#Enemy Sound Fixes

1079 messages · Page 2 of 2 (latest)

dusk siren
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though I usually didn't stay outside too long

paper fog
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ambience has always happened on snowy moons

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v80 fixed a bug that made music much rarer than it was supposed to be (but i fixed the same bug with butteryfixes for years so if you use that it's not a new change)

dusk siren
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was probably a combination of those two then

versed mantle
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both videos have the identical modpack besides one having buttery fixes installed and the other one having it disabled

paper fog
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am i correct in assuming the clip where it turns off in your pocket is with BF enabled? because if so, im probably not going to "unfix" this

paper fog
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i've never purposefully tried fixing flashlight exploits like this but i think the fix i made for having multiple lights on in your inventory on at the same time caused some of them to break

versed mantle
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it is a bug anyways so it is understandable

paper fog
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but then I added the PatchPocketLights setting to disable those patches and i was told that didn't even make the problem go away

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and then zeekerss apparently patched one of the infinite flashlight bugs in v80+ too

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so it just doesn't seem like it's worth adding a special case to support it anyway

versed mantle
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i only know that hq players have been using the new exploit to get a similar effect to the old glitch

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i was just wondering why it stopped working suddenly after adding a couple of mods

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but leaving this "unfixed" is perfectly fine imo (most people using fix mods in general dont use any exploits like that)

paper fog
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this latest update adds a new feature i am very proud of

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now when

  1. you do not have an activated walkie in your inventory
  2. you are standing near an activated walkie (on the floor, or in someone else's inventory)
  3. someone is speaking into another walkie

you can hear this SFX on the radio

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so you know when other players are communicating (although you still must have your own walkie to actually receive the transmissions)

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it's a really cool and immersive bonus and i had a lot of fun experiencing it in testing

gaunt sail
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dealing with the laser pointer icon has reminded me that the same inconsistency with the click sounds from the green flashlight is also present with the laser pointer, whoops

gaunt sail
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whenever you turn off the disco ball its volume gets much louder than it's probably supposed to as the music is winding down, and i think it sounds pretty bad

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i'm sure this is something most people have noticed about the disco ball but i think it would be nice if it were fixed

paper fog
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lol

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i think ive always subconsciously noticed but until you pointed it out i never really realized it

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it looks like this is probably a bug

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judging by the code flow

gaunt sail
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found another one: the garbage lid's audio source is weird (i don't know how you'd describe this but it's like lower quality than other audio sources. this is pretty common in modded items like immersivescraps and wesley's shotguns and stuff)

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i've put DropMetalObject4 onto the tea kettle for a side by side comparison, hopefully that makes it easier to tell

paper fog
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it appears zeekerss was just, in general, very inconsistent about the rules he used to assign this component to items

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most equipment items have this component attached

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many of the v60 scraps have it (zed dog, toy train, garbage lid, soccer ball, control pad, clock, the maneater)

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not an exhaustive list of course (although i could make one)

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no idea what the intended behavior is but i'd venture a guess that all items are supposed to have it attached??

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that's the script that muffles sounds behind walls and stuff

gaunt sail
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hmm

bold flint
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hey so, the Cadaver plant dying sound is missing in the main game

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noticed that when doing my variants

paper fog
# gaunt sail found another one: the garbage lid's audio source is weird (i don't know how you...

okay so this is the total list of items which are not occluded

7Ball
Airhorn
BabyKiwiEgg
Bell
BigBolt
Binoculars
BottleBin
Brush
Candy
CardboardBox
CashRegister
ChemicalJug
ClownHorn
Cog1
ComedyMask
Dentures
DustPan
EggBeater
EnginePart1
FancyCup
FancyLamp
FancyPainting
FishTestProp
FlashLaserPointer
Flask
GiftBox
GoldBar
GunAmmo
Hairdryer
Key
LungApparatus
MagnifyingGlass
MapDevice
MetalSheet
MoldPan
Mug
PerfumeBottle
Phone
PickleJar
PillBottle
PlasticCup
RedLocustHive
Remote
Ring
RobotToy
RubberDuck
SeveredBone
SeveredBoneRib
SeveredEar
SeveredFoot
SeveredHand
SeveredHeart
SeveredThigh
SeveredTongue
SodaCanRed
SprayPaint
SteeringWheel
StopSign
TeaKettle
ToiletPaperRolls
Toothpaste
ToyCube
TragedyMask
WalkieTalkie
WhoopieCushion
YieldSign
ZapGun
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and this is the total list of items that are occluded

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BeltBag
Boombox
Clock
ControlPad
DiyFlashbang
EasterEgg
ExtensionLadder
Flashlight
GarbageLid
Jetpack
Knife
LockPicker
ProFlashlight
RadarBooster
Shotgun
Shovel
SoccerBall
StunGrenade
TZPInhalant
ToyTrain
WeedKillerBottle
Zeddog
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i was thinking "it's probably just every equipment item + every scrap from v60" using occlusion and everything else lacking occlusion

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but that's not even consistent

gaunt sail
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classic

paper fog
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toilet paper lacks occlusion

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walkie talkies and zap gun lack occlusion

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also knives and easter eggs have occlusion

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i could at least understand the knife maybe being based on the shovel prefab

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but like

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literally what is the consistency

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i think i might trial a setting for this in the next version

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to just add occlusion to all vanilla items

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and then if there are problems with it, it can be disabled outright, and i could blacklist specific items (if necessary)

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probably wont even enable it by default because i do anticipate there will be a pretty hefty performance impact from doing so

glossy patrol
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average zeenanigans

glossy patrol
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Although, im even more curious as to what it even does?
Specifically why it changes how things sound like when they are NOT occluded

paper fog
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if (this.occluded)
{
    this.lowPassFilter.cutoffFrequency = Mathf.Lerp(this.lowPassFilter.cutoffFrequency, Mathf.Clamp(2500f / (Vector3.Distance(StartOfRound.Instance.audioListener.transform.position, base.transform.position) / (this.thisAudio.maxDistance / 2f)), 900f, 4000f), Time.deltaTime * 8f);
}
else
{
    this.lowPassFilter.cutoffFrequency = Mathf.Lerp(this.lowPassFilter.cutoffFrequency, 10000f, Time.deltaTime * 8f);
}
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looks like this is happening every frame

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and this is probably the biggest difference maker

glossy patrol
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oh I see, so its just cutting out the high frequencies at all times? great, thank you zeekers

bold flint
bold flint
paper fog
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v1.9.1

  • Fixed Cadavers not playing audio when destroyed with weed killer
gaunt sail
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I noticed turrets don't make their berserk audio if somebody else hits the turret

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Mainly because it got me killed last night from honee smacking it, had no idea it was even hit until I was dead

gilded girder
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[21:34:59.8596797] [Error : Unity Log] Error: Cannot create FMOD::Sound instance for clip "CompanyCruiser_EngineRun" (FMOD error: File not found. ) As long as the cruiser is on, this is gonna log spam.

paper fog
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i was worried that would happen after i pushed the update

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i realize i forgot to do something

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but it's weird because it worked for me in testing

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idk why

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im not at my computer but i will push 1.9.12 when i can

paper fog
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because im pretty sure ive tried whacking a turret while it's already firing (in solo) and it doesnt even berserk at all