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Are there completely silent crushers in Boom-Format?


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Sorry for another quick question, home-office and going through about 25 years of doom mapping development i missed out on lol (Stopped mapping/modding for doom around 1998). Figured out voodoo doll scripting (Which i think is just the most "doomcute" of mapping techniques) and thanks to esselfortium i can now spit gibs and explosions into a map.

 

BUT: Are there completely silent crushers avaible in the boom format? Or any trick to make them not make noises through fifty other sectors through half the map? Sound-blocking linedefs didn't do diddly squat.

 

Or am i approaching this from the wrong angle to begin with? The idea is for a voodoodoll to cross a linedef that activates a crusher with a barrel under it. That barrel explodes, hurling another exploding barrel (Or an enemy for gibs) into a teleporting linedef. Which then spits it out wherever i want.

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17 minutes ago, Sinnesloeschen said:

Or any trick to make them not make noises through fifty other sectors through half the map?

 

The sounds are coming from the midpoint of the crusher sector, so if you join the crusher sector with a sector somewhere far away, the sound will be too far away to be heard.

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4 hours ago, Sinnesloeschen said:

Or am i approaching this from the wrong angle to begin with? The idea is for a voodoodoll to cross a linedef that activates a crusher with a barrel under it. That barrel explodes, hurling another exploding barrel (Or an enemy for gibs) into a teleporting linedef. Which then spits it out wherever i want. 

If you want silent crushers for completely off-map activities, you can apply the same rule as to monster closets - just move themn far away from playable area.

 

That, and you should probably know that boom generalized crushers of walkover type do not function in demo-compatible ports (any "-complevel 9" ones) because they emulate the bug in boom 2.02. Gun and Switch work, but not walkover ones that you'd need for voodoo stuff, you'll have to stick to vanilla actions with those.

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Welp, i tried joining sectors, and it doesn't work out.

 

Still can hear the crusher, even though i joined the actual crusher sector with one on the very edge of the map.

 

I don't want to put the actual closet there though because i do want the explosion sound.

 

Does the size of the individual joined sectors determine from which actual location the sound is played? Or do i need to join sectors in a specific sequence?

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Thanks for the example, but...that crusher isn't silent for me.

 

I modified your example for comparison, and those two crushers sound exactly the same on my end - Despite yours being joined to the far-away sector and the one i made not being joined to that sector.

 

o_0

very_silent_crusher2.zip

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6 minutes ago, Sinnesloeschen said:

Thanks for the example, but...that crusher isn't silent for me. 

What are you testing on? In dsda-doom -complevel 9, the crusher is silent. If you're on gzdoom, you'll need to enforce compat_sectorsounds via mapinfo, there is no compat_mode that sets it.

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Good lord lol.

 

I just want explosions. =D

 

Yeah, that's probably the issue - I'm on GZDoom and haven't looked at all into mapinfo so far. Time to hit the books!

 

Thanks for your help mate. :)

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Hooray, it works! Thanks again!

 

So just to summarize for people wanting to use silent crushers in Boom-Format with GZDoom:

 

- Make a crusher-sector

- Make an empty small sector somewhere at the edge of the map (Silent room)

- Join the crusher to the silent room (First select Silent room, then Crusher, then join)

- Add a MAPINFO to your wad (I used "Slade" do to that)

- Add the line "compat_sectorsounds" to the map-info in question (Under the bracket map MAPXX)

 

-> Silent crusher.

 

I'm not sure if you need to fill out the rest of the MAPINFO (Ultimate Doom Editor threw up a Warning without it for me) but the thing works atleast.

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