The following warnings occurred:
Warning [2] Use of undefined constant SAPI_NAME - assumed 'SAPI_NAME' (this will throw an Error in a future version of PHP) - Line: 3388 - File: inc/functions.php PHP 7.4.33-nmm6 (Linux)
File Line Function
/inc/functions.php 3388 errorHandler->error
/showthread.php 116 build_archive_link
Warning [2] Use of undefined constant IN_ARCHIVE - assumed 'IN_ARCHIVE' (this will throw an Error in a future version of PHP) - Line: 3331 - File: inc/functions.php PHP 7.4.33-nmm6 (Linux)
File Line Function
/inc/functions.php 3331 errorHandler->error
/inc/functions.php 3324 build_forum_breadcrumb
/showthread.php 195 build_forum_breadcrumb
Warning [2] Use of undefined constant IN_ARCHIVE - assumed 'IN_ARCHIVE' (this will throw an Error in a future version of PHP) - Line: 3331 - File: inc/functions.php PHP 7.4.33-nmm6 (Linux)
File Line Function
/inc/functions.php 3331 errorHandler->error
/showthread.php 195 build_forum_breadcrumb






Post Reply 
 
Thread Rating:
  • 0 Votes - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Weapon Sound Fix - fixed in last nightly
Author Message
darksun84
Sir Spamalot
****

Posts: 1,687
Likes Given: 245
Likes Received: 162 in 151 posts
Joined: Mar 2012
Reputation: 35



Post: #1
Weapon Sound Fix - fixed in last nightly
Last nightly (10th August) fixed the missing weapon sounds when fightin, so don't use the script below.

Since nightly release of 8-9 June, weapon hit and miss sound are not played. (see: https://github.com/Sphereserver/Source/c...808f21a95)

See this small script for play the hit/miss animation until the sound are re-implemted by script :

Code:
[EVENTS e_player]
ON=@HitMiss
//play miss sound
sound <R0238,023C>
ON=@Hit
sound <playWeaponHitSound>

[FUNCTION playWeaponHitSound]
//Using wrestling, wrestling sound is already implemented.
if !<weapon>
    return
endif
//Swordsmanship weapons
if <weapon.type> == t_weapon_sword
    return <R0236,0237>
elseif <weapon.type> == t_weapon_axe
    return 0232
//Macefighting weapons
elseif <weapon.type> == t_weapon_mace_sharp
    return 0233
elseif <weapon.type> == t_weapon_mace_smith
    return 0233
elseif <weapon.type> == t_weapon_mace_pick
    return 0233
elseif <weapon.type> == t_weapon_mace_staff
    return 0233
elseif <weapon.type> == t_weapon_mace_pick
    return 0233
elseif <weapon.type> == t_weapon_mace_crook
    return 0233
//Fencing weapons
elseif <weapon.type> == t_weapon_fence
    return <R023b,023a>
//Archery Weapons
elseif <weapon.type> == t_weapon_bow
    return 0234    
elseif <weapon.type> == t_weapon_xbow
    return 0234    
endif
(This post was last modified: 08-10-2017 06:51 PM by darksun84.)
08-09-2017 08:56 PM
Find all posts by this user Like Post Quote this message in a reply
[+] 1 user Likes darksun84's post
Coruja
Sphere Developer
*****

Posts: 987
Likes Given: 5
Likes Received: 226 in 187 posts
Joined: Jul 2012
Reputation: 7

Dimension Shard

Post: #2
RE: Weapon Sound Fix
do these sounds still missing on latest builds?

because initially these sounds changes was planned and later I thought that it's better not commit these changes, but I forgot to remove this text from changelog (it got removed on next commit)
(This post was last modified: 08-10-2017 03:09 AM by Coruja.)
08-10-2017 03:09 AM
Find all posts by this user Like Post Quote this message in a reply
darksun84
Sir Spamalot
****

Posts: 1,687
Likes Given: 245
Likes Received: 162 in 151 posts
Joined: Mar 2012
Reputation: 35



Post: #3
RE: Weapon Sound Fix
Yes, in 5th August nightly (last one i think) the weapon hit/miss sounds are still missing.
08-10-2017 03:23 AM
Find all posts by this user Like Post Quote this message in a reply
darksun84
Sir Spamalot
****

Posts: 1,687
Likes Given: 245
Likes Received: 162 in 151 posts
Joined: Mar 2012
Reputation: 35



Post: #4
RE: Weapon Sound Fix
Ok, with last nightly weapons sounds are playing again, thank you
08-10-2017 06:49 PM
Find all posts by this user Like Post Quote this message in a reply
Coruja
Sphere Developer
*****

Posts: 987
Likes Given: 5
Likes Received: 226 in 187 posts
Joined: Jul 2012
Reputation: 7

Dimension Shard

Post: #5
RE: Weapon Sound Fix - fixed in last nightly
yea sorry that's my fault, all sounds was there but an wrong IF was making weapons play ~only~ sounds set on AMMOSOUNDHIT/AMMOSOUNDMISS instead fallback to default sounds if there's nothing set. But now it should be working fine again after these changes on latest build
08-11-2017 01:26 AM
Find all posts by this user Like Post Quote this message in a reply
[+] 1 user Likes Coruja's post
Baeguth
Apprentice
*

Posts: 12
Likes Given: 4
Likes Received: 0 in 0 posts
Joined: Aug 2017
Reputation: 0



Post: #6
RE: Weapon Sound Fix - fixed in last nightly
Really I was becoming crazy eheh! Fortunately I med darksun84 in sphere chat Smile
08-11-2017 05:40 PM
Find all posts by this user Like Post Quote this message in a reply
Post Reply 


Forum Jump:


User(s) browsing this thread: 1 Guest(s)