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Weapon muzzles (and player noises?) occur from origin #408
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Tacticool stealth shooting!
…On Fri, Feb 10, 2017 at 11:56 AM, Paril ***@***.***> wrote:
If I fire from this position:
http://i.imgur.com/YreHJgt.jpg
I hear no muzzleflash because it's underwater.
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The muzzle flash takes places from the projected shot origin, so those are "correct" -- tho I agree that they are problematic with swimming in opaque volumes. That's one fix. Entity sounds are indeed originated from the entity's origin. For client entities, we could modify this (with some hacks) in |
Got an idea for this one, would it be possible to use md3 model tags for the sound origin if enabled? |
Which sounds specifically should originate from the player's head? I'd guess all the drown/gurp/falling sounds. |
For clients, everything but the footstep and landing sounds should originate from |
The other change I think I want to make here, is to update quemap to not divide PHS by opaque liquids. Opaque liquids should be equally hearable with transparent ones. We'll have to re-VIS our maps that have opaque liquids (ugh, Gehenna..), but in this case, I think it's worth it. |
Can you even get inside any liquids on Gehenna? |
Don't strstr to figure out which path to use, use a flag on attenuation or something. Seems incredibly ugly to base it on the filename. |
Yea, attenuation is sent as a byte, and we only have like 4 attenuations, so we could use the high bits for these origin / offset flags. |
Will try working on this one, how should the origin offset work for non-players? |
Would the upper 4 bits as a signed int with an 8x multiplier for the Z offset from the origin be good enough? |
Also what maps have waist-deep opaque water to test this? |
None, need to make some in sandbox. |
Done, my fixes didn't seem to work |
I made a new sandbox map yesterday already that has waist deep clear and opaque water ;) |
Okay gotcha! |
I think in master I already implemented offsets but they weren't working properly for some reason, so I disabled them. Not sure though. |
This is still a problem. The following fixes should be made:
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This is moot now, since we don't have PVS / PHS :) |
If I fire from this position:
http://i.imgur.com/YreHJgt.jpg
I hear no muzzleflash because it's underwater.
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