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WERE ARE THEY
I've fixed this by just adding half a hammer unit of vertical space from the start position on the floor check function within Draconic. Thanks for letting me know about this, it'll be included in a hotfix in the near future.
Map: gm_BlackMesa_Sigma_Night .
At coordinates: X= 1013, Y= 3889, Z= -599. (from status command in console)
Those Coordinates will lead you to a pit next to a crane, at the bottom of the pit is a func_door with glass and metal surfaces. You should see a reactor looking down through it.
Your debugger also says the material is "undefined". Just walk around on it. you'll notice the footsteps are concrete instead of metal or glass
I'd need to know exactly what surfaces are being stepped on/etc when these things are happening in order to troubleshoot, as Draconic's Footsteps use a fallback system if a surface isn't defined for the step set.
If I am standing on a glass elevator for example, I still hear concrete sounds playing. When the correct sounds do play, they are inconsistent. I know surface sounds are limited in games, but Portal 2 should have most of the surfaces.
Another thing I noticed and is not just because of a movable surface. No matter what surface I'm on, jumping always plays the concrete sounds regardless of the material I'm standing on. I know jumping sounds are also limited from the games, but thought I should mention it anyway in case it is an issue.
Apologies for the long report, but wanted mention these somewhere. Thanks for making this system by the way, It is much nicer to use.