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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
0004455 | Zandronum | [All Projects] Suggestion | public | 2025-01-10 05:10 | 2025-01-17 21:41 | ||||||||
Reporter | President People | ||||||||||||
Assigned To | |||||||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||||||
Status | confirmed | Resolution | backport later | ||||||||||
Platform | MacOS | OS | High Sierra | OS Version | 10.13.6 | ||||||||
Product Version | |||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0004455: Allow more than 250 sounds for $random definitions in SNDINFO | ||||||||||||
Description | Only the first 250 or so sounds will play in a single $random definition, and the rest seem to be ignored. This is in the current Zandronum 3.2 build 241030-1744. I ran this against GZDoom g4.4.2 (Mac version, if that matters. It's also probably pretty old by now), and it appears to be playing all sounds including those past the 250 mark. I have created an example .pk3 that plays from 437 unique sounds in a single $random definition, taking from Doom, Heretic, and Quake in that order (more about that in the other boxes). Unsure if this is a bug, or the number settled on in this old tracker issue:'https://zandronum.com/tracker/view.php?id=1309 [^]' In any case, it would be much appreciated if more sounds could play, like in GZDoom. | ||||||||||||
Steps To Reproduce | Example: (too big for the tracker) 'https://www.dropbox.com/scl/fi/nkipjl9axbda86ktiofo0/Doom2RandomSkin.pk3?rlkey=2dr2pn79tgfy6n3lpvk98zn59&st=rkk5p84j&dl=0 [^]' • Example .pk3 in Doom 2: · change skin to "Doom2Random" · press taunt key repeatedly, noting the lack of Quake sounds • Example .pk3 in GZDoom: · enter in console: playsound "Doom2Random/taunt" (or create an alias/bind that does this with a key press) · play repeatedly, noting that many more Quake sounds play, all the way up to the last defined | ||||||||||||
Additional Information | 'https://pastebin.com/17wjaZVj [^]' The link above is a test I ran with the included .pk3, where I pressed the taunt key 250 times with the current Zandronum 3.2 test build 241030-1744. The * markings indicate what played and how many times. As you can see, the random choices stop around the 250 mark, just when the Quake definitions are getting started. You may also notice that certain sounds repeated rather often, while many in between remained untouched. That might be related, or it might not. 250 presses is likely too few to draw a solid conclusion. | ||||||||||||
Attached Files | |||||||||||||
Notes | |
(0024187) President People (reporter) 2025-01-10 05:13 |
The title was supposed to be "Allow more than 250 sounds for $random definitions in SNDINFO", but with a tilde in front of 250. |
(0024188) DrinkyBird (developer) 2025-01-12 01:08 |
The GZDoom commit which fixed this:'https://github.com/ZDoom/gzdoom/commit/2c3c91ff424a83517472661542c86dc0a07b7c28 [^]' Seems to be muddled with other refactorings (in typical Graf style), so might not be easy to backport... |
(0024197) Kaminsky (developer) 2025-01-14 05:46 |
Yeah, that GZDoom commit isn't compatible with our current base and can't be backported in so easily right now. This will need to wait until 4.0. |
(0024203) President People (reporter) 2025-01-17 21:41 |
Ah, bummer. Thanks for checking! |
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Issue History | |||
Date Modified | Username | Field | Change |
2025-01-10 05:10 | President People | New Issue | |
2025-01-10 05:13 | President People | Note Added: 0024187 | |
2025-01-12 01:08 | DrinkyBird | Note Added: 0024188 | |
2025-01-13 21:40 | unknownna | Summary | Allow more than 0000034:0000250 sounds for $random definitions in SNDINFO => Allow more than 250 sounds for $random definitions in SNDINFO |
2025-01-14 05:46 | Kaminsky | Note Added: 0024197 | |
2025-01-14 05:46 | Kaminsky | Status | new => confirmed |
2025-01-14 05:46 | Kaminsky | Resolution | open => backport later |
2025-01-17 21:41 | President People | Note Added: 0024203 |
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