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BFG shakes screen on projectile impact

Started by VGames, September 01, 2015, 08:13:33 PM

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VGames

Ok so I've got this very simple question. How on earth do you stop the BFG from shaking the screen when a projectile it fires impacts with something? I want the primary projectile to shake and rumble the screen when it collides with something like it already does, but I don't want the secondary projectile which is a particle beam to make everything shake like that. I cannot figure out how to stop this when using the secondary fire mode. I've looked through the def and script files and I've combed the source too. Found nothing that triggers this. I've definitely missed something.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

MrC

Did you check the sound shaders for shakes? sound/weapons.sndshd has a bunch of BFG stuff with shakes unless that's not what you're talking about.

VGames

I didn't think of looking there. Can sound effects cause the screen to shake? I don't think this is the answer though since I'm using a different sound for the particle beam impact and I'm sure I didn't set up any shaking effects for it. But I will look into it anyways. Thanks for the tip.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

The Happy Friar

Are you sure it's the beams & not the BFG "ball" itself? 

VGames

When u shoot the BFG and the ball hits something and explodes it shakes the screen violently if you are near it which I'm sure u know. Well when the secondary fire mode is used and the particle beam hits something and explodes it also shakes the screen if you are near it. It's like there's something that makes the screen shake every time a projectile that is fired from the BFG hits and explodes. That's what I'm trying to find. And there is nothing in the code for the beam that calls for this shaking. It just does it and the shaking is just as strong and takes just as long as it does for the BFG primary projectile. So it's a shared feature. Something is making the screen shake from the impact of a BFG projectile no matter what. I'm sure it's because they never intended for the weapon to have multiple attacks and projectiles.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

The Happy Friar

Check the sound shaders like MrC said.  Looks for the "shakes" keyword in the sound shader.

VGames

Ok I will. That's the only place I haven't looked. It's worth a try.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

VGames

Figured it out. It was a mistake on my part. I never set up a sound effect for the particle beam impact. I guess it was using the bfg explode sound as default? Not sure because it didn't sound the same on impact. But I set the impact sound up and mass shaking went away. Thanks for pointing out the sounds. I ever thought this shaking could be brought on by sound effects. Good job folks.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

oneofthe8devilz

Yeah most bigger monsters use shaking sounds during walking/roaring aswell as pretty much all exlposions...
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VGames

Yeah I thought all that shaking was caused by something other then a sound effect. Pretty cool feature.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

Phrozo

And only WAVs can use the sound shake feature in a sound shader. Ogg files will give warnings.

VGames

Cool, good to know. Never really did much with sounds besides replacing and adding new ones. More to learn I guess.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

bkt

Research is good ya: https://www.iddevnet.com/doom3/sounds.php

Also check the Q4 wiki on iddevnet, it's got some pretty good pages, some of which still apply to Doom 3.