Tsar Hoikas wrote:Thanks again for the bug report - we've merged the fix for this issue. Please continue to report any long-standing issues you can think of.
As far as long-standing issues go I've got one that's existed long before MOUL or even Until Uru was conceived. Funny enough it relates to Teledahn's power again, but this is a sound glitch, I need to show the location:
![WorkroomShaft.jpg](./download/file.php?id=2741&sid=b4ba369aba2d2060fc36a35ccc0a19c5)
- WorkroomShaft.jpg (69.22 KiB) Viewed 4378 times
This part of the shaft in the workroom emits a rotating noise even when it has no power to it. Its animation does correctly start and stop, it's just an issue of the active sound always playing. I remember being a kid, marking the workroom journey cloth, disabling the power, and being disappointed when I linked back to the cloth to find that workroom shaft still being noisy. Of course, online you'd just need to stay in the workroom while someone else turned off the power.
I actually, pretty much just now, figured out that the cause of the issue is in the Responder Modifier "cRespInternalShaftStop" in the tldnWorkroom prp. I figured out how to fix it offline by a small edit to the PRP file itself. The MOUL version looks like the same issue, unsurprisingly. The relevant part of the
cRespInternalShaftStop:
- Code: Select all
<plSoundMsg>
<Sender>
<plKey Name="cRespInternalShaftStop" Type="plResponderModifier" Location="11;7" LocFlag="0x0000" ObjID="33" />
</Sender>
<Receivers>
<plKey Name="cSfxExposedShaft" Type="plAudioInterface" Location="11;7" LocFlag="0x0000" ObjID="15" />
</Receivers>
<MessageParams TimeStamp="0" BCastFlags="0x00000800" />
<Callbacks>
</Callbacks>
<SoundParams Begin="0" End="0" Loop="False" Playing="False" Speed="0" Time="0" Index="0" Repeats="0" NameStr="0" Volume="0" FadeType="0" />
<Command>
<hsBitVector>kPlay </hsBitVector>
</Command>
</plSoundMsg>
The "<hsBitVector>kPlay </hsBitVector>" should be "<hsBitVector>kStop </hsBitVector>". This being said, I don't know how easy it would be to fix this issue without editing the prp itself, so make of this what you will. At least you know about it now.