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Sound Trackers not followins ents
Before I rack my brain on this one and try to hunt down the bug does anyone have any ideas?
Sound trackers (absorb loop/speed loop/rage loop/etc) don't follow the ent like they did in jk2. I started looking into this and noticed they changed the way the trackers are updated client side. Still no idea why the personal tracker follows but not other peoples. Server? Client? sigh.... |
how do you mean? and why is it a problem?
but i did find Code:
trap_S_AddLoopingSound(entityNum, lerpOrg, cSound->velocity, cSound->sfx);Code:
te->s.eFlags = EF_SOUNDTRACKER; |
Well, bad news is we can't go back to using the trap command for the sound.
What I'm talking about is back in jk2 if someone put absorb on and walked next to you, you could hear the absorb looping sound. Same for rage/speed/protect. Now in jka the sound is created at a fixed point and doesn't follow the player. So people can only hear the sound where it started. |
which function is used to start the sound? G_Sound or G_SoundonEnt?
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It's G_Sound.. I'm thinking though that it's a clientside bug because all the old sound tracker code is basically the same. I'm only noticing changes to the client and how they handle sound trackers.
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Fixed.. it's a bug in CG_UpdateSoundTrackers client side.
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lets see it?
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Quote:
This is important as G_Sound ent sounds won't activate the lip syncing. I honestly don't know what the difference is as to moving sounds or looped stuff thou. |
*Massive Bump*
JKA's CG_UpdateSoundTrackers: Code:
void CG_UpdateSoundTrackers()Code:
void CG_UpdateSoundTrackers()Code:
if (cent && (cent->currentState.eFlags & EF_SOUNDTRACKER) && cent->currentState.number == num) |
from this thread i can tell i used to know something about jka xDD
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xD
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