Bug Tracker – Bug 167

Cosistency of weapon firing feedback (visible / audible)

Last modified: 2014-03-30 16:19:13 CDT
Bug 167 - (ARRAY(0x56d4738)) Cosistency of weapon firing feedback (visible / audible)
Cosistency of weapon firing feedback (visible / audible)
Product: Odamex
Classification: Unclassified
Component: Server & Client
(old) 0.4
All All
: P2 normal
: ARRAY(0x59407f8) (view as bug list)
Depends on:
Blocks: ARRAY(0x4e7d698) ARRAY(0x59fff00) ARRAY(0x59fd268)
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Reported: 2006-03-19 10:01:57 CST by Tom J.
Modified: 2014-03-30 16:19 CDT (History)
1 user (show)

See Also:


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Description Tom J. 2006-03-19 10:01:57 CST
When the PG / RL is fired, the plasma balls /rockets are displayed and audible _after_ the ping returns, i.e. delayed. Which i think is the way it should work.

With any hitscan weapon (Pistol, CG, SG, SSG) the feedback is different. When any hitscan weapon is fired the sound is audible instantly without delay, whereas the visible feedback (the bullets hit something) is delayed by the ping. With the BFG the charging-up sound starts instantly after pulling the trigger but the plasma ball seems to be delayed as well.

I'd recommend making all of these weapon feedback events consistent (for instance every audible / visible feedback could be played delayed).
Comment 1 Denis Lukianov 2006-03-19 10:07:20 CST
*** Bug 168 has been marked as a duplicate of this bug. ***
Comment 2 Denis Lukianov 2006-03-27 05:30:39 CST
in bug 175, i fixed consistency of fist/chainsaw by removing the clientside puff
Comment 3 Ralph Vickers 2010-01-15 05:49:42 CST
Tested as of r1431. Still exists but it seems like this could potentially be preference of how we want to do it. I prefer consistency as Typone does in the original comment, but would like to hear what everyone else thinks as well.

Updated version of bug to 0.4 as well.
Comment 4 Mike Lightner 2014-03-30 16:19:13 CDT
Lots of stuff has changed.  Is this still an issue?