The definitive gameplay enhancement mod for the GZDoom and Zandronum engines. Adds realistic gore, dismemberments, headshots, executions, lightning effects, particles, makes enemies smarter and harder, makes gun louder and beefier, and adds epic new boss battles.

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footsteps (Games : Doom : Mods : Brutal Doom : Forum : Bug reporting (Brutal Doom : footsteps) Locked
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Oct 28 2018 Anchor

First of all, thanks for your outstanding work, Mark. Much appreciated.

Don't know whats the deal with the footsteps in doom mods in general, but they never seem to work so i just try to get them disabled somehow and stick to "cosmfootsteps.wad"

Even on youtube vids they often sound wrong (behind the player, not centered) So im glad in BD21 there is an easy way to disable them.

However, they are not all disabled with that options. (Not in rc1 and neither in rc2) In rc2 i have to delete SOUNDS\DOOMGAL\ "LANDS1" files (playing with doomguy)

In rc1 it was a file in the same folder (DSFOOF if im not mistaken) Furthermore to get rid of the delayed (at least for me) landing sound on the metal floor (eg e1m4 behind the blue door) i had to delete footsteps folder. Or searching for the right file of course, but my point is that i guess all those sounds in this folder should be disabled with the BD options footsteps OFF


No big deal for me, but i guess that might be interesting for some people who have the same problems.


Anyway, thanks for the best doom mod ever.

Apr 24 2019 Anchor

In RC8 and now in RC9 when you turn the footsteps OFF there is still some jumping sounds. They sound loud and misplaced. When you jump on metal it sounds like you throw away a heavy rubber ball. Let alone the footstep sounds when thy are turned ON! Surround, delayed, just..... wtf......

Apr 26 2019 Anchor

Yes wtf

Why do people like delay.

Apr 28 2019 Anchor

surround delayed footsteps. just wtmff....

Apr 30 2019 Anchor

Yea..

Even in youtube vids i heared them use delay.

Edited by: eviltechno

Apr 30 2019 Anchor

The problem is due how the engine works. Its not possible to play the footstep sound at the player, it requires a different footstep actor to be placed on the floor, run a script to check the texture, and then play the sound.
But given how fast the player moves, by the time it plays, its already behind the player.
Seems like I found a solution for it by using A_Warp to make the footstep actor constantly move to the player's position. Currently I don't have headphones to test it properly, but seems like, at least on my speakers, that now the sounds plays at full volume on both speakers.
This solution will be tested in RC10. Please reply to this thread after RC10 is released to see if the problem was fixed, or at least minimized.

May 2 2019 Anchor

But it works flawless with cosmfootsteps.wad

May 4 2019 Anchor

Indeed eviltechno, cosmfootsteps.wad works great. Maybe use it, Sergeant_Mark_IV if its not possible to modify the engine? I'll let you know what your result sounds like in my high definition studio headphones when you release RC10.

May 8 2019 Anchor

Please check the RC10 to see if the new system is an improvement.

May 9 2019 Anchor

Hey I checked RC10. It's different but not solved. Footsteps are mainly mono now. But still when I turn or strafe there is a slight delayed stereo footstep sound at the end of left or right. This is with less volume but still clearly noticeable. Jumping and stepping staircase or ledges is still the same problem (loud stereo delayed). This can be heard when walking the staircase in the very start of doom2 map01.

Personally I don't think jumping sounds should be activated before walking off an at least 32-high step. This is because when you walk in a flat area with only small steps and floor differences of 8 or 16, you hear jumping sounds all the time.

I hope this helps. Let me know when I can help you again.

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