Comments (22)
I don't know if the original sound fix works. I hear killed falling worm sound so often now like it was really missing in previous mod versions, but maybe it's because nothing else is making noise. Only falling worm in total silence :-(
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I didn't install/change vesions of any other warfare mods. Only Rampant 3.0 was updated from Mar 31 version to 42c4f4c sources revision.
from rampant.
I can try to make a video if you need one.
Issue is not a pleasant one. Feeling like I'm deaf sometimes.
from rampant.
Do you have a save that I can look at?
I'm not hearing any problems.
from rampant.
It's strange, but I can't reproduce the problem today - tried many times. Probably it is some Factorio issue in some circumstances. Maybe less physical RAM available on PC or multiple game re-starts or other factors. I don't have any ideas now. I didn't change anything in Factorio Settings before of after problem.
I'm sorry.
from rampant.
Oh, my fault. I made a branch on revision before sounds fix yesterday and forgot about. Reverted to revision after sounds fix and reproduced (it happens in 30-40% situation. Will try to make gamesave before that very moment, but not sure if it is not a complete random).
from rampant.
Are you using any mods aside from Rampant?
How many things are around you that are making noise?
It looks like factorio has a max number of sounds that can play all at once, it is something like 50 and is configurable in a hidden menu inside factorio
from rampant.
You could see mods list in a gamesave in other issue thread. I'm playing only one game at a time :-)
List of mods that produce or MAY produce (I'm not sure) sounds in this issue situation:
- Rampant,
- Rampant Arsenal (not sure, because it's a game stage with vanilla turrets).
that is all! Warmonger mod produces sounds only when harvesting creep and I'm not doing it when problem occurs.
So... number of mods is very-very short.
from rampant.
Ah, Alien Biomes adds sounds for walking. But as I suspect it replaces walking sounds for tiles, not increases a total number of sounds. Can't say for sure.
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How many things are around you that are making noise?
It's difficult to say. It's a battle somewhere near biters nests. Usually there are many things: biters, worms, nests, my character, my gunturrets. But I do not see any abnormal number of sound-producing objects. I can't believe Factorio is so badly designed.
It looks like factorio has a max number of sounds that can play all at once, it is something like 50 and is configurable in a hidden menu inside factorio
I searched Factorio forums for this problem yesterday when suspecting some internal Factorio issue - didn't find anything. If it was some stupid game limitation I'd find its mentioning in forums. I'll look one more time. If you want me to find and fix the issue, please give me an idea where I can start.
from rampant.
hm, found a similar issue
https://forums.factorio.com/viewtopic.php?f=49&t=101651&p=566560#p566560
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hm, moderators deleted my post about this problem in that thread. Second time I see some ... (not clever people) doing it there.
from rampant.
Tried to increase that value from 50 to 70 - didn't help. But can it help?
https://wiki.factorio.com/Prototype/Sound#category
I suppose installing building or firing turret activities are not in enviroment category.
As I see the only two new sounds you added are walking (didn't exist before) and projectile attack (probably didn't exist before - I did a quick look). The thread in factorio forum is about spitter projectile attack...
I suppose that if Factorio did really have a strict limitation here it would cause a lot of angry posts from modders, but I see only one. It makes me think, that it can be some very rare situation (too many total sounds added after this change in Rampant) or Wube deletes all negative posts... My only hopes are about first reason...
from rampant.
I tried to change two lines to remove added sounds
line 296 and 297 in BiterUtils.lua
working_sound = nil,
walking_sound = nil,
but it didn't help much. And also I still hear "chitchat" biters sounds. As I see there are many more lines to be changed to "fix" it back.
If I simply switch to revision 9e059cd , then problem disappears and biters' "chitchat" disappear too. I hear only when they do bite me or land projectiles very near me.
Honestly speaking these sounds do make sense only for fauna lovers and with no background music. I never ever have noticed this "chitchat" in vanilla (probably I played with music all the time while these sounds are of very low volume level).
While abscense of buildings installation sounds, missing bullets magazines inserting or gunturret firing do really hurt gameplay - it causes some animation VS sound perception conflict in player's mind.
I can try to rise a ticket in Factorio forums if you want, but I'll need detailed info for that. I don't know if they care to read mod's source code, especially such complicated as Rampant has. But giving your commit changelog should simplify the quest for them. But after all the question is do they care in general (see the forum link three messages above).
from rampant.
I can reproduce this in vanilla, 2.2.0, and 3.0.0. I consider this to be a limitation of the factorio engine.
from rampant.
Do you suggest to reproduce the problem with no Rampant and send it to Factorio developers?
from rampant.
You are welcome to create a reproduction of the problem and give it to the Factorio developers.
According to the forum post you linked, they are aware of the problem and have said they will fix it at some point.
from rampant.
Tried one more time with sounds fix commit - game is not playable unfortunately. I don't know why other players don't complain (maybe they love fauna more than turrets building and weapon firing sound - I don't know).
The only way to play Rampant now is this:
from rampant.
I'll try to find time to turn off all mods and try to reproduce the problem in vanilla. But I suppose that for vanilla it's a very rare situation - it doesn't produce enough nests per square kilometer -> not enough spitters/biters to walk around and defend its low-density bases. Therefore even if I succeed with repro Wube guys won't treat this critical issue with appropriate attention I'm afraid. There are several critical bugs in Factorio they never fix, because it happens too rarely (or too short game stage, like total f*ckup they made with electric poles blueprints in pre-bot game era - they don't care, because one can't has the problem with construction bots) and this one will be plus one to that mass. :-(
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Factorio 1.1.62 has a new sounds mixing engine code inside... maybe they fixed this critical issue...
from rampant.
No, unfortunately problem was not fixed.
from rampant.
Tested with only "working" sounds nulled - problem disappears, while upcoming hordes footsteps are heard and all turret sounds in place.
I believe Wube are aware of many limitations their game engine has and don't want to improve it - to keep it simple and very high quality piece of software.
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Related Issues (20)
- Removing chunk scanner squad and squad movement
- Option to hardlimit new event frequency
- Add resource chunks to bases
- Players disconnecting from game doesn't clear players on chunk
- Bad pathing with waterfill and landfill
- Reduce max units around spawner with increase spawner rate
- 3.2.0 Biters stop nesting completely for MigratingAI phases at some point after upgrading game from ver3.1.3 HOT 11
- Rampant3.2.0 Attempt to index value Chunk when it is an integer HOT 1
- new, more advanced factions appearance after Rampant3.2 upgrade HOT 4
- Overlapping enemy structures HOT 1
- Settler squad formed at gather point and don't do anything HOT 13
- After updating from 3.1.2 to 3.2.0 (or higher) biters drop landfill on death when they are killed close to the water HOT 2
- After decompressing and hesitating to attack an entire group of biters sometimes disappear from the game HOT 5
- Groups of biters appearing in the middle of water / not doing anything (just compressing and decompressing) / running back HOT 1
- No structures spawned by hive HOT 2
- Some hives produce units +3 tiers to actual evolution factor HOT 1
- Issue When installed with Plantable & Printable Trees(1.2.0) HOT 1
- Server Crash when deleting Space Exploration world shortly after generating it HOT 1
- replicatable crash using poison capsule on some nests HOT 1
- Bob's Disabled Alien Artifacts crash Rampant
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