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Incorrect sound mapping for USO combat in TFTD #1328

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starslab opened this issue Apr 24, 2021 · 2 comments
Open

Incorrect sound mapping for USO combat in TFTD #1328

starslab opened this issue Apr 24, 2021 · 2 comments
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@starslab
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I've known about this for a few years now, and had previously reported it on the old bug tracker. I can't find my issue on the Github tracker, so I'm resubmitting this:

Relative to my recollection of the DOS sound effects, ufoHit and InterceptorHit are swapped in standard/xcom2/vars.rul

The correct values are, as per my recollection at least:

constants:
ufoHit: 2
interceptorHit: 4

Tested just now on OpenXCom Extended 7.0, which I believe uses the same base data files as the standard dev tree.

@SupSuper SupSuper self-assigned this Apr 30, 2021
@starslab
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starslab commented May 16, 2021

Following up on this, here's a capture from the Steam release: Note the alien weapon does that sonic screeching sound when it hits the Barracuda, while the torpedoes make explosion sounds when they hit the USO.

Dosbox.mp4

This is what OpenXCom sounds like: Note the torpedoes make the screeching sound, while the explosion sound is played when the Barracuda takes damage.

OpenXCom.mp4

(Sorry, Github doesn't like hevc in .mp4, you'll have to download the video and play locally in your media player of choice.)

@MeridianOXC MeridianOXC added the Confirmed Reproduced but not fixed yet label Aug 10, 2022
@MeridianOXC
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I confirm there is definitely a difference between OG and OXC, but it is probably more complicated than a simple value swap.

Setting to confirmed, but needs to be analyzed in more detail.

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