Moderator: Pardner
sparcdr wrote:The actual OpenAL backport should help this, as what you're probably using is based on 1.0 branch, which is an evolution of 1.32 SDK with enhancements from ioq3 and internal work over the last 5+ years. This is one of the advantages of ioquake3, it has a full surround sound implementation, but there's still no promise of course. The last SDK to have Direct3D8 and DirectSound libraries/headers is August 2007. You could try and build against it, but I'd bet there's something more to the problem than just the fact we don't use DSound anymore... Try installing the redist for OpenAL on Vista, because it's not included by default, and only the generic sound provider works without surround.
The Generic Hardware device will no longer be available, as it requires the use of hardware DirectSound 3D Buffers. Instead, this device will gracefully, and automatically, fallback to using the Generic Software device, which will continue to work as before.
sparcdr wrote:In the latest DXSDK there's a technical preview for something called Direct2D, so it leads me to think if they're willing to revisit GDI and try and provide something to replace it again, maybe they will have something for Windows 7 (They promise more compatibility on par with XP including older VB/VC++/MFC libraries stripped from Vista due to time) to provide hardware programmable sound again
sparcdr wrote:The only work related to this I've even looked at is the new OpenAL functions, but most of these issues had to be fixed by Tequila since on Linux this is the defacto sound API used in games and as a result he's much more competant with it. Since this game is cross-platform, up until now the fact of the matter is that we are trying to maintain a single codebase and due to team size can't manage too much more due to time and financial reasons can't just hire contractors to fix the issues surrounding AI, Sound, Networking which everyone is aware of. This is essentially why Tequila has backported ioq3, as it's an improved version of the Tech 3 engine, but it's hardly a panacea and won't fix anything specific that we've added if it collides with the normal routines.
sparcdr wrote:Thanks for keeping a good attitude, as most would complain and leave angry regarding something we don't have control over (At least not within attainable means in the near future).
Waco Kid wrote:My take on this is that if it doesn't work for everyone it should be considered a cheat. I was playing BR the other day, I was dead and following one of my teammates, and when he heard footsteps you could tell he knew where they were coming from, he was crouching/hiding and pointing and aiming unerringly at corners before the enemy got there.
To me cheating is having an advantage the other guy doesn't, and this is definitely that.
Waco Kid wrote:If it isn't the same for everyone it's a cheat, I mean if one guy has a wall hack and the other doesn't, is it the wallhacks guys fault the other guy won't upgrade?
ReD NeCKersoN wrote:Waco Kid wrote:If it isn't the same for everyone it's a cheat, I mean if one guy has a wall hack and the other doesn't, is it the wallhacks guys fault the other guy won't upgrade?
Your definiton of cheating is too broad. Wallhacks don't ship with the game & are not an "upgrade." It's a 3rd party hack which IS CHEATING. In other words, not available to all with the official installation.
I don't tweak my config to the point that the game looks ugly & super bright. But the opportunity to do that is present for all. In fact, I know players who do it because winning is everything to them. I suppose they are cheating because I refuse to do the same?
Thanks for your input, but I'd rather not derail this thread into a "what is cheating & what isn't" discussion. If it ships with the game, it's open to anyone who wants to take advantage of it.