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EvilTurtleProductions

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  1. I haven't posted here in ages, but don't worry the game has been released as planned and has seen many updates since my last post and we're starting to grow a small community on Discord too Feel free to pop in if you're looking for players to play with: https://discord.gg/vV7KDVMBZz
  2. I'm using Steam API, since it's incredibly convenient and the game's on Steam anyways
  3. Okay, I've experimented a bit with OpenAL EFX, but it doesn't work so well on old OpenAL. I think I'll wait for the LeadWerks update to OpenAL-soft, so I can do things a bit more proper haha For now I've implemented a very basic "dynamic" sound system which just uses two versions of the same sound, one muffled and with reverb and the other without those effects. This works well enough for now Definitely going to look into a proper EFX implementation when the time comes though, I just love DSP stuff haha, plus it might help others too.
  4. If you want to exclude things from decals, but can't use the settings in the entity properties in the editor, you can always remove the following lines from the shader that you use for the entity. Beware that changing a shader changes it for all entities that use that shader, so you might end up needing a separate non-decal shader with these lines removed: if (decalmode==1) materialflags += 4;//brush if (decalmode==2) materialflags += 8;//model if (decalmode==4) materialflags += 16;//terrain It's a bit hacky, but it works well.
  5. Yeah, from what I understood OpenAL-soft does software mixing, i.e. uses actual software DSP to mix all playing sources together into one final output. Much like an actual DAW does. With how powerful CPU's are nowadays (counting the past 5 years) you can easily have something like 100+ playing sources in a game, I'd say based on my experience with programming DSP & DAW plugins. Of course it also depends on how heavy the game already is CPU-wise, might be more or less The old OpenAL actually uses the (rather limited) hardware of your soundcard, which from what I've read & observed often boils down to 16 to 64 maximum sources playing until things go awry (usually with a crash caused by OpenAL), even if OpenAL reports something like 255 as the max. Hardware mixing has been outdated for so long now.
  6. Yeah I noticed this looking at the code you send me. I was under the wrong impression that the LW source contain the AL source too. This also explains why I had issues with my custom sound manager. Learning so much today
  7. Yeah I'm a little wary of it for those reasons. Still, it allows me to experiment with things until the OpenAL-soft update for LW hits. Have I mentioned I can't wait for that LeadWerks update haha I'll have a gander at the code today, thanks
  8. Experimentation mostly at the moment to see what's possible, what the performance of OpenAL EFX is etc. I want to implement some dynamic sound effects in a future update for Disinfection. So where do I fetch that ID?
  9. I'm playing with the OpenAL-soft EFX library, already compiled the game with the latest version of OpenAL-soft and it all seems to work well so far. To make effects work I need to configure the OpenAL source to send the audio signal to the EFX aux, but I have no clue how to fetch the ID of the source? Basically like this: Source* mysource; ALuint uiSource = mysource->OpenALID; alSource3i(uiSource, AL_AUXILIARY_SEND_FILTER, effectslot, 0, NULL); @Joshis this in any way possible? I see no (exposed) member or method in the various audio-related classes for this.
  10. Okay it gets stranger: I changed a material in a model... and the bug happened. No hierarchy changes or anything, just swapped the glass material with a new one and there went all the children
  11. Here's the catch: the hierarchy's unchanged. I should explain a little bit better actually: I always collapse the models. When updating the model file I have to collapse it again. I noticed the bug happens too in this scenario even though the hierarchy ends up being the same.
  12. I've encountered this bug many times now, so should really make a report already haha. I had to fix a small mistake in a model today, so I changed it in Blender, exported to FBX and LW automatically updated the .mdl file. Noticed that if you have the editor open that any changes in hierarchy (due to the updating of the model file) makes all the children of that model/entity go into nowhere-land. Almost as if it applies the global position values of the children to the local position. But it gets stranger: everything looks normal and the positions of the children are normal too. However if I either restart the editor or re-open the map the children are all in that "global" position (see the screenshots). I've had to re-position the children a few times now due to this, after noticing that a model wouldn't render (I guess because the AABB check is all wonky now?). I also noticed that whilst I could move a Pivot child, the icon did not move. A restart fixed that.
  13. My code is exactly the same, albeit C++. (The gfxmode is first fetched from the System::GetProperty values (or a default setting if there are none saved) and used for that first attempt at window creation.) And again: the FPS Sample that comes with LeadWerks has the same issue, so you can test it with that if necessary. I've had one of our testers try some things out and: Windowed mode does seem to work fine with scaling at more than 200%. So yes the issue is with the fullscreen mode.
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