37 | Watermelon | Note Added: 0006383 | |
2013-06-08 08:59 | Dusk | Note Added: 0006388 | |
2013-06-08 09:02 | Dusk | Note Edited: 0006388 | View Revisions |
2013-06-08 09:05 | Dusk | Note Edited: 0006388 | View Revisions |
2013-06-08 09:06 | Dusk | Note Edited: 0006388 | View Revisions |
2014-06-13 18:05 | Watermelon | Note Added: 0009247 | |
2014-06-13 18:05 | Watermelon | Status | new => feedback |
2017-05-20 03:32 | Ru5tK1ng | Note Added: 0017717 | |
2017-05-20 03:32 | Ru5tK1ng | Status | feedback => closed |
2017-05-20 03:32 | Ru5tK1ng | Resolution | open => no change required |
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