[Not a bug] Monsters hear you SCREAM!

Bugs that have been investigated and resolved somehow.

Moderator: GZDoom Developers

Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.

Postby Graf Zahl » Tue Dec 09, 2003 6:56 pm

Nanami wrote:It was actually... sarcasm.



See, I guessed right! :P
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
 
Joined: 19 Jul 2003
Location: Germany

Postby Nanami » Wed Dec 10, 2003 6:25 am

Enjay wrote:
Nanami wrote:It was actually... sarcasm.


Dammit! :oops:

Ahh well, these things have been requested before, so I can't be the only one who thinks they might be useful. :P

Not that I really expect them to be included in Zdoom any time soon.

Well I did get GameArena to change them for GADoom because he's actually modifying the exe in ways that change the behavior (footstep sounds... etc), but I wouldn't ask this of Randy.
User avatar
Nanami
Natdhipytadd
 
Joined: 15 Jul 2003
Location: That little island pritch created.

Postby David Ferstat » Wed Dec 10, 2003 8:24 am

Last time I checked the source (v1.23, or so, but I doubt this code will have changed) the changes necessary to enable truly silent weapons were quite minor.

The way it works (from memory) is thus:

Player fires current weapon
Appropriate weapon-firing function calls function Noise_Alert
Function Noise_Alert wakes up monsters. :(
Continue

Now, a better version might look like this:

Player fires current weapon
If current weapon NOT defined as Silent
Appropriate weapon-firing function calls function Noise_Alert
Function Noise_Alert wakes up monsters.
Continue

Else
Appropriate weapon-firing function
Continue


Now, I don't know where you'd define your weapons as Silent (not MAPINFO, as a weapons mod might not have maps) but I'm sure we could find, or create, a suitable place. For a start, how about wherever we define custom AMMO usage?
Last edited by David Ferstat on Wed Dec 10, 2003 8:29 am, edited 2 times in total.
User avatar
David Ferstat
Oh dear, I think you'll find reality is on the blink again.
 
Joined: 16 Jul 2003
Location: Perth, Western Australia

Postby Graf Zahl » Wed Dec 10, 2003 8:27 am

Before there is a way to define a weapon as 'silent' there has to be a way to configure a weapon at all, not counting Dehacked. :(
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
 
Joined: 19 Jul 2003
Location: Germany

Postby David Ferstat » Wed Dec 10, 2003 8:29 am

Graf Zahl wrote:Before there is a way to define a weapon as 'silent' there has to be a way to configure a weapon at all, not counting Dehacked. :(


Damn, you're quick! :)
User avatar
David Ferstat
Oh dear, I think you'll find reality is on the blink again.
 
Joined: 16 Jul 2003
Location: Perth, Western Australia

Re: Monsters hear you SCREAM!

Postby randi » Fri Dec 12, 2003 7:58 pm

cutmanmike wrote:I don't think this was meant to happen was it?

It is intentional.
David Ferstat wrote:Last time I checked the source (v1.23, or so, but I doubt this code will have changed) the changes necessary to enable truly silent weapons were quite minor.

It's even more minor than you present. Just add WIF_NOALERT to the weapon's definition. A few of the Strife weapons use this.
User avatar
randi
Site Admin
 
Joined: 09 Jul 2003

Previous

Return to Closed Bugs

Who is online

Users browsing this forum: No registered users and 0 guests