Chronic Audio steps bug since DX11

Discussion in 'Bug Reports' started by OneShadowWarrior, Dec 25, 2019.

  1. OneShadowWarrior

    I have to honestly say that the chronic footsteps bug is one of the most annoying things in this game since DX11.

    A feature that keeps happening and mutually agreed by the vast majority of veterans as something that never has been addressed.
    • Up x 4
  2. FriendlyHuman

    From ElSp00ny's bug report on reddit.

    Reproduction steps:
    1. Spawn at an empty base, any class.
    2. Toggle autorun. Autorun is not necessary, as both cases of "autorun" and "manual" test positive. This is really a convenience factor.
    3. Redeploy button.
    4. Wait for clean redeploy while "running" state is in effect.
    5. Spawn to any base or sunderer. Drop pod not tested. Spawning directly into squad vehicles not tested.
    >> Bug is now active

    Workaround A:
    1. Visit terminal.
    2. Change class.
    Workaround B:
    1. While bug is active, redeploying while standing still deactivates bug.
    Workaround C:
    1. Spawn into a vehicle (terminal or from map). Costly, though.
    Determination:
    • Redeploy function applies a bitwise operator to reset walking state from value, instead of assigning it specifically to "false", and strangely enough: only when read from a "running" state. (If state = 2, state = 0? costly code, if so.)
    P.S. More likely it's a race condition.

    Confirmation symptoms:
    • Walk sound type is independent from state: Activation of local sound type is present. If user occupies swamp or lake, splashing sound is played. If user is on metal grating, boots against metal is played.
  3. FriendlyHuman

  4. OneShadowWarrior

    Absolutely, I am as happy as a clam.

    For the first time I can run Audio 7.1 now and whirl around with footsteps that are not mine and protect myself. I didn’t realize how detrimental having chronic footsteps actually became.