iKALiZER : New audio engine (Surround sound UrbanTerror) - v0.22.00b - NewPatch
#31
Posted 26 February 2008 - 08:16 PM
Hi.
I've added a new beta version. Go to the first post :
http://forums.urbant...index.php/topic,9878.0.html
About this "special" version...
ioUrbanTerror uses original ioQuake source code with some modifications. I don't know them but I've patched my own version of ioQuake (1.34-rc3) to match ioUrbanTerror requirements.
I hope to add SAM to ioQuake and ioUrbanTerror when a stable version will be done.
Thanks for your support.
I've added a new beta version. Go to the first post :
http://forums.urbant...index.php/topic,9878.0.html
About this "special" version...
ioUrbanTerror uses original ioQuake source code with some modifications. I don't know them but I've patched my own version of ioQuake (1.34-rc3) to match ioUrbanTerror requirements.
I hope to add SAM to ioQuake and ioUrbanTerror when a stable version will be done.
Thanks for your support.
#34
Posted 26 February 2008 - 10:42 PM
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If you're incapable to discuss with arguments like a human being, at least don't swear to people you don't know.
I've lost count of the times you told me to shut up and called me names.
I've lost count of the times you told me to shut up and called me names.
Interesting enough people that do know you in this community with whom i'm have spoken with and discussed about you, often does have the same opinion about you as i mentioned. Except i'm saying it out loud in your face.
And don't you turn it around now. You were the one acting like a typical A-hole to me when i started posting on this forum. And they way you 're talking now: You basically saying you are more superior to me since i'm not a human being and you are supposed to be one. ROFL. Ow and exaggerating the amount of times i called you names? What a joke. Acting the victim here?
#36
Posted 26 February 2008 - 10:57 PM
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Interesting enough people that do know you in this community with whom i'm have spoken with and discussed about you, often does have the same opinion about you as i mentioned. Except i'm saying it out loud in your face.
And don't you turn it around now. You were the one acting like a typical A-hole to me when i started posting on this forum. And they way you 're talking now: You basically saying you are more superior to me since i'm not a human being and you are supposed to be one. ROFL. Ow and exaggerating the amount of times i called you names? What a joke. Acting the victim here?
And don't you turn it around now. You were the one acting like a typical A-hole to me when i started posting on this forum. And they way you 're talking now: You basically saying you are more superior to me since i'm not a human being and you are supposed to be one. ROFL. Ow and exaggerating the amount of times i called you names? What a joke. Acting the victim here?
You are basically incapable to stand me. You have a typical superiority complex that won't stop to kick unless you don't see me it all.
And I don't know who those people are that bury me behind my back, they are worthless of attention without actual names.
#40
Posted 27 February 2008 - 09:51 AM
Before this runs off topic - the main issue here is still the fps drop.
I tested it last night - off line - Turnpike with 10 bots.
As soon as the chaos started - my fps was dropping from 125 to 35/40.
The sound was jumpy at the start but by changing the appropiate setting that issue was resolved.
Others have commented on this too - robertclarke, flinkaflenkaflrsk and davy.
The virtual sound is interesting but it still does not compensate the fps loss.
So I reverted back to the original installation, iourt is fine the way it is.
GL - it's a fine idea
BF
I tested it last night - off line - Turnpike with 10 bots.
As soon as the chaos started - my fps was dropping from 125 to 35/40.
The sound was jumpy at the start but by changing the appropiate setting that issue was resolved.
Others have commented on this too - robertclarke, flinkaflenkaflrsk and davy.
The virtual sound is interesting but it still does not compensate the fps loss.
So I reverted back to the original installation, iourt is fine the way it is.
GL - it's a fine idea
BF
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christophe_d13 > Hi.
I've added a new beta version. Go to the first post :
http://forums.urbant...index.php/topic,9878.0.html
About this "special" version...
ioUrbanTerror uses original ioQuake source code with some modifications. I don't know them but I've patched my own version of ioQuake (1.34-rc3) to match ioUrbanTerror requirements.
I hope to add SAM to ioQuake and ioUrbanTerror when a stable version will be done.
Thanks for your support.
I've added a new beta version. Go to the first post :
http://forums.urbant...index.php/topic,9878.0.html
About this "special" version...
ioUrbanTerror uses original ioQuake source code with some modifications. I don't know them but I've patched my own version of ioQuake (1.34-rc3) to match ioUrbanTerror requirements.
I hope to add SAM to ioQuake and ioUrbanTerror when a stable version will be done.
Thanks for your support.
#42
Posted 27 February 2008 - 10:16 PM
I have add my SAM engine to ioUrbanTerror source code.
A new binary data is on the first post:
http://forums.urbant...index.php/topic,9878.0.html
I do not know how to add some bots to ioUrbanTerror - I thought this feature has been disabled - Where is the truth ?
My SAM engine really love dualcore...
For performance problem, I need to know full details of your config.
A new binary data is on the first post:
http://forums.urbant...index.php/topic,9878.0.html
I do not know how to add some bots to ioUrbanTerror - I thought this feature has been disabled - Where is the truth ?
My SAM engine really love dualcore...
For performance problem, I need to know full details of your config.
#43
Posted 28 February 2008 - 05:18 AM
Quote
I have add my SAM engine to ioUrbanTerror source code.
A new binary data is on the first post:
http://forums.urbant...index.php/topic,9878.0.html
I do not know how to add some bots to ioUrbanTerror - I thought this feature has been disabled - Where is the truth ?
My SAM engine really love dualcore...
For performance problem, I need to know full details of your config.
A new binary data is on the first post:
http://forums.urbant...index.php/topic,9878.0.html
I do not know how to add some bots to ioUrbanTerror - I thought this feature has been disabled - Where is the truth ?
My SAM engine really love dualcore...
For performance problem, I need to know full details of your config.
Last night I used beta 3 (20080226) for almost four hours. FPS didn't drop below com_maxfs 125 except when a ton of stuff was happening on screen in a big area, and those drops were brief and small (FPS never dipped below 100). I'm still getting some weird crackling at times (s_samSamplingRate at 48000, s_samVoiceCount at 64 - wouldn't think either value is out of line for my system, see previous post), but not much, and with my true surround cans with LFE (s_samChannelMode 0x61) the directionality, depth and resonance were generally spot-on.
I will test 20080227 tonight and report back.
As for enabling bots: *Before* you load up a map, drop to the console and type bot_enable 1. Load up the Abbey map (the only one with real bot paths, IIRC), then drop to console and type addbot chicken (or cougar, tiger, etc...there's a list of bots somewhere on this forum). Bots are not officially supported and rumor has it they can crash the server, but it's never happened to me.
As for the dualcore thing: I have a dualcore (Intel) and intentionally run ioUrt on just one core, because it seems to have some awful scheduling problems across two cores (can SAM use two cores when the game process is locked to one?). There are some threads on this forum about how to fix dual-core problems with certain AMD CPUs, but the Intel duals are good, the oft-referenced MS hotfix for dual-core applies *only* to AMD, and I have never had an issue with games on dual-core except those based on Quake 3.
#45
Posted 28 February 2008 - 08:09 AM
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Did you test this properly by running the same map with 10 bots with this sound prog uninstalled?
What was there to test Bladekiller - offline is offline. Never had any issues except the odd crash.
I'll have another go with the latest binary (20080227) and see how that goes.
As I said before - it's a fine idea and I would like to see it work properly as well.
Why isn't there more feedback from the community on this one? - I thought most players would jump at this.
BF


















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