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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
0000719 | Zandronum | [All Projects] Bug | public | 2012-03-25 21:09 | 2022-02-22 02:35 | ||||||||
Reporter | Edward-san | ||||||||||||
Assigned To | TIHan | ||||||||||||
Priority | normal | Severity | minor | Reproducibility | have not tried | ||||||||
Status | acknowledged | Resolution | open | ||||||||||
Platform | OS | OS Version | |||||||||||
Product Version | |||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0000719: Chainsaw attack sound is reproduced twice online | ||||||||||||
Description | When you use the chainsaw, hold the attack button and you'll hear the sound, but when you release it there's another identical sound instance. It happens also when you melee an actor (monster, player), even though the sound is different. It seems familiar with the 'double messages' bug but applied to weapons. | ||||||||||||
Attached Files | ![]() ![]() | ||||||||||||
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TIHan (reporter) 2012-03-27 01:12 |
I cannot seem to reproduce this, though it would be a good idea to check a few of the A_* functions to see if there is a chance of any duplication of sounds for the client. |
unknownna (updater) 2012-03-29 15:54 |
Indeed, we'll need more information. Can you record a demo of it with the latest beta build (3417)? |
Edward-san (developer) 2012-03-29 16:39 |
Hmm, I can't reproduce with my server, but I can with the testing server (66.228.33.44:60116). Just connect to it and try again. May this be caused by the ping? (my ping was around 140) I attached a demo containing the effect. |
unknownna (updater) 2012-03-29 16:55 |
You mean the chainsaw? Yes, I know of that one. But are you able to reproduce it with the chaingun as well? Hold on, I'll delete my former note from 0000193: Able to fire weapon before it's passed A_Raise. > More issues: * The chainsaw attack sound will desync locally when attacking if you have a high ping (200+ ms). It doesn't desync in the same manner if you spy on a client. * Other clients will not always hear the chainsaw idle sound play properly. |
Edward-san (developer) 2012-03-29 18:55 edited on: 2012-03-29 18:59 |
Oh damn it! I didn't notice I wrote the wrong weapon (chaingun instead of chainsaw)! :\ Corrected. |
TIHan (reporter) 2012-03-30 00:23 |
Looking at A_Saw, seems the client does not handle any of the sound. The server does and sends the sound message to all clients. This why when you have have ping while using the chainsaw and you stop, you still keeping hearing it. I'll try to handle this properly. |
TIHan (reporter) 2012-03-30 01:41 edited on: 2012-03-30 05:55 |
Please test this.'http://www.2shared.com/file/2fzI3VU9/skulltag_sawfix.html [^]' with cl_hitscandecalhack on and off. The client will fire the saw sound if it doesn't hit anything. The hitsound will be determined by the server. Edit: The client will fire the saw sound if it hits something or not. Tell me if there are any abnormalities. If there are, is it worth using the fix anyway? |
unknownna (updater) 2012-03-30 02:25 |
What I noticed is that you might not hear the hit sound if you immediately back off from your target after hitting it (300 ping). And when you would locally play the hit sound, the saw sound stops repeating itself since the server instructs you to play the hit sound, and with the extra latency, the saw sound stops repeating for a little while before starting to play the hit sound. So you can keep on bumping into your target while holding +attack but never hear the hit sound. > If there are, is it worth using the fix anyway? At least it doesn't sound like crap anymore after releasing +attack. |
TIHan (reporter) 2012-03-30 02:29 |
The reason why I do not want the client determining the hit sound is because there is a chance the client could hear the hitsound play but in reality didn't hit anything on the server. Right now, using the fix is still up in the air. I'm fine either way, we just need to conclude this. |
unknownna (updater) 2012-03-30 03:27 |
> What I noticed is that you might not hear the hit sound if you immediately back off from your target after hitting it (300 ping) It's as if the hit sounds are suppressed by the new saw sounds after you back off. I recorded a demo of it with your test build. |
TIHan (reporter) 2012-03-30 04:07 edited on: 2012-03-30 05:56 |
> It's as if the hit sounds are suppressed by the new saw sounds after you back off. I recorded a demo of it with your test build. This makes sense because once you back off, the server just now started sending the hitsound over to you, and with you playing the fullsound sound while it comes in, you actually play both sounds. Edit: The client will play the saw sound no matter if it hits something or not. So at this point, you are guaranteed to play both the saw sound and the hit sound. This is the reason why it wasn't done before as it breaks some consistency of the order and play of the sounds; which is why when you had high ping after you stopped using the chainsaw, the saw sound kept playing. This is an interesting problem; the only thing I could think of is to somehow tell the client to completely suppress the saw sound and use the hit sound from the server. |
TIHan (reporter) 2012-03-31 04:11 edited on: 2012-03-31 05:17 |
I have two different builds. AFAIK, this one should fix all the saw sound problems. But the way I coded this one is absolutely horrible. 'http://www.2shared.com/file/eEjH4v-D/skulltag_saw_hackfix.html [^]' The second one here is almost the same as the first, except it forgets one detail to make the saw sounds work perfectly. The code here is MUCH better. 'http://www.2shared.com/file/Lpf10uZm/skulltag_sawfix2.html [^]' 'https://bitbucket.org/TIHan/tst/changeset/e378c321f95e [^]' Here is the logic behind this: Client plays fullsound until the client receives that it needs to play a hitsound. Server tells the client to play the hitsound. Client stops fullsound, then plays hitsound until the client receives that it needs to stop the hitsound. Server tells the client to stop the hitsound. Client stops the hitsound. The issue I'm having right now, is when the server instructs the client to stop the hitsound, it doesn't stop the hitsound on the same tick as when it will play the fullsound. This means if you continue attacking when backing off from an enemy, there will be a slight 2-tick pause. The hackfix handles this, but improperly. Not sure what I can do here. ____________________________________________________________________________ I have found an alternate solution, that is MUCH shorter, easier and more reliable than the previous solutions. This should fix all the saw sounds. Changeset: 'https://bitbucket.org/TIHan/tst/changeset/24e6a2768b3f [^]' Binaries: 'http://www.2shared.com/file/oMjLYvFC/skulltag_sawfix3.html [^]' Heh, all this work - we have to learn sometime. ;) |
unknownna (updater) 2012-03-31 11:44 edited on: 2012-03-31 11:45 |
'http://www.2shared.com/file/eEjH4v-D/skulltag_saw_hackfix.html [^]' This one seems to work. I did notice a few instances of the hit sound not being played when it should have. 'http://www.2shared.com/file/Lpf10uZm/skulltag_sawfix2.html [^]' This one seems to work better than the hack-fix. I did notice a few instances of the hit sound not being played when it should have, usually when I'd tap +attack while backing off from the target. 'http://www.2shared.com/file/oMjLYvFC/skulltag_sawfix3.html [^]' I can still easily reproduce the issue here. Another unrelated issue (also happens in 98d) is that the hit sounds will not play properly if you have a high ping (300). If you tap the +attack button once near a target you'll hear 2 hit sounds being played offline, but only 1 hit sound being played online. Regarding cl_hitscandecalhack: Do you happen to know why no decals are spawned for melee weapons online? |
TIHan (reporter) 2012-03-31 13:02 |
> Another unrelated issue (also happens in 98d) is that the hit sounds will not play properly if you have a high ping (300). If you tap the +attack button once near a target you'll hear 2 hit sounds being played offline, but only 1 hit sound being played online. I seem to notice this issue as well at only 300 ping. I can't reproduce it at 500 ping. > Regarding cl_hitscandecalhack: Do you happen to know why no decals are spawned for melee weapons online? Yes. It's due to the saw not firing P_LineAttack. If I wanted to, I could. This isn't a very trivially matter. Perhaps we should leave this bug alone and deal with it after 98e is released as it isn't a huge priority. |
Torr Samaho (administrator) 2012-03-31 16:09 |
> Perhaps we should leave this bug alone and deal with it after 98e is released as it isn't a huge priority. I didn't look to closely at the different patch attempts, but it's looks quite messy at first glance. I agree that we should postpone this after 98e is released. |
Combine (reporter) 2022-02-21 17:31 |
Can be closed? |
Kaminsky (developer) 2022-02-22 02:35 |
Quote from Combine It doesn't look like this issue has ever been addressed since its last update, so unless it's no longer a bug in Zandronum 3.1 I wouldn't just close it. I would also suggest not necroposting on a ticket that hasn't been updated in 10 years unless you have something important to add. |
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Date Modified | Username | Field | Change |
2012-03-25 21:09 | Edward-san | New Issue | |
2012-03-25 22:54 | TIHan | Assigned To | => TIHan |
2012-03-25 22:54 | TIHan | Status | new => assigned |
2012-03-27 01:12 | TIHan | Note Added: 0002908 | |
2012-03-27 01:12 | TIHan | Status | assigned => feedback |
2012-03-29 15:54 | unknownna | Note Added: 0003006 | |
2012-03-29 16:39 | Edward-san | Note Added: 0003009 | |
2012-03-29 16:39 | Edward-san | Status | feedback => assigned |
2012-03-29 16:39 | Edward-san | File Added: chainsaw.cld | |
2012-03-29 16:55 | unknownna | Note Added: 0003011 | |
2012-03-29 18:55 | Edward-san | Note Added: 0003012 | |
2012-03-29 18:56 | Edward-san | Summary | Chaingun attack sound is reproduced twice online => Chainsaw attack sound is reproduced twice online |
2012-03-29 18:56 | Edward-san | Description Updated | View Revisions |
2012-03-29 18:56 | Edward-san | Note Edited: 0003012 | View Revisions |
2012-03-29 18:58 | Edward-san | Note Edited: 0003012 | View Revisions |
2012-03-29 18:59 | Edward-san | Note Edited: 0003012 | View Revisions |
2012-03-30 00:23 | TIHan | Note Added: 0003025 | |
2012-03-30 00:23 | TIHan | Status | assigned => feedback |
2012-03-30 01:41 | TIHan | Note Added: 0003029 | |
2012-03-30 01:41 | TIHan | Note Edited: 0003029 | View Revisions |
2012-03-30 01:42 | TIHan | Note Edited: 0003029 | View Revisions |
2012-03-30 02:25 | unknownna | Note Added: 0003036 | |
2012-03-30 02:29 | TIHan | Note Added: 0003038 | |
2012-03-30 03:27 | unknownna | File Added: 2012.03.30_05.25.11_doom2.cld | |
2012-03-30 03:27 | unknownna | Note Added: 0003040 | |
2012-03-30 04:07 | TIHan | Note Added: 0003041 | |
2012-03-30 04:08 | TIHan | Note Edited: 0003041 | View Revisions |
2012-03-30 05:55 | TIHan | Note Edited: 0003029 | View Revisions |
2012-03-30 05:55 | TIHan | Note Edited: 0003029 | View Revisions |
2012-03-30 05:56 | TIHan | Note Edited: 0003041 | View Revisions |
2012-03-31 04:11 | TIHan | Note Added: 0003046 | |
2012-03-31 04:12 | TIHan | Note Edited: 0003046 | View Revisions |
2012-03-31 04:17 | TIHan | Note Edited: 0003046 | View Revisions |
2012-03-31 04:19 | TIHan | Note Edited: 0003046 | View Revisions |
2012-03-31 05:16 | TIHan | Note Edited: 0003046 | View Revisions |
2012-03-31 05:17 | TIHan | Note Edited: 0003046 | View Revisions |
2012-03-31 11:44 | unknownna | Note Added: 0003047 | |
2012-03-31 11:45 | unknownna | Note Edited: 0003047 | View Revisions |
2012-03-31 13:02 | TIHan | Note Added: 0003049 | |
2012-03-31 16:09 | Torr Samaho | Note Added: 0003060 | |
2012-03-31 20:20 | TIHan | Status | feedback => acknowledged |
2012-06-09 13:22 | Torr Samaho | Category | General => Bug |
2022-02-21 17:31 | Combine | Note Added: 0022142 | |
2022-02-22 02:35 | Kaminsky | Note Added: 0022143 |
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