[Not a bug] Rocket splash triggers terrain sounds

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Rocket splash triggers terrain sounds

Postby camaxide » Sun Jul 16, 2017 4:40 pm

When a terrain lump is made defining a sound to it (step sound) this sound is triggered whenever a rocket splash touches the floor.
I guess this is a bug and not intended.

For custom weapons I bypass this behaviour by setting the mass of whatever may hit the floor to 1 (mass below 10 won't make a sound if smallclass in terrain-lump isn't defined)
If a rocket hits the floor it would make sense to get the sound, but not when the rocket hits the wall or a monster where only the splashdmg hits the floor.

If this is not considered a bug, where can I make a replacement for the rockets splashdmg where I define mass to 1, does it even have a property that allows mass to be defined? (cant find the rockets splash-dmg workings except it being A_Explode, which does not seem to define mass in any way, which makes perfect sense. )
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Re: Rocket splash triggers terrain sounds

Postby camaxide » Sun Jul 16, 2017 4:41 pm

I made this post, but somehow was logged out.. no idea how I got to post, and why that name appeared though... :?:
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Re: Rocket splash triggers terrain sounds

Postby Rachael » Sun Jul 16, 2017 4:42 pm

Can you post a minimal example?
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Re: Rocket splash triggers terrain sounds

Postby camaxide » Sun Jul 16, 2017 4:55 pm

I sure can :)
https://www.dropbox.com/s/z984spww1o2am ... e.wad?dl=0
download that file, load it up with Vanilla Doom2 and start MAP01
when jumping down to the first room with two zombies, there is a metal-floor with texture name FLOOR0_1
I gave this default metal texture a metal sound when jumping down on.
I can also mention that dead corpses and items dropped also make the same metallic sound, but that is likely not a bug, even though it would been nice if corpses and dropped objects had a mass lower than 10, to allow them to not be included in the terrain-sounds if chosen not to (terrain lump can still define smallclass if one actually wants everything to trigger the terrain-sound) Player landing on the floor is usually what most would want this sound for, and not blood splatters, clip drop and rocket splash etc. :)

Just tell if it's hard to reproduce, I tried it here with the MAP01 and it was easy on my end.
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Re: Rocket splash triggers terrain sounds

Postby Graf Zahl » Sun Jul 16, 2017 4:59 pm

This is intentional. Explosions are supposed to create splash effects and the terrain sounds are just a variation of that.
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Re: Rocket splash triggers terrain sounds

Postby camaxide » Sun Jul 16, 2017 5:11 pm

the splash effect is however triggered even if the mass is below 10, so it could easily be set up so that if smallclass is used for splashdmg, instead of the baseclass, and then let the modder decide wether or not he wants any specific Terrain-preset he creates to trigger the sound on splash - as of now it's forced to give the terrain sound. For my own custom things I've set also droppable items mass to be less than 10, as they then don't trigger the floors terrain-sound, but re-defining every object in Doom would be a bit much work - but if they were set to a mass of 1-9 the modder would have control over it by deciding to define the sound for both base and small class (sound on all) or just on base, which would not trigger on small things and splash.
At least I like being able to chose :)
if not being considered then I'd like to know if there is a way I can redefine A_explosion to not trigger the sound through other means - and preferably if it's possible to re-define things somehow without re-coding all droppable doom-items to a lower mass than 10.
At this point it's more a feature request and question than a bug as the current behaviour is intended :)
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Re: Rocket splash triggers terrain sounds

Postby Graf Zahl » Sun Jul 16, 2017 5:20 pm

Replace the rocked with one that has '+DONTSPLASH' set and it should be silent.
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Graf Zahl
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Re: Rocket splash triggers terrain sounds

Postby camaxide » Sun Jul 16, 2017 8:00 pm

Graf Zahl wrote:Replace the rocked with one that has '+DONTSPLASH' set and it should be silent.

I expected that to remove the actual dmgsplash also, but reading https://zdoom.org/wiki/actor_flags it seem you are right - I will look into that. thanks :)

edit: Thanks, this was exactly the flag I was looking for, without knowing a flag for this existed :) works like I wanted now.
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