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Silent Lift


Borg

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I have a slowly lowering lift and I want it to be silent. I have tried using a control sector as was suggested in an older thread but it did not work. Maybe doing it wrong.

Using Doom builder 2, ZDoom in doom, with Doom2 as my resource. Been searching youtube and elsewhere for a couple hours but no luck. Checked UDB and GZDB but did not see anything that might work.

Help would be appreciated.

 

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In vanilla I think you have to somehow cause the sector sound source to come from a dummy sector outside the map which is too far away to hear. However I don't know how the engine decides which part of the joined sector gets the sound.

 

In UDMF it would be a lot easier as you could assign the sector a blank sound sequence.

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13 hours ago, Borg said:

I have a slowly lowering lift and I want it to be silent. I have tried using a control sector as was suggested in an older thread but it did not work. Maybe doing it wrong.

Using Doom builder 2, ZDoom in doom, with Doom2 as my resource. Been searching youtube and elsewhere for a couple hours but no luck. Checked UDB and GZDB but did not see anything that might work.

Help would be appreciated.

 

The sound will originate from the centre point between the two sectors AFAIK, so you need to move your control sector a good distance away from the trigger.

Edited by holaareola

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1 hour ago, Nevander said:

In vanilla I think you have to somehow cause the sector sound source to come from a dummy sector outside the map which is too far away to hear. However I don't know how the engine decides which part of the joined sector gets the sound.

 

In UDMF it would be a lot easier as you could assign the sector a blank sound sequence.

Yes it is dead simple in UDMF. Unfortunately all 9 maps were done in Zdoom in Doom. They won't show up in UDMF when I load the wad.

 

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1 hour ago, holaareola said:

The sound will originate from the centre point between the two sectors AFAIK, so you need to move your control sector a good distance away from the trigger.

I tried that as I said and I wasn't able to get that to work. I made another sector about 2000 units away. Then I selected the actual sector I'm moving and then moved over to the control sector and hit "j". They then had the same sector number and tag. I ran it and the sound was no different.

Did I do that right?

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7 minutes ago, Borg said:

I tried that as I said and I wasn't able to get that to work. I made another sector about 2000 units away. Then I selected the actual sector I'm moving and then moved over to the control sector and hit "j". They then had the same sector number and tag. I ran it and the sound was no different.

Did I do that right?

Hmm, yeah sounds like thats the method to me. The distance will be divided by 2 - I'd think offhand 1000 units would suffice but I'm not sure on how far sound carries in Doom. I haven't targeted anything except vanilla so can't help you past that.

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You guys came through again. After I made the control sector I added compat_sectorsounds  to MAPINFO as SilverMiner said.

Worked perfectly. I adjusted the CS distance so I could just barely hear the sound.

it appears that Zdoom by default does not centralize the sound. compat_sectorsounds causes it to revert back to vanilla. Everybody that responded was right.

Thanks.

 

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This depends on the port. In Z-ports you will hear the sound, regardless of how far away a joined sector is.

I just did this in a map with both a door and a lift. It works as I intend in DSDA, Crispy, Boom, but it's perfectly audible in GZDoom, even under "Doom (Strict)."

 

HOWEVER, if you go to Options > Compatibility Options > Sound Behavior > Sector Sounds Use Center as Source > Yes, then you should be good to go. I'm not sure why that's not the default setting for Doom (Strict) compatibility.

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I checked that out. Now that is just a local mod right? I mean doing it that way, the feature won't necessarily go with the wad. Another player would have make that change locally. But, forcing it with MAPINFO it travels with the wad. Is that right?

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22 minutes ago, Borg said:

I checked that out. Now that is just a local mod right? I mean doing it that way, the feature won't necessarily go with the wad. Another player would have make that change locally. But, forcing it with MAPINFO it travels with the wad. Is that right?

 

Yes, better to force it with mapinfo since you are targeting (G)ZDoom anyway. And you should be able to do it for defaultmap, in case you are making multiple maps that use the effect.

 

But yes, there is a way to force it in-game with the options. And it's definitely strange that none of the stock compatibilities have that set to yes.

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I know format affects the size. If I remember right, although text based, UDMF maps will be larger. AAliens is Boom format.

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I'm pretty sure it's my music files. They are .wav and 40 MB vs Doom2 music files which are 1/10th that size.

I will have to render those to MP3 as long as Slade will accept it.

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