[MBF21] Axe in Vesper plays chainsaw sounds

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.
User avatar
Marisa the Magician
Posts: 3886
Joined: Fri Feb 08, 2008 9:15 am
Preferred Pronouns: She/Her
Operating System Version (Optional): (btw I use) Arch
Graphics Processor: nVidia with Vulkan support
Location: Vigo, Galicia

[MBF21] Axe in Vesper plays chainsaw sounds

Post by Marisa the Magician »

Exactly what it says on the tin. While in its ready state, the vanilla chainsaw idle sound plays repeatedly. This isn't supposed to happen.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49184
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: [MBF21] Axe in Vesper plays chainsaw sounds

Post by Graf Zahl »

Same as viewtopic.php?f=2&t=75535 , most likely.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49184
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: [MBF21] Axe in Vesper plays chainsaw sounds

Post by Graf Zahl »

I have to admit that I have no idea how to debug this. All I have for reference is the Dehacked file which gives me zero clues what to look for.
This will be an ongoing problem with MBF21 - unlike DECORATE or ZScript the 'code' is way too messy.
boris
Posts: 753
Joined: Tue Jul 15, 2003 3:37 pm

Re: [MBF21] Axe in Vesper plays chainsaw sounds

Post by boris »

Not sure if that helps, but the Vesper DECOHack source is available at https://github.com/XaserAcheron/vesper.

From that it should be possible to create a Dehacked patch that only contains the axe.
User avatar
InsanityBringer
Posts: 3392
Joined: Thu Jul 05, 2007 4:53 pm
Location: opening the forbidden box

Re: [MBF21] Axe in Vesper plays chainsaw sounds

Post by InsanityBringer »

The problem from what I can tell is that zdoom plays a weapons ReadySound whenever A_WeaponReady is called on the state right under the Ready label, but vanilla only plays the chainsaw idle sound when its called on the state S_SAW and the current weapon is the chainsaw. The axe in Vesper explicitly doesn't use the state S_SAW to avoid playing the sound at all.

This seems like it's going to be tricky to work around.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49184
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: [MBF21] Axe in Vesper plays chainsaw sounds

Post by Graf Zahl »

Fortunately Dehacked never had access to the ready sound property, so I think what can be done is to let Dehacked clear it for all weapons it touched that do not link to the S_SAW state.
I'm a bit surprised this never came up before - the bug had been there for all eternity - it got added in the early 1.23 versions some 20 years ago.
Apparently it is exceedingly rare for Dehacked patches to remap the states for disabling this sound...
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49184
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: [MBF21] Axe in Vesper plays chainsaw sounds

Post by Graf Zahl »

Should be better now. Let's hope that I didn 't miss some other edge case.

Return to “Closed Bugs [GZDoom]”