Soundblock Posted October 23, 2013 Hola. I used to make silent doors in Doom before, transporting the first linedef from the door sector to out of the player's hearing range. It seems this is no longer possible in ZDoom. I guess the sector/linedef sound emit code was altered somewhat, alongside the many improvements made. Anyone know of a workaround to get fast doors in close proximity to the player not make the door-opening noise? Its kinda making my level whistleblow its own traps... Overall a minor issue, but still. 0 Quote Share this post Link to post
Da Werecat Posted October 23, 2013 The old behavior can be restored via MAPINFO. http://zdoom.org/wiki/MAPINFO/Map_definition http://zdoom.org/wiki/Compatibility_options compat_sectorsounds = 1 Of course, if you're making an advanced ZDoom map, there should be a more elegant way to make silent doors than to use vanilla tricks. 0 Quote Share this post Link to post
Memfis Posted October 23, 2013 Linedef numbers don't matter btw. The sound comes from the center of the sector (so if you have two separate parts, the sound will play somewhere between them). 0 Quote Share this post Link to post
Enjay Posted October 23, 2013 Da Werecat said:Of course, if you're making an advanced ZDoom map, there should be a more elegant way to make silent doors than to use vanilla tricks. Indeed, such as allocating a silent sound sequence to the Door sector. 0 Quote Share this post Link to post
Soundblock Posted October 23, 2013 I'm not exactly making Doom Center (more like vanilla with blueberry chunks) but would naturally still like the map to run according to plan. Many good points, thanks! 0 Quote Share this post Link to post
Soundblock Posted November 18, 2013 Memfis said:Linedef numbers don't matter btw. The sound comes from the center of the sector (so if you have two separate parts, the sound will play somewhere between them). I heard about this workaround earlier... However, when I tried moving the sound away from the center of the map by splitting sectors, but that didn't work. The sound seemed to stay exactly where it was before the split... Da Werecat said:The old behavior can be restored via MAPINFO. http://zdoom.org/wiki/MAPINFO/Map_definition http://zdoom.org/wiki/Compatibility_options compat_sectorsounds = 1 Of course, if you're making an advanced ZDoom map, there should be a more elegant way to make silent doors than to use vanilla tricks. Sorry for being a complete n00b, but where do I set this function and how? SLADE 3? I'm a complete dolt when it comes to code, but I do learn semi-randomly at a somewhat decent pace, if you'll bear with me. Is there a way to have the wad file automatically set this function in ZDoom? My plasmaplant.wad's just about done anyway, and works just fine with audible doors, but it does add an iota of suspense without them, so I'd love to be able to adjust these before release. EDIT: Typo. 0 Quote Share this post Link to post
Gez Posted November 18, 2013 Have you created a ZMAPINFO lump in your .wad file? If not, then yeah, you can use SLADE 3 to do so. Put compat_sectorsounds = 1 in the map definition. 0 Quote Share this post Link to post
Soundblock Posted November 18, 2013 Gez said:Have you created a ZMAPINFO lump in your .wad file? If not, then yeah, you can use SLADE 3 to do so. Put compat_sectorsounds = 1 in the map definition. Went ahead and created an entry [SLADE3 menues: archive->new->entry] in the level wad, but when I put " compat_sectorsounds = 1" in the only available input area for this new entry that I can find in SLADE3 (the "entry contents" window, with a "text language" dropdown in it), it ends up with Doom Builder giving me the following error message when I try to run the map: >> G_ParseMapInfo: Load map definitions Execution could not continue. Script error, "plasmaplant_463.wad:ZMAPINFO" line 1: compat_sectorsounds: Unknown top level keyword << EDIT: At a guess - I'm not creating the lump right? 0 Quote Share this post Link to post
Phendrena Posted November 24, 2013 Soundblock said:Went ahead and created an entry [SLADE3 menues: archive->new->entry] in the level wad, but when I put " compat_sectorsounds = 1" in the only available input area for this new entry that I can find in SLADE3 (the "entry contents" window, with a "text language" dropdown in it), it ends up with Doom Builder giving me the following error message when I try to run the map: >> G_ParseMapInfo: Load map definitions Execution could not continue. Script error, "plasmaplant_463.wad:ZMAPINFO" line 1: compat_sectorsounds: Unknown top level keyword << EDIT: At a guess - I'm not creating the lump right? How is your ZMAPINFO lump formatted? Try the following: defaultmap { compat_sectorsounds = 1 } 0 Quote Share this post Link to post
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