That sound issue exists in HL2:DM with the RPG.  Occasionally missiles leave a 
sound spot behind for the remainder of the map.

At 2007/02/08 04:30 PM, Adam \"amckern\" Mckern wrote:
>I would be hacky and add a stopsound xxx to the area
>of code that the body is removed from the world.
>
>Adan
>
>
>--- Jeremy <[EMAIL PROTECTED]> wrote:
>
>> --
>> [ Picked text/plain from multipart/alternative ]
>> We've got a couple issues that have been somewhat of
>> a pain to track down,
>> was hoping others could maybe help out or at the
>> least steer us in the right
>> direction.
>>
>> 1) Door/elevator prediction is pretty bad. Anyone
>> managed to smooth out or
>> fix the prediction issues in door like entities? For
>> example, when running
>> on a server doors seem to propagate really badly.
>> Twitching, interpolating
>> too far, not opening enough, etc. Apparently it's
>> even worse with a tickrate
>> of 100.
>>
>> 2) Leftover sounds. We have a flamethrower that
>> leaves flame effects on
>> bodies and stuff, but sometimes even after the body
>> is removed from the game
>> the flame sound remains where the corpse was. How do
>> you debug these sorts
>> of issues?
>>
>> Any help is appreciated.
>>
>> J
>> --
>>
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>
>
>--------
>Nigredo Studios http://www.nigredostudios.com
>
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