View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0000614 | FSSCP | sound | public | 2005-11-10 22:57 | 2005-11-16 18:16 |
| Reporter | MetalDestroyer | Assigned To | Goober5000 | ||
| Priority | normal | Severity | major | Reproducibility | always |
| Status | resolved | Resolution | open | ||
| Summary | 0000614: No sound for explosions | ||||
| Description | With the latest build (01.11.2005/05.11.2005 from redmenace), I found missing sound for impact hull, explosion (like flak, fighter explo, big explo), beams (fighter beam & the main beam). I hope there will be a fix. | ||||
| Additional Information | Original first half of bug report (since fixed): I tested the main Fs2 Campaign, and it results there are several scripting bugs. It appears especially when the colossus is on station. The first time we met him during the evacuation of Enif Station, the Colossus seems to be out of range. It can't use his beam cannon towards a Deimos class. I've to just autodestruct myself to pass the mission. Another bug, in the final battle before we go to Vasudans Head Quarter, the Colossus arrived near to the knossos, but unfortunately, he is too far from the battlefield. So, he can't open fire. Well, i don't know if the fs2 files are messing up in this 3.6.7. | ||||
| Tags | No tags attached. | ||||
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Do you have openal installed? |
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Make sure you are not using "ignore my target". This prevents friendly ships from using their beams on the target. |
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redmenace -> Should i need Open AL ? because, I heard voices, music, and my laser shot. Goober5000 -> Where can I found "ignore my target" ? in the launcher ? |
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"Goober5000 -> Where can I found "ignore my target" ? in the launcher ?" No, in the commands you give your wingmen. In the communications screen. For instance, in The Sixth Wonder, you might want to tell your wingmen to ignore the Hawkwood so they don't get fried by its beams. The only problem is that this causes the Colossus to *also* ignore it. This is listed in Mantis under a separate bug, but it might be what you're experiencing for ships whose beams fail to fire. |
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I didn't use this order. I've just tell them to protect a ship, or to disable the Corvett, or destroy it. I'll try to install OpenAL. |
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I've also seen problems with the Colossus failing to fire on the Harkwood if the Harkwood has been disarmed. No idea why. That really should have been handled with a fire-beam sexp, but that's a scripting issue. And the colossus really is one huge bug more often than not, so I'm not entirely suprised. However, I'm not sure I follow about when it shows up at the knossos; a screenshot of that may prove useful. |
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2005-11-12 10:56
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2005-11-12 10:57
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I attached 2 screens from the "End Game" mission. The colossus seems to bee too far from the battlefield. Or perhaps, someone forget to give the "beam-free_all sexp" ? I don't know. It's the same case for the "Sixth Wonder", and another one, when a NTD Orion crash into the colossus. In the retail, it took the NTD some seconds to crash into the colossus. Now, We must wait minutes to see the scene. |
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Hmm. Something wrong with locations, it looks like. Out of curiousity, does the same thing happen when you play the mission from the techroom? And you aren't using any mods are you? |
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I have same probleme in playing in techroom. And, no, there are no mods. I've just put a ship.tbl for Dabrain's shockwave. If I played with the Media VP 3.6.6, all work perfectly. |
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Attach the table. I can't see how the table would be impacting this, but somehow it is if that's all you have to change to make it work. |
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2005-11-13 11:49
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I don't know if it is the cause. But it worked well in the Media 3.6.6 :/ |
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I betcha this is related to the no-warp-effect bug. |
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Yep, that sounds exactly right. The bigger the ship, the more noticable the bug. |
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Try a build from the 14th. And see if you still have the same issue. http://www.hard-light.net/forums/index.php/topic,34852.0.html As per the other issues with impact sounds, do you have an exact build where this showed up? go here for builds from the past 3 months http://fs2source.warpcore.org/exes/latest/ edited on: 11-14-05 09:15 |
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Ok, now all scripting mission are fixed. However, I can't heard any sound from other ship than me. I can heard Voice communication, music. But, I heard an explo sound which have been delayed, or has some difficulties to listen the track. I don't know how to explain. I shot all fighters, they explode but no sound is produce but sometime, in 0.5% in the mission I heard Explo sound. But in the left 99,5% of the mission (whatever mission) I heard nothing (beams, flak, explo, shockwaves, warp, allies & enemis shots) except those from mine. Ah I forgot also, there are some trouble as well for my countermeasure. All this happens since the newest build in october came. With the Inferno Build from the 18.09.2005 or the Standard Fs2 build from 18.09.2005 all worked but I was using the Media VP 3.6.6 instead of the 3.6.7. edited on: 11-14-05 14:57 edited on: 11-14-05 15:00 |
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Please try this DS inferno build I made for bug hunting. http://fs2source.warpcore.org/exes/latest/November2005/20051107-DSInferno.rar |
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Ok, your DSInferno build works very well, no problems here except for the Hull impact. I can hear Shield impact but not hull. However, the warp-in effect was disabled. So, in the first mission "Surrender, Belisarius" The Psamptik is at 4500 meters from the Satis freighters, instead being at 1 Km or 2. |
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I wonder if this is related to singh's problem? |
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I don't know, I have the opposite problem ^^ He don't have music since the 14.10.2005, but for me, the mv_music didn't work with this build. Since we past to greater version, I have music, but no sound, except the one you just send to us (DS Inferno build). I don't know if Singh has still his music problem. I don't know if it'll be usefull to know which sound chipset we have ? It could be resolve this trouble. |
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"All this happens since the newest build in october came. With the Inferno Build from the 18.09.2005 or the Standard Fs2 build from 18.09.2005 all worked but I was using the Media VP 3.6.6 instead of the 3.6.7." are you saying this build(http://fs2source.warpcore.org/exes/latest/October2005/20051002-redmenace.rar) is when this started? Or was it before that? did it happen in september. See giving us an exact build will give us a better date for when this became an issue. So, if you want this fixed, please, help us help you because I can't reproduce this bug my self. So please go through these builds here: http://fs2source.warpcore.org/exes/latest/October2005/ and here http://fs2source.warpcore.org/exes/latest/September2005/ and tell us which build that this started acting in such a crapfully way please. Additionally, play a couple of missions that this is occuring in and please post your fs.log while having a empty debug filter cfg file in your root directory. Could you also post your specs, including ram, OS version, chipset and sound device. edited on: 11-15-05 16:50 |
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How can i get this fs.log ? With the Fs2 Open debug build ? or it work also with the retail ? Otherwise, here my spec : CPU : AMD Athlon XP 2400+ @ 2700+ Motherboard : Asus A7N8X Deluxe Rev 2.0 Memory : 768 MB DDR 333 Mhz Graphic Card : Hercules Radeon 9800 Pro 128 MB Audio chipset : nForce 2 Sound Storm 5.1 (use the nForce 3.48 an old very old driver) Operating system : Windows XP Pro only (no Service Pack installed) I'll try those builds and I'll tell you. |
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Ok, i found it, the sound bug appeared since the 20.09.2005. Edit : I upload both fs2.log. I hope you can find the bug. But, strangely, with the 18.09.2005 debug build, in the "End game" mission, the game crash when the colossus arrive. edited on: 11-15-05 18:00 |
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2005-11-15 22:57
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2005-11-15 22:57
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@MetalDestroyer: Upgrade to newer nForce drivers and see if the problem persists. The difference between those two builds are that 18.09.2005 is DS and 20.09.2005 is OpenAL. If your nForce drivers are really that old then this may just be a software issue (nForce drivers provide hardware accelerated OpenAL so don't use Creative's version of OpenAL). |
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The problem is if i upgrade the driver, I've encounter other sound problem more major (sound turn off in game after certain among of time). I hope it was fixed for a long time. I tell you about it later. Edit : It works. You're right, it was a software issue. edited on: 11-16-05 08:27 |
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Sound problem not really a code bug. Original bug fixed by Goober. Fixered. |
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2005-11-10 22:57 | MetalDestroyer | New Issue | |
| 2005-11-11 15:14 | redmenace | Note Added: 0003802 | |
| 2005-11-11 15:20 | Goober5000 | Note Added: 0003803 | |
| 2005-11-11 17:12 | MetalDestroyer | Note Added: 0003805 | |
| 2005-11-11 17:54 | Goober5000 | Note Added: 0003806 | |
| 2005-11-11 23:28 | MetalDestroyer | Note Added: 0003807 | |
| 2005-11-12 06:41 | StratComm | Note Added: 0003808 | |
| 2005-11-12 10:56 | MetalDestroyer | File Added: fs2_open end_game_mission_01.jpg | |
| 2005-11-12 10:57 | MetalDestroyer | File Added: fs2_open end_game_mission_03 copier.jpg | |
| 2005-11-12 11:00 | MetalDestroyer | Note Added: 0003809 | |
| 2005-11-13 08:24 | StratComm | Note Added: 0003810 | |
| 2005-11-13 08:41 | MetalDestroyer | Note Added: 0003811 | |
| 2005-11-13 08:45 | StratComm | Note Added: 0003812 | |
| 2005-11-13 11:49 | MetalDestroyer | File Added: ships.tbl | |
| 2005-11-13 11:50 | MetalDestroyer | Note Added: 0003817 | |
| 2005-11-13 21:26 | Goober5000 | Note Added: 0003820 | |
| 2005-11-14 01:08 | StratComm | Note Added: 0003821 | |
| 2005-11-14 14:11 | redmenace | Note Added: 0003832 | |
| 2005-11-14 14:15 | redmenace | Note Edited: 0003832 | |
| 2005-11-14 14:15 | redmenace | Note Edited: 0003832 | |
| 2005-11-14 14:15 | redmenace | Note Edited: 0003832 | |
| 2005-11-14 19:56 | MetalDestroyer | Note Added: 0003836 | |
| 2005-11-14 19:57 | MetalDestroyer | Note Edited: 0003836 | |
| 2005-11-14 20:00 | MetalDestroyer | Note Edited: 0003836 | |
| 2005-11-14 23:04 | Goober5000 | Category | gameplay => sound |
| 2005-11-14 23:04 | Goober5000 | Summary | Trouble in Fs2 Campaign + no sound for explo => No sound for explosions |
| 2005-11-14 23:04 | Goober5000 | Description Updated | |
| 2005-11-14 23:04 | Goober5000 | Additional Information Updated | |
| 2005-11-15 10:31 | redmenace | Note Added: 0003850 | |
| 2005-11-15 15:48 | MetalDestroyer | Note Added: 0003851 | |
| 2005-11-15 16:05 | redmenace | Note Added: 0003852 | |
| 2005-11-15 16:35 | MetalDestroyer | Note Added: 0003853 | |
| 2005-11-15 21:49 | redmenace | Note Added: 0003857 | |
| 2005-11-15 21:50 | redmenace | Note Edited: 0003857 | |
| 2005-11-15 22:05 | MetalDestroyer | Note Added: 0003859 | |
| 2005-11-15 22:31 | MetalDestroyer | Note Added: 0003860 | |
| 2005-11-15 22:57 | MetalDestroyer | File Added: fs_18.09.2005.log | |
| 2005-11-15 22:57 | MetalDestroyer | File Added: fs_20.09.2005.log | |
| 2005-11-15 23:00 | MetalDestroyer | Note Edited: 0003860 | |
| 2005-11-16 10:51 | taylor | Note Added: 0003870 | |
| 2005-11-16 12:13 | MetalDestroyer | Note Added: 0003873 | |
| 2005-11-16 13:27 | MetalDestroyer | Note Edited: 0003873 | |
| 2005-11-16 18:16 | taylor | Note Added: 0003874 | |
| 2005-11-16 18:16 | taylor | Assigned To | => Goober5000 |
| 2005-11-16 18:16 | taylor | Status | new => resolved |