I've been picking up the mantle of updating Hellwalker ever since the main dev abandoned it for other projects. Most stuff I've been able to do on my own like fixing sprite glitches, replacing certain monsters and getting rid of others (fuck the forgotten one). I even came up with new ideas like having unwilling come out of possessed soldiers, and having pustule face huggers come out of chain gunners. but my current problem resides in the SNDINFO. I've done my best to try and figure out why, and I've even reached out to doom community discords with dedicated channels for such things (spoiler they don't help at all and said channels are basically dead unless someone big asks for help). I love this mod and want to make it better, but the coding is so full of spaghetti that I can't make heads or tails of the SNDINFO.
here is the mod in question:
https://www.mediafire.com/file/cusq9io1 ... n.rar/file
anyone willing to take a look or give me pointer to the right direction will be greatly appreciated.
Note: The Sound info and decorate are properly coded, but the sounds still don't play.
SNDINFO Not playing sounds for revenant or evil marines
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- Void Weaver
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Re: SNDINFO Not playing sounds for revenant or evil marines
Do you can post actor which sound doesn't playback and its related SNDINFO lines?
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Re: SNDINFO Not playing sounds for revenant or evil marines
Actor: D4RevenantVoid Weaver wrote:Do you can post actor which sound doesn't playback and its related SNDINFO lines?
Decorate: Revenant.AED
Relevant Code:
Actor RevenantRocketFast : FastProjectile
{
Projectile
Speed 45
FastSpeed 60
Damage (random(30,60))
Radius 3
Height 6
Scale 0.5
SeeSound "Player/Demon/Revenant/Fire"
Decal "D4ExploScorchSmall"
+FORCEXYBILLBOARD
States
Actor: TrueEVM
Decorate: EvilMarine_New.AED
Relevant Code:
TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire")
- Void Weaver
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Re: SNDINFO Not playing sounds for revenant or evil marines
W.T.F.?
Which sound doesn't plays?
In which actor's state specificly?
From this cropped code dump I can assume that you talk about this line: TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire"). If it so, then try to point specific sound channel in the function OR just set auto-channel, smth. like:
TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire",0)//=TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire",CHAN_AUTO)
OR
TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire",6)//=TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire",CHAN_6)
Which sound doesn't plays?
In which actor's state specificly?
From this cropped code dump I can assume that you talk about this line: TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire"). If it so, then try to point specific sound channel in the function OR just set auto-channel, smth. like:
TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire",0)//=TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire",CHAN_AUTO)
OR
TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire",6)//=TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire",CHAN_6)
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Re: SNDINFO Not playing sounds for revenant or evil marines
here's the full context of the missile code
Missile:
TNT1 A 0 A_Jump(256,3)
TNT1 A 0 A_Jump(256,"Plasma")
TNT1 A 0 A_Jump(256,"Rocket")
TNT1 A 0 A_JumpIfCloser(256,"Shotty")
TNT1 A 0 A_Jump(64,"Plasma")
TNT1 A 0 A_Jump(64,"Rocket")
TNT1 A 0 A_JumpIfInTargetInventory("IsAnEvilMarine", 1, "WrongTarget")
TNT1 A 0 A_Recoil(-2)
TNT1 A 0 A_Jump(200, "MissileLeft", "MissileRight")
ZLAY E 4 A_FaceTarget
TNT1 A 0 A_Jump(200,2)
TNT1 A 0 ThrustThingZ(0,45,0,1)
TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire")
TNT1 AAAAA 0 A_SpawnItemEx("DustPuff",0,0,31)
TNT1 A 0 Light("OrangeSmallFlicker1")
TNT1 AAA 0 A_CustomMissile("OrangeLensFlareAlt",31,7,0)
ZLAY F 2 BRIGHT A_CustomMissile("NailStronk",37,2,random(-4, 4),1,random(-2,2))
ZLAY E 3 A_Facetarget
TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire")
TNT1 AAAAA 0 A_SpawnItemEx("DustPuff",0,0,31)
TNT1 A 0 Light("OrangeSmallFlicker1")
TNT1 AAA 0 A_CustomMissile("OrangeLensFlareAlt",31,7,0)
ZLAY F 2 BRIGHT A_CustomMissile("NailStronk",37,2,random(-4, 4),1,random(-2,2))
ZLAY E 2 A_Facetarget
TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire")
TNT1 AAAAA 0 A_SpawnItemEx("DustPuff",0,0,31)
TNT1 A 0 Light("OrangeSmallFlicker1")
TNT1 AAA 0 A_CustomMissile("OrangeLensFlareAlt",31,7,0)
ZLAY F 2 BRIGHT A_CustomMissile("NailStronk",37,2,random(-4, 4),1,random(-2,2))
ZLAY E 4 A_Facetarget
TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire")
TNT1 AAAAA 0 A_SpawnItemEx("DustPuff",0,0,31)
TNT1 A 0 Light("OrangeSmallFlicker1")
TNT1 AAA 0 A_CustomMissile("OrangeLensFlareAlt",31,7,0)
ZLAY F 2 BRIGHT A_CustomMissile("NailStronk",37,2,random(-4, 4),1,random(-2,2))
ZLAY E 3 A_Facetarget
TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire")
TNT1 AAAAA 0 A_SpawnItemEx("DustPuff",0,0,31)
TNT1 A 0 Light("OrangeSmallFlicker1")
TNT1 AAA 0 A_CustomMissile("OrangeLensFlareAlt",31,7,0)
ZLAY F 2 BRIGHT A_CustomMissile("NailStronk",37,2,random(-4, 4),1,random(-2,2))
ZLAY E 2 A_Facetarget
TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire")
TNT1 AAAAA 0 A_SpawnItemEx("DustPuff",0,0,31)
TNT1 A 0 Light("OrangeSmallFlicker1")
TNT1 AAA 0 A_CustomMissile("OrangeLensFlareAlt",31,7,0)
ZLAY F 2 BRIGHT A_CustomMissile("NailStronk",37,2,random(-4, 4),1,random(-2,2))
ZLAY E 4 A_Facetarget
TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire")
TNT1 AAAAA 0 A_SpawnItemEx("DustPuff",0,0,31)
TNT1 A 0 Light("OrangeSmallFlicker1")
TNT1 AAA 0 A_CustomMissile("OrangeLensFlareAlt",31,7,0)
ZLAY F 2 BRIGHT A_CustomMissile("NailStronk",37,2,random(-4, 4),1,random(-2,2))
ZLAY E 3 A_Facetarget
TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire")
TNT1 AAAAA 0 A_SpawnItemEx("DustPuff",0,0,31)
TNT1 A 0 Light("OrangeSmallFlicker1")
TNT1 AAA 0 A_CustomMissile("OrangeLensFlareAlt",31,7,0)
ZLAY F 2 BRIGHT A_CustomMissile("NailStronk",37,2,random(-4, 4),1,random(-2,2))
ZLAY E 2 A_Facetarget
TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire")
TNT1 AAAAA 0 A_SpawnItemEx("DustPuff",0,0,31)
TNT1 A 0 Light("OrangeSmallFlicker1")
TNT1 AAA 0 A_CustomMissile("OrangeLensFlareAlt",31,7,0)
ZLAY F 2 BRIGHT A_CustomMissile("NailStronk",37,2,random(-4, 4),1,random(-2,2))
ZLAY E 4 A_Facetarget
TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire")
TNT1 AAAAA 0 A_SpawnItemEx("DustPuff",0,0,31)
TNT1 A 0 Light("OrangeSmallFlicker1")
TNT1 AAA 0 A_CustomMissile("OrangeLensFlareAlt",31,7,0)
ZLAY F 2 BRIGHT A_CustomMissile("NailStronk",37,2,random(-4, 4),1,random(-2,2))
ZLAY E 3 A_Facetarget
TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire")
TNT1 AAAAA 0 A_SpawnItemEx("DustPuff",0,0,31)
TNT1 A 0 Light("OrangeSmallFlicker1")
TNT1 AAA 0 A_CustomMissile("OrangeLensFlareAlt",31,7,0)
ZLAY F 2 BRIGHT A_CustomMissile("NailStronk",37,2,random(-4, 4),1,random(-2,2))
ZLAY E 2 A_Facetarget
TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire")
TNT1 AAAAA 0 A_SpawnItemEx("DustPuff",0,0,31)
TNT1 A 0 Light("OrangeSmallFlicker1")
TNT1 AAA 0 A_CustomMissile("OrangeLensFlareAlt",31,7,0)
ZLAY F 2 BRIGHT A_CustomMissile("NailStronk",37,2,random(-4, 4),1,random(-2,2))
ZLAY E 4 A_Facetarget
TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
Goto ChasePlayer
Missile:
TNT1 A 0 A_Jump(256,3)
TNT1 A 0 A_Jump(256,"Plasma")
TNT1 A 0 A_Jump(256,"Rocket")
TNT1 A 0 A_JumpIfCloser(256,"Shotty")
TNT1 A 0 A_Jump(64,"Plasma")
TNT1 A 0 A_Jump(64,"Rocket")
TNT1 A 0 A_JumpIfInTargetInventory("IsAnEvilMarine", 1, "WrongTarget")
TNT1 A 0 A_Recoil(-2)
TNT1 A 0 A_Jump(200, "MissileLeft", "MissileRight")
ZLAY E 4 A_FaceTarget
TNT1 A 0 A_Jump(200,2)
TNT1 A 0 ThrustThingZ(0,45,0,1)
TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire")
TNT1 AAAAA 0 A_SpawnItemEx("DustPuff",0,0,31)
TNT1 A 0 Light("OrangeSmallFlicker1")
TNT1 AAA 0 A_CustomMissile("OrangeLensFlareAlt",31,7,0)
ZLAY F 2 BRIGHT A_CustomMissile("NailStronk",37,2,random(-4, 4),1,random(-2,2))
ZLAY E 3 A_Facetarget
TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire")
TNT1 AAAAA 0 A_SpawnItemEx("DustPuff",0,0,31)
TNT1 A 0 Light("OrangeSmallFlicker1")
TNT1 AAA 0 A_CustomMissile("OrangeLensFlareAlt",31,7,0)
ZLAY F 2 BRIGHT A_CustomMissile("NailStronk",37,2,random(-4, 4),1,random(-2,2))
ZLAY E 2 A_Facetarget
TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire")
TNT1 AAAAA 0 A_SpawnItemEx("DustPuff",0,0,31)
TNT1 A 0 Light("OrangeSmallFlicker1")
TNT1 AAA 0 A_CustomMissile("OrangeLensFlareAlt",31,7,0)
ZLAY F 2 BRIGHT A_CustomMissile("NailStronk",37,2,random(-4, 4),1,random(-2,2))
ZLAY E 4 A_Facetarget
TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire")
TNT1 AAAAA 0 A_SpawnItemEx("DustPuff",0,0,31)
TNT1 A 0 Light("OrangeSmallFlicker1")
TNT1 AAA 0 A_CustomMissile("OrangeLensFlareAlt",31,7,0)
ZLAY F 2 BRIGHT A_CustomMissile("NailStronk",37,2,random(-4, 4),1,random(-2,2))
ZLAY E 3 A_Facetarget
TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire")
TNT1 AAAAA 0 A_SpawnItemEx("DustPuff",0,0,31)
TNT1 A 0 Light("OrangeSmallFlicker1")
TNT1 AAA 0 A_CustomMissile("OrangeLensFlareAlt",31,7,0)
ZLAY F 2 BRIGHT A_CustomMissile("NailStronk",37,2,random(-4, 4),1,random(-2,2))
ZLAY E 2 A_Facetarget
TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire")
TNT1 AAAAA 0 A_SpawnItemEx("DustPuff",0,0,31)
TNT1 A 0 Light("OrangeSmallFlicker1")
TNT1 AAA 0 A_CustomMissile("OrangeLensFlareAlt",31,7,0)
ZLAY F 2 BRIGHT A_CustomMissile("NailStronk",37,2,random(-4, 4),1,random(-2,2))
ZLAY E 4 A_Facetarget
TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire")
TNT1 AAAAA 0 A_SpawnItemEx("DustPuff",0,0,31)
TNT1 A 0 Light("OrangeSmallFlicker1")
TNT1 AAA 0 A_CustomMissile("OrangeLensFlareAlt",31,7,0)
ZLAY F 2 BRIGHT A_CustomMissile("NailStronk",37,2,random(-4, 4),1,random(-2,2))
ZLAY E 3 A_Facetarget
TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire")
TNT1 AAAAA 0 A_SpawnItemEx("DustPuff",0,0,31)
TNT1 A 0 Light("OrangeSmallFlicker1")
TNT1 AAA 0 A_CustomMissile("OrangeLensFlareAlt",31,7,0)
ZLAY F 2 BRIGHT A_CustomMissile("NailStronk",37,2,random(-4, 4),1,random(-2,2))
ZLAY E 2 A_Facetarget
TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire")
TNT1 AAAAA 0 A_SpawnItemEx("DustPuff",0,0,31)
TNT1 A 0 Light("OrangeSmallFlicker1")
TNT1 AAA 0 A_CustomMissile("OrangeLensFlareAlt",31,7,0)
ZLAY F 2 BRIGHT A_CustomMissile("NailStronk",37,2,random(-4, 4),1,random(-2,2))
ZLAY E 4 A_Facetarget
TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire")
TNT1 AAAAA 0 A_SpawnItemEx("DustPuff",0,0,31)
TNT1 A 0 Light("OrangeSmallFlicker1")
TNT1 AAA 0 A_CustomMissile("OrangeLensFlareAlt",31,7,0)
ZLAY F 2 BRIGHT A_CustomMissile("NailStronk",37,2,random(-4, 4),1,random(-2,2))
ZLAY E 3 A_Facetarget
TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire")
TNT1 AAAAA 0 A_SpawnItemEx("DustPuff",0,0,31)
TNT1 A 0 Light("OrangeSmallFlicker1")
TNT1 AAA 0 A_CustomMissile("OrangeLensFlareAlt",31,7,0)
ZLAY F 2 BRIGHT A_CustomMissile("NailStronk",37,2,random(-4, 4),1,random(-2,2))
ZLAY E 2 A_Facetarget
TNT1 A 0 A_PlaySound("Doom4/Weapon/Machinegun/Fire")
TNT1 AAAAA 0 A_SpawnItemEx("DustPuff",0,0,31)
TNT1 A 0 Light("OrangeSmallFlicker1")
TNT1 AAA 0 A_CustomMissile("OrangeLensFlareAlt",31,7,0)
ZLAY F 2 BRIGHT A_CustomMissile("NailStronk",37,2,random(-4, 4),1,random(-2,2))
ZLAY E 4 A_Facetarget
TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
Goto ChasePlayer
Re: SNDINFO Not playing sounds for revenant or evil marines
No, it's not. The only place where Doom4/Weapon/Machinegun/Fire is referenced is line 10 of SNDINFO.AED:REVonZdoom wrote:The Sound info and decorate are properly coded, but the sounds still don't play.
Code: Select all
$alias intermission/tick Doom4/Weapon/Machinegun/Fire