View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0001587 | FSSCP | sound | public | 2008-01-26 16:25 | 2008-03-28 06:18 |
Reporter | asyikarea51 | Assigned To | taylor | ||
Priority | normal | Severity | minor | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Fixed in Version | 3.6.10 | ||||
Summary | 0001587: Wrong sound played on weapons fire | ||||
Description | Taylor's 2007-10-28 XT build. Some of the weapons when fired use the wrong sounds. some examples: AAAf (wrong warmup), Shivan AAA (Vasudan beam cannon sounds?!), Mjolnir#home [possibly the standard Mjolnir too since it's exactly the same](also wrong sounds). Not all weapons are affected. At first I thought it had something to do with sounds and tables added into my 3.6.8 MediaVPs but I only have tbm's there for ships only (sound tbl has no tbm AFAIK) and replacement sounds for fighter weapons like Subach and Harpoon. Sounds removed, no sound.tbl to remove in the first place so there's nothing to remove there, but problem persisted. Stock 369 does not have this... problem. | ||||
Additional Information | Also attempted to reproduce the error without any mods (FS2 retail gfx and everything). Reproducible. Didn't try the debug build. One hackfix for modders would be to add new lines into the sounds.tbl, but I find it a bit pointless if new entries are being added simply to reference default sounds... hope this is the correct place to put it. XD | ||||
Tags | No tags attached. | ||||
|
I've reproduced this as well. Not sure what's going on. Also noticed flak sounds don't play, whether launch or explosion. Usually they're pretty obvious :-P |
|
Hrmm... for me they play, but I'll admit to using the cheats and playtesting in a "blank" map, firing the three flak cannons off a fighter. I hear the launch sound, but I don't hear any explosion. Either I'm too far to hear it, or it really is the bug. FS2 retail as selected mod for this instance. |
|
For the weapons listed, post what sound # does play and which sound # is supposed to play. And I know that flak sounds work fine, at least for me. |
2008-03-14 11:26
|
soundbug.txt (851 bytes)
3.6.10, 28 October 2007 build: (This build already solves the beam_shotX.wav errors #124 and #125 but has the Mantis'd sound error) (Warmup, Firing, Cooldown) AAAf: 150, 149, 161 AAAh: 150, 149, 161 MjolnirBeam#home: 153, 147, 159 S-AAA-Weak: 122, 121, 123 3.6.9 standard Open build: (This build plays sounds correctly except for beam_shotX.wav #124 and #125 IIRC) (Warmup, Firing, Cooldown) AAAf: 151, 149, 161 AAAh: 151, 149, 161 MjolnirBeam#home: 154, 147, 159 S-AAA-Weak: 122, 121, 123 Liner notes: I guess I did make a mistake for the S-AAA-Weak, it does sound like a Vasudan beam cannon in both builds... even tried the LRed, SRed and the BFRed but as far as I can tell they sound the same. I won't be surprised if I missed another weapon that plays the wrong sound somewhere but what I have now hints me of +1... aa51 |
|
File uploaded, doesn't contain much but hope it helps. =) Post-upload EDIT: Well the BGreen is also affected, seems to use the same sounds as the Mjolnir cannon in 3.6.9 and as a result shares the same error in 3.6.10... |
|
Looks the be the old "." issue. All of the files in question have two periods in them (BT_up_1.5.wav) and the sound that ends up getting used is the cut down version (BT_up_1.wav). Easy enough to fix though. I'll post a link for a new test build later this weekend and you can verify whether it's properly fixed or not. |
|
See if it's fixed in this build: http://icculus.org/~taylor/fso/willrobinson/Xt0314-win32.rar |
|
Gave it a try, nope, no audible change to the beam warm-up sounds. Still the same as the October 28th build. The only difference I spotted was the way the new build rendered beam cannons when you cheated yourself, say a BGreen and fired away, you can now actually see in front of you rather than having the muzzleflash block your way, lol... and that it says "unrecognised parameter -alpha_env", that's all. For Backslash's flak I'll get around to making a test mission later in the afternoon and have an Aeolus fire at me in godmode or something. |
|
All three flak weapons tested with the supplied build, all okay. Had an Aeolus destroy three Fenris cruisers with flak. Making the Aeolus attack the player didn't quite work because the sound that plays when the player's shields get hit takes predecence over the flak explosion noise. I wouldn't call that a bug though. So that narrows it down to the beam warmup sound. |
|
Okay, tried something today. The mod I'm working on hasn't gotten extensive with the tables yet, so I decided to use it. I can try using the default game to remove the possibility of errors-in-the-middle though. Extracted these suspect sounds from the root VP's: BS_up_1.5 , BT_up_1.5 , BT_up_2.5 , BT_up_3.5 , put them into sounds/8b22k, changed the periods to "pt" and changed edited sounds.tbl accordingly. (BS_up_1.5 -> BS_up_1pt5 and so on) Run your supplied Xt0314 build... Problem solved! Admittedly this is a modding way to solve the problem, but for stock sounds that shipped with the original game...? I don't know, worth a thought for those in charge of the MediaVPs, I guess. |
|
Taylor, should we do this for the next MVP release or do you want to fix the cause? It's a bit of a hack via the MVPs, but it's a nice clean and easy hack. ;) |
|
Nah, don't bother with the MVP hack. I haven't really had much time to do it yet, but I'll get the bug fixed before the week is over. |
|
Whoops, my bad. I didn't see the replies from you guys after mine. G5K's Trunk build seems to give the same behaviour... I'm guessing that something went "off" somewhere between the Official 3.6.9 and the countless 3.6.10 builds out there right now, but I just got back my modding steam so I can't say much about that. Hope it's worth a thought, at least. I'll keep monitoring this and update if I find anything else worth saying. =) EDIT: Just realised something. Now I think the MVP hack is a bad idea, many up-and-coming modmakers (me included) lack resources, and so rely on the MVPs for their small campaigns. With the hack in place, wouldn't it screw up mods that use their own sounds.tbl? |
|
Should be fixed in SVN. Reopen if that turns out to not be the case in future builds. |
|
Fixered. |
Date Modified | Username | Field | Change |
---|---|---|---|
2008-01-26 16:25 | asyikarea51 | New Issue | |
2008-02-08 12:35 | Backslash | Note Added: 0008852 | |
2008-02-08 21:30 | asyikarea51 | Note Added: 0008853 | |
2008-02-08 21:31 | asyikarea51 | Note Edited: 0008853 | |
2008-02-21 10:05 | taylor | Note Added: 0008887 | |
2008-03-14 11:26 | asyikarea51 | File Added: soundbug.txt | |
2008-03-14 11:27 | asyikarea51 | Note Added: 0008962 | |
2008-03-14 11:39 | asyikarea51 | Note Edited: 0008962 | |
2008-03-14 20:02 | taylor | Note Added: 0008963 | |
2008-03-14 20:02 | taylor | Status | new => assigned |
2008-03-14 20:02 | taylor | Assigned To | => taylor |
2008-03-15 10:04 | taylor | Note Added: 0008972 | |
2008-03-15 12:56 | asyikarea51 | Note Added: 0008973 | |
2008-03-15 13:18 | asyikarea51 | Note Added: 0008974 | |
2008-03-15 13:19 | asyikarea51 | Note Edited: 0008973 | |
2008-03-23 14:43 | asyikarea51 | Note Added: 0009022 | |
2008-03-23 14:45 | asyikarea51 | Note Edited: 0008974 | |
2008-03-24 17:20 | VA | Note Added: 0009027 | |
2008-03-24 17:27 | taylor | Note Added: 0009028 | |
2008-03-25 21:04 | asyikarea51 | Note Added: 0009035 | |
2008-03-25 21:28 | asyikarea51 | Note Edited: 0009035 | |
2008-03-25 21:29 | asyikarea51 | Note Edited: 0009035 | |
2008-03-28 06:18 | taylor | Note Added: 0009047 | |
2008-03-28 06:18 | taylor | Status | assigned => resolved |
2008-03-28 06:18 | taylor | Fixed in Version | => 3.6.10 |
2008-03-28 06:18 | taylor | Resolution | open => fixed |
2008-03-28 06:18 | taylor | Note Added: 0009048 |