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IDProjectCategoryView StatusLast Update
0000949FSSCPgameplaypublic2006-06-19 20:38
ReporterGoober5000 Assigned Totaylor  
PrioritynormalSeverityminorReproducibilityalways
Status resolvedResolutionfixed 
Summary0000949: Countermeasures "stick" when fired
DescriptionWhen firing countermeasures, most of the time it will sound like the key got "stuck" because the countermeasures sound plays over and over repeatedly. It's as if the countermeasures were dropped machine-gun style, although fortunately only one countermeasure is fired (which is what should happen). The sound repeating is annoying, though, and in any case it might be a symptom of another underlying problem.
Additional InformationI first noticed this right after WMC committed his new countermeasures code (treating weapons as CMs and vice versa) so I assume it's related. I just didn't get around to reporting it until now. >.>
TagsNo tags attached.

Activities

taylor

2006-06-17 02:54

administrator   ~0005853

Hmm, can't get it to happen for me. Exhausted all countermeasures on 3 test runs and only got the one sound play for each. Are we sure this isn't somehow related to the OpenAL code and not specifically an issue with the countermeasure code?

Axem

2006-06-17 03:15

reporter   ~0005854

I've had this happen to me too, but I seem to either only get it (or mostly get it) when I have multiple missiles tracking me. I really notice it when enemies fire Hornets at me.

Parias

2006-06-17 06:28

developer   ~0005855

Last edited: 2006-06-17 06:47

Echoing Axem's sentiment on this - but I don't think it's the actual "Countermeasure launch" noise that's playing over and over again. I was of the impression it made a different audio cue when you had actually 'evaded' the missle (something I noticed from FS2-Retail), but the behavior is slightly different in the latest SCP builds where it spams the 'evaded' noise repeatedly when handling multiple warheads.

Edit: Here's a movie showing the actual effect:
http://members.shaw.ca/tekki/FS2-CMStutter.avi

Actually, I think this might not necessarily be swarm-induced - the Hercs seen in this mission appear to only have Rockeyes and basic missiles. This might just be more of a general sound-looping problem.

edited on: 06-17-06 02:47

Goober5000

2006-06-18 04:37

administrator   ~0005858

Taylor: I'm sure; it happened almost immediately after WMC's new code, which was quite a bit before the OpenAL stuff.

Parias: Yup, that video is exactly what I mean. I don't think "evade" has its own sound, but I could be wrong. It's certainly an interesting hypothesis.

Wanderer

2006-06-18 12:04

developer   ~0005859

hmm... there are 'evaded.wav' and 'counter_1.wav' files (in sparky_fs2.vp) and for me it sounds much more like endless 'evaded' than anything else

taylor

2006-06-18 12:18

administrator   ~0005860

Evade does have it's own sound (evade.wav), and it's a stutter. And, I found the problem. It's handling countermeasures in find_homing_object() AND find_home_object_cmeasures(). The sound is getting played more often than it should. Also, find_homing_object() doesn't take into account the actual effectiveness of cmeasures so it shouldn't be getting there through weapon_home() like it does now. A quick fix there and it's sounding like retail again.

There was another bug or two, I'll have to diff it to figure out exactly what all changed. But I'll test this a little more today and then commit this fixes this afternoon. This does get cmeasure effectiveness more like retail, WMC's code made them too good and it broke balance (another bug that I never filed).

taylor

2006-06-18 16:19

administrator   ~0005863

Should be fixed in the 3_6_9 branch. I'll get it in the trunk tomorrow as I catch up with the commits I've missed applying there.

Make sure it's working as it should. This should also fix the incompatible homing network packet too, though I haven't tested that for sure yet.

taylor

2006-06-19 20:37

administrator   ~0005878

Played a dozen or so single player missions, compared them to retail, and everything appears pretty much back to normal. There was no easily noticable difference in cmeasures or the sounds they make at least. Unless WMC sees a problem with my fix then we'll just consider this one taken care of.

taylor

2006-06-19 20:38

administrator   ~0005879

Fixered.

Issue History

Date Modified Username Field Change
2006-06-17 01:22 Goober5000 New Issue
2006-06-17 02:54 taylor Note Added: 0005853
2006-06-17 03:15 Axem Note Added: 0005854
2006-06-17 06:28 Parias Note Added: 0005855
2006-06-17 06:47 Parias Note Edited: 0005855
2006-06-18 04:37 Goober5000 Note Added: 0005858
2006-06-18 12:04 Wanderer Note Added: 0005859
2006-06-18 12:18 taylor Note Added: 0005860
2006-06-18 12:18 taylor Assigned To WMCoolmon => taylor
2006-06-18 16:19 taylor Note Added: 0005863
2006-06-19 20:37 taylor Note Added: 0005878
2006-06-19 20:38 taylor Status assigned => resolved
2006-06-19 20:38 taylor Resolution open => fixed
2006-06-19 20:38 taylor Note Added: 0005879