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Fix construction sound #862
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From: @rmarquis (Spyhawk) The construction sounds are actually related to the entity built, not the player that builds stuff. Pliers themselves don't make any sound, but the construction sound is started when the build of entity starts. If engineers stop to construct, the sound will still finish playing, and then resuming the construction will not play any sound. |
From: @IR4T4 (IR4T4) Spyhawk wrote:
2.) This ticket was created because of sound issues at start of constructing reported by player at our last release gaming session. Last night I did run into same. This occures when the connection is just bad (ping > 350 and higher, flickering 'connection interrupted' message is shown) . I did connect to an australian server from europe. In fact I've had more issues than this missing construction sound: The game feels delayed in total which isn't a real surprise ... |
From: @rmarquis (Spyhawk) IR4T4 wrote:
I'd find more logical that the active pliers produce the sound, similarly to a weapon. This would probably require to find a shorter sound effect we can play in loop... is that worth it? Don't know, and far from critical.
Nothing we can do for that specific issue then. |
From: @IR4T4 (IR4T4) Changing the sound in general isn't a good idea in my eyes. Let's just use the same sound ... but when pliers produce the sound engineer detection is much easier for enemies. |
From: @adanski (Dragonji) IR4T4 wrote:
After all physics are bugged too (bunny hopping wasn't intended) ;) |
From: @IR4T4 (IR4T4) Dragonji wrote:
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From: @rmarquis (Spyhawk) Ideally, the sound would stop when nobody is constructing anymore. It is actually played till the end even if the engineer stop mid-build. Also, sound should stop once the construction is done. |
From: @IR4T4 (IR4T4) Yes, the sound might be played longer than the construction itself but to me it's fine as it is. Sound length is 4 secs which isn't too long. There is no trap syscall on mod side to interrupt specific sounds. We can add such a call for legacy mod & engine but this results in 2.60 client incompatibility -> "Bad cgame system trap". ... so let the mod only do it for legacy clients only? Let's keep it as it is. |
From: @rmarquis (Spyhawk) Yes, agree - it's not worth it. One way to achieve this could be to
Delaying to 2.76 - I might remove the g_misc 8 option and make it default for 2.75 if I don't notice any other side effects. |
Author: @IR4T4 (IR4T4)
Date: 2015-08-17
Redmine Issue: 862, https://dev.etlegacy.com/issues/862
"No construction sound when building CP or barrier on bremen map (to be checked, other people around heard the sounds) (delaying to later)"
Related commit(s):
9d15c9d - mod: optionally fix construction sound (g_misc bit..
914d1cd - game: multi client construction sounds refs 862
bb48758 - game: set fixed construction sound as default and ..
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