g4.5pre-242-g4aec72be5 Spider Mastermind silent death sound

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Expand view Topic review: g4.5pre-242-g4aec72be5 Spider Mastermind silent death sound

Re: g4.5pre-242-g4aec72be5 Spider Mastermind silent death so

by Nash » Fri Oct 09, 2020 2:29 am

Ah, interesting. Oh well, it only happens when a cheat command is used (and in a specific position too; only when the game is paused from the console)... it's not worth fixing. :mrgreen:

Re: g4.5pre-242-g4aec72be5 Spider Mastermind silent death so

by Graf Zahl » Fri Oct 09, 2020 1:20 am

Ok, then: viewtopic.php?f=7&t=28649

Sorry, but if it only happens when killing a monster from the open console any attempt to fix this will only make other things worse.

Re: g4.5pre-242-g4aec72be5 Spider Mastermind silent death so

by Player701 » Fri Oct 09, 2020 12:11 am

Hmm, I can confirm the bug too. It is present in 4.4.2 and probably in much earlier versions as well. I think I first encountered it quite a while ago (a couple years maybe), but I'm not sure why I didn't report it back then. Probably because I thought that mdk/kill monsters was supposed to work that way... yeah, I know, silly. But I guess I thought, since they're cheat codes, why not? (Not trying to imply that this isn't actually a bug, of course)

Upd: This bug affects the Arachnotron too. Both the Arachnotron and the Spider Mastermind call A_Scream in the very first state of their death sequences. The same goes for BossBrain, and it's also affected by the bug (kill monsters doesn't work for it but mdk does).

Upd2: A_Scream actually does get called, this can be easily seen by adding a console message to the method body. Interestingly enough, binding a key to mdk and using it without opening the console makes the sound play normally as well. Same if kill monsters is bound to a key and used.

Upd3: And this is why it happens:

Code: Select all

// sound is paused and a non-looped sound is being started.
// Such a sound would play right after unpausing which wouldn't sound right.
if (!(chanflags & CHANF_LOOP) && !(chanflags & (CHANF_UI|CHANF_NOPAUSE)) && SoundPaused)
{
	return NULL;
}

Re: g4.5pre-242-g4aec72be5 Spider Mastermind silent death so

by Rachael » Thu Oct 08, 2020 8:45 pm

Okay, can confirm, when killing it with weapons I get a death sound, but when using MDK there is no sound.

Re: g4.5pre-242-g4aec72be5 Spider Mastermind silent death so

by Nash » Thu Oct 08, 2020 6:29 pm

Thanks Blue Shadow, now I know how to reproduce it.

The Spider Mastermind's death sound is silent when you kill it with either MDK or 'kill monsters'. Fighting it normally (killing it with weapons) makes the sound play as expected.

Probably of interest is that if I use MDK or 'kill monsters' on a Cyberdemon, the sound plays normally.

Re: g4.5pre-242-g4aec72be5 Spider Mastermind silent death so

by Blue Shadow » Thu Oct 08, 2020 6:09 pm

How are you killing the monster? By fighting it normally or mdk'ing it from the console?

Re: g4.5pre-242-g4aec72be5 Spider Mastermind silent death so

by Graf Zahl » Thu Oct 08, 2020 4:38 pm

Sound plays for me.

Re: g4.5pre-242-g4aec72be5 Spider Mastermind silent death so

by Nash » Thu Oct 08, 2020 4:04 pm

I've installed GZDoom on a completely separate directory, let it generate a fresh INI and run this isolated copy of GZ; still same thing. No sound when killing the Spider Mastermind.

Here's my startup:



As you can see, completely vanilla.

Re: g4.5pre-242-g4aec72be5 Spider Mastermind silent death so

by 3saster » Wed Oct 07, 2020 6:15 pm

Working fine for me, including testing on a bunch a few different maps. Perhaps it's a certain setting causing it, or perhaps something on your end?

g4.5pre-242-g4aec72be5 Spider Mastermind silent death sound

by Nash » Wed Oct 07, 2020 4:19 pm

When a Spider Mastermind dies, its death sound doesn't get played.

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