Joined: 24 Jun 2007, 07:34 Location: 50┬░ 56' N, 11┬░ 35' O
Now with more online play.
Changelog: Bugfixes: - fix creation of DDS textures - Unbreak transports when loadingRadius <= some magic number
Lua: - fix Zlib-compression and decompression for lua - Added VFS.SubDirs(dir, pattern, modes) callout to LuaParser - added some more map water configs to Game. table
can i use transparent features in my maps now without enabling reflective units?
Edit: is this 3d sounds fixed too? (i want the old 2d sounds back) i would like to play with sounds on for a while... i cant stand this dgunning and complosion sounds... they are 100x higher volume than other sounds. + the unit command sounds are almost unable to hear, unless you zoom in.. which sucks, they are meant to be game command sounds, not sounds coming from the units in the game world. so is this stuff fixed? ^.^ also ive noticed that when you hear multiple sounds at same time, some sounds get cut out and it sounds really messed up, old spring sounds were much much more nicer...
btw, have you noticed that these 3d sounds eliminates startpositions sound because you need to be near the markers to hear them :D same applies with commander-under-attack warning sound i think, which is just retarded: i would have to stare the commander to actually hear the warning...
run general nice, KAIK crash maybe (have only tested 1 mod),RAI runs fine. Like the new global up-and-down from the Water. Looks good on ground units that cross the water,but realy bad on water units.Looks he stay on ground.The water units should swim "ontop" of the water and not stay on the same hight ... (very bad on torpedo launchers that swim in water and get nearly underwater ...)
All of the problems you describe are a mod-side problem, not a problem with the engine per se.
The engine's sound system got updated to a much more modern 3D system which supports some new features and works differently now, and there wasn't any way to do it that included full backwards compatibility. Mods need to get fixed by their maintainers, basically.
P.U.R.E.'s sound works just like it's supposed to, and sounds awesome.
This is what I got when I started SpringLobby for the first time after installing .80.2 on this new fresh OS. Thankfully, it let me login but it isn't very newbie friendly at all.
On another note why don't SpringLobby, TASClient, and QTLobby have subforums under the "Game Lobby" forum for bug reports, help, and other discussion? I have a SpringLobby Redmine account, but a lot of people with forums accounts here probably don't have accounts there.
All of the problems you describe are a mod-side problem, not a problem with the engine per se.
The engine's sound system got updated to a much more modern 3D system which supports some new features and works differently now, and there wasn't any way to do it that included full backwards compatibility. Mods need to get fixed by their maintainers, basically.
P.U.R.E.'s sound works just like it's supposed to, and sounds awesome.
how its not possible to make backwards compatible if you can still change the settings mod-side...? and why would anyone want to hear 3d sounds ingame...? *zoom in or out and change volume again, enjoy!* 3d sounds would be understandable in making videos only...
why change something into default setting that doesnt sound good in any mod ? lol.
Joined: 24 Jun 2007, 07:34 Location: 50┬░ 56' N, 11┬░ 35' O
TradeMark wrote:
Edit: is this 3d sounds fixed too? (i want the old 2d sounds back) i would like to play with sounds on for a while... i cant stand this dgunning and complosion sounds... they are 100x higher volume than other sounds.
They are too loud in BA. Go complain somewhere else.
TradeMark wrote:
+ the unit command sounds are almost unable to hear, unless you zoom in.. which sucks, they are meant to be game command sounds, not sounds coming from the units in the game world. so is this stuff fixed? ^.^
They are to quiet in BA. Go complain somewhere else.
TradeMark wrote:
btw, have you noticed that these 3d sounds eliminates startpositions sound because you need to be near the markers to hear them :D
By default, marker sounds do not fade out in the distance (even thought they are still in 3d-Space). TheFatController decided to overwrite this behaviour. Go complain somewhere else.
edit: I almost forgot: spring had 3d-sound since the early beginning
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