Jump to content
  • 0

Why does my ANIMDEFS lump break ALL the map sounds?


Scypek2

Question

I made this in ANIMDEFS:

texture TVFIRE1	range TVFIRE3 tics 8
texture TVGATE1	range TVGATE4 tics 8
texture TVGATE5	range TVGATE8 tics 8
	
switch TVVENT1 on sound scypek/breakvent pic TVVENT1B tics 0
switch TVVENT2 on sound scypek/breakvent pic TVVENT2B tics 0
switch TVVENT3 on sound scypek/breakvent pic TVVENT3B tics 0
switch SCYGLASS on sound scypek/breakglass pic SCYGLAS2 tics 0
switch SCYVALP1 on sound scypek/valve pic SCYVALP2 tics 0
switch SCYVALP2 off sound scypek/valve pic SCYVALP1 tics 0

It's EXACTLY like in the examples on the wiki and in zdoom.pk3. What I get is no switches animating at all (neither mine nor IWAD ones), and ALL linedef actions (not just switches, but doors and lifts too) causing the glass break sound on interaction. The most fun part is that zdoom reports no errors or warnings whatsoever. Clearly, everything is going perfectly well.

 

It goes away if I remove ANIMDEFS from my wad, so it's clearly ANIMDEFS causing the problem somehow.

Share this post


Link to post

2 answers to this question

Recommended Posts

  • 0
2 hours ago, Kappes Buur said:

What does your SNDINFO lump look like?

 

scypek/breakglass	DSWINBRK
scypek/breakvent	DSVENTBR
$alias scypek/valve	switches/exitbutn

scypek/h1see1 DSH1SEE1
scypek/h1see2 DSH1SEE2
scypek/h2see1 DSH2SEE1
scypek/h2see2 DSH2SEE2
scypek/h1die1 DSH1DIE1
scypek/h1die2 DSH1DIE2
scypek/h2die1 DSH2DIE1
scypek/h2die2 DSH2DIE2

$random  scypek/scientist/see {scypek/h1see1 scypek/h1see2}
$random  scypek/scientist/die {scypek/h1die1 scypek/h1die2}
scypek/scientist/pain DSH1PAIN
scypek/guard/pain DSH2PAIN
$random  scypek/guard/see {scypek/h2see1 scypek/h2see2}
$random  scypek/guard/die {scypek/h2die1 scypek/h2die2}

pshtgun/fire		dsblsfir
pshtgun/cock		dsblscck
pshtgun/shotx		dsblstht

Seems just fine...

 

AND I just modified the ANIMDEFS to only use stock sounds, and now everything is using the stock sound I replaced the glass-breaking sound with.

 

...

 

okay, I solved it. The problem was with the TEXTURES lump, of all things. The on switch texture for the glass-breaking switch was flagged as a "null texture", which might just be a super duper situational thing that's better off never being used ever. ZDoom wiki makes it sound like it merely prevents the texture from being drawn... but nope, it's got a million side-effects. Setting the on switch texture to "-" has the same effect. I set it to "TNT1A0" now, and it seems to do what I want without issues... but if something breaks again, I'll know what to suspect.

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Answer this question...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...