Gadavre Posted April 16, 2022 Report Share Posted April 16, 2022 (edited) Hello dear developers! I tested version 2.10 and noticed a performance improvement over version 2.09. This pleases us! But I also noticed a bug with the sound... The player, when walking to the left (button A), the volume of the sound of his steps goes down. In some missions even this sound is inaudible... Please, if possible, make the volume of the step sounds the same for all four directions for realism. I ask you, if possible, to make a fix to version 2.10, as it is a very long time to wait for the release of version 2.11 Edited April 16, 2022 by Gadavre 3 Quote Link to comment Share on other sites More sharing options...
thebigh Posted April 16, 2022 Report Share Posted April 16, 2022 (edited) I can confirm this, on Linux anyway. Walking left, you make the same footstep sounds as crouching and creeping forwards. Edited April 16, 2022 by thebigh 1 Quote My missions: Stand-alone Duncan Lynch series Down and Out on Newford Road the Factory Heist A House Call The House of deLisle Link to comment Share on other sites More sharing options...
Xolvix Posted April 16, 2022 Report Share Posted April 16, 2022 Confirmed in Windows. Only when sidestepping left. That's rather strange. 2 Quote A word of warning, Agent Denton. This was a simulated experience; real LAMs will not be so forgiving. Link to comment Share on other sites More sharing options...
HMart Posted April 16, 2022 Report Share Posted April 16, 2022 I could be wrong because it was a fast look at the code but based on my debug section of the Move code, the problem seems to be that, when the player steeps to the left the "moveType" string, is set to "creep" and when moving right, is set to "walk", that causes different sound volumes to be set for the final steep sound. Quote Link to comment Share on other sites More sharing options...
HMart Posted April 16, 2022 Report Share Posted April 16, 2022 I think I found the real problem on the player cpp file on UpdateConditions() function this code // DarkMod: Catch the creep modifier ... else { int creepLimit = cv_pm_creepmod.GetFloat() * 127; AI_CREEP = (usercmd.buttons & BUTTON_CREEP) || (idMath::Abs(usercmd.forwardmove) <= creepLimit && idMath::Abs(usercmd.rightmove <= creepLimit)); } Needs to be like this // DarkMod: Catch the creep modifier ... else { int creepLimit = cv_pm_creepmod.GetFloat() * 127; AI_CREEP = (usercmd.buttons & BUTTON_CREEP) | (idMath::Abs(usercmd.forwardmove) <= creepLimit && idMath::Abs(usercmd.rightmove) <= creepLimit); } The close ) for the idMath::Abs was on the wrong place. The change to bitwise OR | instead of the logic OR || was a recommendation of visual studio 2022, not something I really know if necessary, changing that didn't solved the bug nor the behavior, a better programmer may explain why VS recommended that change. 4 Quote Link to comment Share on other sites More sharing options...
Gadavre Posted April 16, 2022 Author Report Share Posted April 16, 2022 (edited) 1 hour ago, HMart said: on the player cpp file on UpdateConditions() function I don't understand. Where can I find player cpp file ? Please give me the path to this file and I'll fix it myself. Edited April 16, 2022 by Gadavre Quote Link to comment Share on other sites More sharing options...
HMart Posted April 16, 2022 Report Share Posted April 16, 2022 I'm talking about the engine and game source code, the c++ source code. Unfortunately, unless you know how to code in c++ and how to compile the engine than you will have to wait for the TDM team to solve that bug. The best way is to make a bug report and link this thread there. Quote Link to comment Share on other sites More sharing options...
Gadavre Posted April 16, 2022 Author Report Share Posted April 16, 2022 (edited) 8 minutes ago, HMart said: The best way is to make a bug report and link this thread there. Where do I write a bug report? What topic? Edited April 16, 2022 by Gadavre Quote Link to comment Share on other sites More sharing options...
HMart Posted April 16, 2022 Report Share Posted April 16, 2022 1 minute ago, Gadavre said: Where do I write a bug report? What topic? Go here https://bugs.thedarkmod.com/ You need a account to be able to report bugs. 1 Quote Link to comment Share on other sites More sharing options...
Gadavre Posted April 16, 2022 Author Report Share Posted April 16, 2022 (edited) HMart I tested the old version 2.07, it doesn't have this bug... For some reason, creating new versions of the game leads to new bugs. I already thought about trying to transfer all the new textures, models, scripts and sounds from the new version 2.10 to the old version 2.07. But I'm not a programmer, it's very complicated. Edited April 16, 2022 by Gadavre 2 Quote Link to comment Share on other sites More sharing options...
HMart Posted April 16, 2022 Report Share Posted April 16, 2022 7 minutes ago, Gadavre said: HMart ... For some reason, creating new versions of the game leads to new bugs. ... haha yes that is true, is a fact of game development, is because people are writing new code, copying or moving code around and sometimes simple mistakes are made, in code, even a simple comma in the wrong place, can break a entire game. And even code that worked fine before, after some new work can stop working for some obscure reason, is called regressions, 3 steeps forward, 1 steep backward. Have patience and just wait, I'm sure that when someone in the team sees this, they will solve it and maybe, make a patch or solve it for the next TDM version but only them can decided that. Quote Link to comment Share on other sites More sharing options...
thebigh Posted April 16, 2022 Report Share Posted April 16, 2022 58 minutes ago, HMart said: 3 steeps forward, 1 steep backward. Some of which make a creep sound, other normal footstep sounds. 1 Quote My missions: Stand-alone Duncan Lynch series Down and Out on Newford Road the Factory Heist A House Call The House of deLisle Link to comment Share on other sites More sharing options...
AluminumHaste Posted April 21, 2022 Report Share Posted April 21, 2022 I already reported this bug: https://bugs.thedarkmod.com/view.php?id=5554 The issue is that strafing left plays the creep sound/animation. 3 Quote I always assumed I'd taste like boot leather. Link to comment Share on other sites More sharing options...
AluminumHaste Posted April 23, 2022 Report Share Posted April 23, 2022 On 4/16/2022 at 2:36 PM, HMart said: I think I found the real problem on the player cpp file on UpdateConditions() function this code // DarkMod: Catch the creep modifier ... else { int creepLimit = cv_pm_creepmod.GetFloat() * 127; AI_CREEP = (usercmd.buttons & BUTTON_CREEP) || (idMath::Abs(usercmd.forwardmove) <= creepLimit && idMath::Abs(usercmd.rightmove <= creepLimit)); } Needs to be like this // DarkMod: Catch the creep modifier ... else { int creepLimit = cv_pm_creepmod.GetFloat() * 127; AI_CREEP = (usercmd.buttons & BUTTON_CREEP) | (idMath::Abs(usercmd.forwardmove) <= creepLimit && idMath::Abs(usercmd.rightmove) <= creepLimit); } The close ) for the idMath::Abs was on the wrong place. The change to bitwise OR | instead of the logic OR || was a recommendation of visual studio 2022, not something I really know if necessary, changing that didn't solved the bug nor the behavior, a better programmer may explain why VS recommended that change. Confirmed this code change fixes the issue, and I can't find any bugs that it could possibly introduce, though my testing was limited to just playing the game and trying to break it. 3 Quote I always assumed I'd taste like boot leather. Link to comment Share on other sites More sharing options...
AluminumHaste Posted April 23, 2022 Report Share Posted April 23, 2022 Committed to svn 3 1 Quote I always assumed I'd taste like boot leather. Link to comment Share on other sites More sharing options...
Gadavre Posted April 26, 2022 Author Report Share Posted April 26, 2022 (edited) On 4/23/2022 at 5:16 PM, AluminumHaste said: I think I found the real problem thank you. Has this already been fixed in the latest dev16485-9903 build? Edited April 26, 2022 by Gadavre Quote Link to comment Share on other sites More sharing options...
AluminumHaste Posted April 27, 2022 Report Share Posted April 27, 2022 Doubt it. Quote I always assumed I'd taste like boot leather. Link to comment Share on other sites More sharing options...
STiFU Posted April 27, 2022 Report Share Posted April 27, 2022 On 4/16/2022 at 8:36 PM, HMart said: I think I found the real problem on the player cpp file on UpdateConditions() function this code // DarkMod: Catch the creep modifier ... else { int creepLimit = cv_pm_creepmod.GetFloat() * 127; AI_CREEP = (usercmd.buttons & BUTTON_CREEP) || (idMath::Abs(usercmd.forwardmove) <= creepLimit && idMath::Abs(usercmd.rightmove <= creepLimit)); } Needs to be like this // DarkMod: Catch the creep modifier ... else { int creepLimit = cv_pm_creepmod.GetFloat() * 127; AI_CREEP = (usercmd.buttons & BUTTON_CREEP) | (idMath::Abs(usercmd.forwardmove) <= creepLimit && idMath::Abs(usercmd.rightmove) <= creepLimit); } The close ) for the idMath::Abs was on the wrong place. The change to bitwise OR | instead of the logic OR || was a recommendation of visual studio 2022, not something I really know if necessary, changing that didn't solved the bug nor the behavior, a better programmer may explain why VS recommended that change. VS probably recommended to change to bitwise OR because a bitwise AND was used in the term before that and VS did not understand that what we actually want is a boolean. I bet if you changed it to AI_CREEP = (usercmd.buttons & BUTTON_CREEP) != 0 || (idMath::Abs(usercmd.forwardmove) <= creepLimit && idMath::Abs(usercmd.rightmove) <= creepLimit); , i.e., convert the bitwise AND result directly to bool, VS would not recommend to change the OR operator. 1 Quote Link to comment Share on other sites More sharing options...
AluminumHaste Posted April 27, 2022 Report Share Posted April 27, 2022 I didn't change the compare symbol, just moved the bracket as per the suggestion. 1 Quote I always assumed I'd taste like boot leather. Link to comment Share on other sites More sharing options...
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