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[SUBMISSION] Breakable Hydrant Variants

  • ozymandias81
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9 years 6 months ago #21 by ozymandias81
Replied by ozymandias81 on topic Breakable Hydrant variants
Ok Gez, I'll scout for some more "metallic" sound then.

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9 years 6 months ago #22 by Blue Shadow
Replied by Blue Shadow on topic Breakable Hydrant variants

ozymandias81 wrote: Do you mean that I didn't fix the sound issue for you?!?!

No, no, it works fine.

But seriously, I have the following notes (or rather, nitpicks) regarding this piece of code and similar:
Code:
Broken: HYDR EFGH 4 A_PlaySound ("hydrant/broken", 0, frandom(2.0, 3.0), 1, ATTN_NORM) Loop
  • Since the sound is looped, there is no need to call A_PlaySound repeatedly.
  • volume ranges from 0 to 1.0. You cannot go beyond that.
  • For readability, try to use constant names where applicable (i.e. use CHAN_AUTO for channel instead of 0; TRUE for looping instead of 1).
  • And speaking of channels, using CHAN_AUTO is not really needed here. With CHAN_AUTO, the engine does a search for an unoccupied channel to play the sound on. This is a needless extra work on behave of the engine in our case, as these hydrant actors only play two sounds at most: the braking and splashing sounds. Since the breaking sound is played on CHAN_VOICE , then it's very easy to pick another channel that doesn't conflict to play the other sound on without the need to search for an unoccupied channel.

And a couple more things:
  • Unless you're including a test map, editor numbers shouldn't be added to actors.
  • You don't need to put INFO and CREDITS lumps outside the WAD. Putting them inside is enough.

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9 years 6 months ago #23 by ozymandias81
Replied by ozymandias81 on topic [SUBMISSION] Breakable Hydrant Variants
Ok BS, your "nitpicks" are fixed now. :lol:
This is the new code for looping sound + "Broken" state:
Code:
Death: HYDR B 4 A_Scream HYDR CD 4 TNT1 A 0 A_PlaySound ("hydrant/broken", "SoundSlot7", frandom(0.8, 1.0), TRUE, ATTN_NORM) Broken: HYDR EFGH 4 Loop

Updated main OP file, obviously. Now I need to scout for some more fitting "metallic break" sounds and I'll be done with it.

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9 years 6 months ago #24 by Blue Shadow
Replied by Blue Shadow on topic [SUBMISSION] Breakable Hydrant Variants

ozymandias81 wrote: This is the new code for looping sound + "Broken" state:

There is one issue with that: channel is an integer value, not a string. See here .

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9 years 6 months ago - 9 years 6 months ago #25 by ozymandias81
Replied by ozymandias81 on topic [SUBMISSION] Breakable Hydrant Variants
Channel changed to 7. Thankx to get the point BS, now I know I have some actors that needs to be fixed this way then (I usually kek on ZWiki, but today I was really in a hurry for lunchtime reasons).

Fun Stuff: Could I say a joke? "Blue Shadow: The King of Nitpicks"! :lol:
Last edit: 9 years 6 months ago by ozymandias81.

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9 years 6 months ago #26 by Blue Shadow
Replied by Blue Shadow on topic [SUBMISSION] Breakable Hydrant Variants

ozymandias81 wrote: now I know I have some actors that needs to be fixed this way then

Well, only those that use A_PlaySound which need fixing. The ones that use A_PlaySoundEx probably don't.

I don't know about the technicality behind passing a string to an integer parameter in DECORATE, but in this case, zero seems to be what is passed to the parameter, regardless, with zero being CHAN_AUTO.

Hopefully this clarifies things

"Blue Shadow: The King of Nitpicks"!

I wouldn't say "king", but at this pace, I'm certainly getting there :p

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9 years 6 months ago #27 by ozymandias81
Replied by ozymandias81 on topic [SUBMISSION] Breakable Hydrant Variants
I certainly must choose A_PlaySound instead of the "Ex" one, because as ZDoomWiki says, it's deprecated.

http://zdoom.org/wiki/A_PlaySoundEx

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9 years 1 month ago #28 by ozymandias81
Replied by ozymandias81 on topic [SUBMISSION] Breakable Hydrant Variants
Finally had some time to catch the "break" sound, and I guess it works now.
Took from Return to Castle Wolfenstein for Blade of Agony.
I guess I am done with this one then.

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8 years 6 months ago #29 by MagicWazard
Replied by MagicWazard on topic [SUBMISSION] Breakable Hydrant Variants
There seems to be something wrong with the .zip file. I can't open it up in SLADE3 or extract the WAD from Windows. Any chance you could re-zip it and try uploading it again?

Also, I notice the hydrants aren't auto-aimed at. Was this intentional? It seems like it could be, but I just want to be sure.

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8 years 6 months ago #30 by Tormentor667
Replied by Tormentor667 on topic [SUBMISSION] Breakable Hydrant Variants
Props shouldn't be auto-aimed in general in my eyes, as they would distract from auto-aiming real treats like monsters. :)

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