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IDProjectCategoryView StatusDate SubmittedLast Update
0001309Zandronum[All Projects] Bugpublic2013-03-28 03:162017-05-20 03:32
ReporterStrikerMan780 
Assigned To 
PrioritynormalSeveritymajorReproducibilityalways
StatusclosedResolutionno change required 
PlatformPCOSWindows 7OS VersionUltimate x64
Product Version 
Target VersionFixed in Version 
Summary0001309: Randomized Sounds are mostly Broken Online
DescriptionSay, 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.
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User avatar (0006184)
ZzZombo (reporter)
2013-03-29 10:56

Example .WAD?
User avatar (0006186)
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.
User avatar (0006188)
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?
User avatar (0006189)
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?

User avatar (0006190)
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.
User avatar (0006191)
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.

User avatar (0006192)
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.
User avatar (0006194)
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.)

User avatar (0006383)
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?
User avatar (0006388)
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.

User avatar (0009247)
Watermelon (developer)
2014-06-13 18:05

Same in 2.0?
User avatar (0017717)
Ru5tK1ng (updater)
2017-05-20 03:32

Closed: no feedback for 4 years.

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- Issue History
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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