Who is stupid enough to say there is no sound in space, most of people apparently.
Of course human ear is well insulated from conductive sounds but *A is not humans fighting but highly dedicated robots, also air as a sound conductor is very slow and lossy compared to more dense materials like sand, stone and steel. Also planes can emit sound and it can be fast as light too. Every unit have atleast a radio as well.
Yo dawg, I heard you like sounds so I put conductors in your conductors so you can hear while you hear.
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
havent played that much yet and then with sound low because of music listening. but it seems to be better. for example if you finished loading and someone had previously placed his startmarker 100 times the "bing" of the marker would sometimes be played 100 times at the same time resulting in BIIIING. at least that i didnt experience so far.
Hi hoijui, I tried to test this feature but for me the 81 branch is unusable, meaning because I can't have any units on the map. This is the latest version I have tried: [no_new_cpp_ais]pureint_spring_0.81.0-773-g2869e7e.exe
thanks for trying! what you tested was the pureint branch. the idea was to test master branch, though by accident, it does not really make a difference here, as pureint is based on a recently enough version of master.
I've tried with BA7.12 and latest CA 7613 or something (the CA guys update the stable version way to often), both of them didn't gave me any units, as for the /cheat and /give the testing is going to take a while (instead of just setting up an AI vs AI test and listen to the sounds it makes). Ill let you know when I'm done testing.
Results: The volume of sounds made by units when selected, starting building finishing building etc is depended on zoom level but the high pitch sounds can still be heard when zoomed out, as for explosions and weapons sounds there is no difference between being zoomed in or out. In other words I don't think the air absorption works.
this is not really relevant anymore now i guess, but when cheating, you can also give units to other teams like this:
Code:
/give <unitname> <teamId>
as you possibly found out, the units appear on the mouse cursor position. so you can set up a game with AIs, and then give them commanders manually to each team. good you reported the mods still not popping out the commanders themselves!
Well playing with the AI's is another problem. All of them are crashing the engine after the 3 seconds countdown. Anyway if you need anything else tested let me know.
air-absorption can now be changed through spring config (latest master): snd_airAbsorption=... valid: 0.0f - 10.0f recommended: 0.01f - 0.5f default: 0.1f off: 0.0f
there was not more testing then what you see in here. i now tested on my old win machine, and i too got the false positive on it being supported, while it did not work.
i tested setting it to 1.0 instead of 0.1, and then it works under windows too (is much too heavy though). so that might just be a similar issue with Open AL (Soft?) not working well with low values under windows, like it was discovered for volume too. will test some more, to see which is the lowest value that still works.
it works out of the box? cause i did not change the default value (still is 0.1), and neither changed anything else that could make it work better or worse. but well... i accept it anyway. thanks for testing
yes, it works out of the box. The LT sounds change their pitch really nice as you go further away. The only sound that was distorted really bad was the sound of the commander exploding.
well.. nice! :D maybe try setting it to 0.0 then, and see if the commander explosion is also distorted. i personally have a lot of sounds distorted, especially when the game is laggy, and it always lags when the commander explodes, no matter how low the settings and how good the HW.
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