View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0002902 | FSSCP | HUD | public | 2013-07-13 03:02 | 2023-01-30 17:23 |
Reporter | kopachris | Assigned To | MjnMixael | ||
Priority | low | Severity | tweak | Reproducibility | have not tried |
Status | closed | Resolution | no change required | ||
Summary | 0002902: Player engine loop uses forward velocity for volume | ||||
Description | In hud.cpp, update_throttle_sound() uses forward velocity to determine what volume the engine loop sound should play at in most cases. Now that we have the ability to use semi-Newtonian physics (as in e.g. Diaspora), we should always use forward thrust to determine engine volume. Otherwise, we end up with no engine volume even when the engine should be working at full thrust. | ||||
Additional Information | Origin: http://www.hard-light.net/forums/index.php?topic=85028.msg1699748 I went ahead and made the change and have attached the patch. | ||||
Tags | No tags attached. | ||||
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fs2_use_thrust_for_snd.patch (918 bytes)
Index: hud.cpp =================================================================== --- hud.cpp (revision 9729) +++ hud.cpp (working copy) @@ -1886,15 +1886,9 @@ if ( timestamp_elapsed(throttle_sound_check_id) ) { throttle_sound_check_id = timestamp(THROTTLE_SOUND_CHECK_INTERVAL); - - if ( object_get_gliding(Player_obj) ) { // Backslash - percent_throttle = Player_obj->phys_info.forward_thrust; - } else if ( Ships[Player_obj->instance].current_max_speed == 0 ) { - percent_throttle = Player_obj->phys_info.fspeed / Ship_info[Ships[Player_obj->instance].ship_info_index].max_speed; - } else { - percent_throttle = Player_obj->phys_info.fspeed / Ships[Player_obj->instance].current_max_speed; - } + percent_throttle = Player_obj->phys_info.forward_thrust; + if ( percent_throttle != last_percent_throttle || Player_engine_snd_loop == -1 ) { if ( percent_throttle < ZERO_PERCENT ) { |
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I was looking at implementing this one, but it's unclear based on the request, the attached patch, and the linked conversation what is wanted that's different from normal behavior. It looks like if ships have glide then the game already uses thrust over speed to set the sound. The attached patch actually removes the other options used by retail/most mods. Given all of that and that the original requester has been inactive since the day after this was filed almost ten years ago AND that a similar request hasn't come up since then, I'd be in favor of closing this. I will do so in a few days if no one objects. |
Date Modified | Username | Field | Change |
---|---|---|---|
2013-07-13 03:02 | kopachris | New Issue | |
2013-07-13 03:02 | kopachris | File Added: fs2_use_thrust_for_snd.patch | |
2023-01-26 23:10 | MjnMixael | Note Added: 0017150 | |
2023-01-26 23:10 | MjnMixael | Note Edited: 0017150 | |
2023-01-30 17:23 | MjnMixael | Assigned To | => MjnMixael |
2023-01-30 17:23 | MjnMixael | Status | new => closed |
2023-01-30 17:23 | MjnMixael | Resolution | open => no change required |