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Re: dgVoodoo Splinter Cell Games

If there was some easy fix that could be applied to SCCT Versus to replicate how SC1 handles 16:9, that would be amazing but I would assume that is extremely difficult to modify if not impossible to do with these games. Try to contact ThirteenAG! https://thirteenag.github.io/wfp#splintercell He has …

Re: dgVoodoo Splinter Cell Games

Joshhhuaaa wrote on 2022-04-02, 02:12: If there was some easy fix that could be applied to SCCT Versus to replicate how SC1 handles 16:9, that would be amazing but I would assume that is extremely difficult to modify if not impossible to do with these games. Try to contact ThirteenAG! https:// …

Re: dgVoodoo Splinter Cell Games

It's the classic viewport/frame issue When you "zoom" you avoid the problem just cropping the frame with the zoomed viewport, it's why it "works". It's not related to the DX wrapping mechanism, it's related to how the engine handles the frames.

Re: indirect sound

in Windows
I don't think anything has been removed. kcat is making several improvements to the code There's no more the "legacy" EAX option in cmake configuration file, only the one used by EAXEFX. If you build the binaries you will not get EAX by soft_oal.dll only. No problem using it with OpenAL32.dll …

Re: indirect sound

in Windows
lowenz wrote on 2022-02-02, 13:47: I can confirm the last (built from the master branch) version of OpenAL Soft got EAX correct without the use of EAXEFX. Update Now the legacy code is removed from the master source, so you need EAXEFX.

Re: Far Cry

in Windows
Kappa971 wrote on 2022-02-07, 16:02: With this new build of DSOAL, Far Cry 32 bit appears to be using DirectSound3D/EAX3.0. EAX 3? Based on what? 😐 Where you see it? Re-build my own binary (from the master) and I can't hear any reverb in the first level bunker.

Re: indirect sound

in Windows
Addendum: there's an issue during the closing operations: Speaker Angles: Front Left: -30° [DEFAULT] Front Center: 0° [DEFAULT] Front Right: 30° [DEFAULT] Side Left: -90° [DEFAULT] Side Right: 90° [DEFAULT] Rear Left: -135° [DEFAULT] Rear Right: 135° [DEFAULT] EAX 3.0: The application queried …

Re: indirect sound

in Windows
And just for the sake of testing, this is the same spot with no MSAA but with an Intel i5 11600 and its UHD 750 (I'm waiting for a GeForce RTX 3060 @good price.....) https://i.postimg.cc/fbjLsTrF/Far-Cry-2022-02-04-17-05-36-775.jpg So performance is very good on basic systems too. (maybe it's the …

Re: indirect sound

in Windows
I'm sure FC will get a proper remaster at 64-bit at some point, as Crysis did. It makes no sense to leave that game on the table, when it's so classic and people want a good single-player FPS game. I'm sure with some code polishing and replacement, it could be put out on today's systems. I don't …

Re: indirect sound

in Windows
Far Cry 64 bit has better performance if you play at high fps (e.g. 144 fps) Just compile the shaders with the new fxc.exe from the lastest Windows 10 Kit......no need to use the 2004 fxc you see in the bin32/bin64 folder :p In fact you can literally whipe out the Shaders folder you see in the root …

Re: indirect sound

in Windows
Just for posterity's sake for anyone reading this in the future, some of the talk about EAX and Far Cry 64 bits are continuations of a different discussion here: https://www.vogons.org/viewtopic.php?p=1024368#p1024368 If you're interested, future person, that thread might give some more context :) …

Re: indirect sound

in Windows
About Far Cry *64* I can confirm there's no EAX in game, but DSOAL (64 bit build)+OpenAL Soft (64 bit build) can give you multichannel audio (sort of -> ambience sounds + player's weapons fire sounds): https://i.postimg.cc/VkWcmKW7/Untitled.jpg So indirect sound 64 (if jonpol will provide it one day …

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