VOGONS


Reply 121 of 381, by mirh

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Click4dylan wrote:

Good luck running batch files that require elevation. Running as administrator will not work.

cd /d %~dp0

at start: profit.

And while you are at it, you can even dare™

mkdir "%windir%\system32\test" 2>nul
if "%errorlevel%" == "0" (rmdir "%windir%\system32\test") else (echo Please run this file as Administrator. & pause & exit)

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Reply 122 of 381, by MST

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Click4dylan wrote:

Good luck running batch files that require elevation. Running as administrator will not work.

Of course will, like any other app. By default as mirh wrote, you will land within system dir, and you can go to script dir like he wrote, but this does not matter in this case, as long paths are absolute.

Last edited by MST on 2016-03-01, 20:16. Edited 1 time in total.

Reply 123 of 381, by uzernaem

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Hello everyone! I've enabled EAX in Doom 3 with Alchemy and there's one thing that bothers me - there are no gradual transitions between rooms. The sound changes instantly to a different reverb preset when you go from one room to another and it kinda breaks the immersion. Was it like this on the original Creative hardware?

I've tried Host OpenAL solution too but couldn't hear any difference in quality with it compared to "Creative Software 3D Library". Yes, dsoundlog.txt says "Using Native OpenAL Renderer" so it works.

Reply 124 of 381, by mirh

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uzernaem wrote:

Hello everyone! I've enabled EAX in Doom 3 with Alchemy and there's one thing that bothers me - there are no gradual transitions between rooms. The sound changes instantly to a different reverb preset when you go from one room to another and it kinda breaks the immersion. Was it like this on the original Creative hardware?

http://pcgamingwiki.com/wiki/Doom_3#Audio_settings
http://forums.steampowered.com/forums/showthr … d.php?t=1400016
Make sure to have latest patch.. and you shouldn't need ALchemy. Albeit this might prevent you from getting eax 4.0,

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Reply 125 of 381, by uzernaem

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mirh wrote:

http://pcgamingwiki.com/wiki/Doom_3#Audio_settings
http://forums.steampowered.com/forums/showthr … d.php?t=1400016
Make sure to have latest patch.. and you shouldn't need ALchemy. Albeit this might prevent you from getting eax 4.0,

Thanks but as I said I've got EAX to work. It is quite noticeable. I am just bothered that the reverb preset changes between rooms instantly. I was hoping for more smooth transitions.

Reply 126 of 381, by RonGames

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Hi,

I have the Sound Problem with Need for Speed II SE.

1. When i use this Version of Creative ALchemy (http://community.pcgamingwiki.com/files/file/ … hemy-universal/), i didn't get any Sound from the Game.
2. When i use this Version (http://community.pcgamingwiki.com/files/file/ … eative-alchemy/) it says to me.
3. This Version wont Start (Emulating EAX on any onboard sound hardware?)

I hope you can help me.

Specs: Intel Xeon E5-1660 OC
EVGA GeForce GTX 970 SSC+ ACX 2.0+
Asus P9X79-E WS with Realtek ALC1150
4x4GB DDR3-2400

Xeon E5-1650™@4,3 GHz, P9X79-E WS, 4x 4GB G.Skill DDR3-2400 CL10-12-11-28, EVGA GTX 970™ SSC ACX 2.0 , Crucial MX 200 SSD (250 GB), WDBlue (1TB), Antec True Power Classic (TP-550C), Aerocool Aero-1000, Windows 10 Pro 64-Bit.

Reply 127 of 381, by Quad5Ny

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I'd just like to point out to for anyone unaware that GenKGA3.exe (aka DDL_DTS_Activator.exe) is a virus, a possibly benign one... but still a virus. So uhh yeah.

https://www.virustotal.com/en/file/cc0a066c8a … 4d688/analysis/

From the batch file:
"Most likely AntiVirus blocked DDL_DTS_Activator.exe because its a virus, but it targets only Delphi developers, so you should be safe, if you are not. & echo You sadly cannot generate license files in VM, because they are bound to hardware, so eather risk it (risk is minimum unless you are Delphi developer) or forget about it."

P.S. Hi everyone!

Reply 128 of 381, by Quad5Ny

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Found this one after a bit of googling, it doesn't show a million virus's when scanned, it works (tried it on W10) and Windows Defender doesn't auto-delete it. It still has the same warning in the batch file though, so not sure what that's about.

<URLs removed by moderator>

Reply 129 of 381, by erpster-xg4

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Quad5Ny wrote:
I'd just like to point out to for anyone unaware that GenKGA3.exe (aka DDL_DTS_Activator.exe) is a virus, a possibly benign one. […]
Show full quote

I'd just like to point out to for anyone unaware that GenKGA3.exe (aka DDL_DTS_Activator.exe) is a virus, a possibly benign one... but still a virus. So uhh yeah.

https://www.virustotal.com/en/file/cc0a066c8a … 4d688/analysis/

From the batch file:
"Most likely AntiVirus blocked DDL_DTS_Activator.exe because its a virus, but it targets only Delphi developers, so you should be safe, if you are not. & echo You sadly cannot generate license files in VM, because they are bound to hardware, so eather risk it (risk is minimum unless you are Delphi developer) or forget about it."

P.S. Hi everyone!

I did some googling also Quad5Ny but some of your information about GenKGA3.exe and DDL_DTS_Activator.exe is not accurate. GenKGA3.exe and DDL_DTS_Activator.exe are different files with different file sizes (the former is 218112 bytes while the latter is 197120 bytes). And GenKGA3.exe is newer than DDL_DTS_Activator.exe.

By the way guys, X-FI MB5 was released only to OEMs only in late 2015.

Reply 131 of 381, by Nucleoprotein

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Heh, in Creative drivers/software is more DRM stuff than drivers, but them do it so poorly... plaint text DES passwords in DLLs, easy to make a license generator, that can run their software on ANY card 😀
PS: @erpster-xg4 From where you get my GenKGA3 ???? I shared it only to some friends ... they should not share it ! And it was not a virus before ... or maybe i packed it with some strange packer like XPACK/XCOMP, they are detected as malware. I think I need to make sources available so Creative will be forced to change their protection... Yep, here: http://pastebin.com/r1Ls55Qn
EDIT: Please do not ask me for any compiled binaries/cracked files, I will not share such files.

Reply 132 of 381, by unic0rn

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as requested via PM by one user, here's reupload of my dsound wrapper build, because the previous link has expired:

https://www.sendspace.com/file/ohsvwx

for those interested, it had to be modified to compile under mingw under cygwin. it was tricky, but it worked.

as a bonus, i've added my build of openal-soft as well, or rather two builds: openal32 has only mmdevapi output (better option under vista and up), while openal32_dsound has only dsound output. obviously, if you'll use the dsound version with that dsound wrapper, you'll have to put it in different folder, like windows\system32, or the whole thing will crash because of circular dependency. mmdevapi build will work just fine in the same folder.

the main reason to use those openal-soft builds though, regardless of the wrapper, is the fact they were modified to fool the software using them. both report 'Generic Software' as a name, and both report supporting up to EAX5, despite the fact they obviously don't. it definitely helps for some games using openal directly, like those based on unreal engine 3 (tested with mass effect and mirror's edge), but it may also help if you're trying to run adobe's alchemy on non-creative soundcard. didn't test it in such scenario, but it may work.

have fun.

Reply 133 of 381, by unic0rn

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uzernaem wrote:

Hello everyone! I've enabled EAX in Doom 3 with Alchemy and there's one thing that bothers me - there are no gradual transitions between rooms. The sound changes instantly to a different reverb preset when you go from one room to another and it kinda breaks the immersion. Was it like this on the original Creative hardware?

I've tried Host OpenAL solution too but couldn't hear any difference in quality with it compared to "Creative Software 3D Library". Yes, dsoundlog.txt says "Using Native OpenAL Renderer" so it works.

try a build with native openal support:

https://github.com/dhewm/dhewm3

you'll need openal-soft for that one, but it should work better than any eax version.

Reply 134 of 381, by Nucleoprotein

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unic0rn wrote:
as requested via PM by one user, here's reupload of my dsound wrapper build, because the previous link has expired: […]
Show full quote

as requested via PM by one user, here's reupload of my dsound wrapper build, because the previous link has expired:

https://www.sendspace.com/file/ohsvwx

for those interested, it had to be modified to compile under mingw under cygwin. it was tricky, but it worked.

as a bonus, i've added my build of openal-soft as well, or rather two builds: openal32 has only mmdevapi output (better option under vista and up), while openal32_dsound has only dsound output. obviously, if you'll use the dsound version with that dsound wrapper, you'll have to put it in different folder, like windows\system32, or the whole thing will crash because of circular dependency. mmdevapi build will work just fine in the same folder.

the main reason to use those openal-soft builds though, regardless of the wrapper, is the fact they were modified to fool the software using them. both report 'Generic Software' as a name, and both report supporting up to EAX5, despite the fact they obviously don't. it definitely helps for some games using openal directly, like those based on unreal engine 3 (tested with mass effect and mirror's edge), but it may also help if you're trying to run adobe's alchemy on non-creative soundcard. didn't test it in such scenario, but it may work.

have fun.

Not better use MSYS2 which is something between Msys1 and Cygwin ? It's very compatible, modern (uses Arch Linux pacman to maintain packages) and compiled binaries have great performance, you can also install clang in it. Which source code you use for that ? Maybe I can rebuild it under MSYS2 😀

Reply 135 of 381, by unic0rn

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Nucleoprotein wrote:
unic0rn wrote:
as requested via PM by one user, here's reupload of my dsound wrapper build, because the previous link has expired: […]
Show full quote

as requested via PM by one user, here's reupload of my dsound wrapper build, because the previous link has expired:

https://www.sendspace.com/file/ohsvwx

for those interested, it had to be modified to compile under mingw under cygwin. it was tricky, but it worked.

as a bonus, i've added my build of openal-soft as well, or rather two builds: openal32 has only mmdevapi output (better option under vista and up), while openal32_dsound has only dsound output. obviously, if you'll use the dsound version with that dsound wrapper, you'll have to put it in different folder, like windows\system32, or the whole thing will crash because of circular dependency. mmdevapi build will work just fine in the same folder.

the main reason to use those openal-soft builds though, regardless of the wrapper, is the fact they were modified to fool the software using them. both report 'Generic Software' as a name, and both report supporting up to EAX5, despite the fact they obviously don't. it definitely helps for some games using openal directly, like those based on unreal engine 3 (tested with mass effect and mirror's edge), but it may also help if you're trying to run adobe's alchemy on non-creative soundcard. didn't test it in such scenario, but it may work.

have fun.

Not better use MSYS2 which is something between Msys1 and Cygwin ? It's very compatible, modern (uses Arch Linux pacman to maintain packages) and compiled binaries have great performance, you can also install clang in it. Which source code you use for that ? Maybe I can rebuild it under MSYS2 😀

i'm using cygwin for much more than compiling stuff, msys2 is useless for me. also, it doesn't matter at all - i've used mingw under cygwin, so the result is the same - there are no cygwin dependecies in the binaries. if you wanna try it yourself - good luck, i've posted the url to the repository earlier in this thread.

as for performance, openal-soft is optimized at the assembly level, but i've compiled everything with sse3 target anyway if i remember correctly, so sse3-capable cpu is probably required for both the wrapper and openal-soft. openal-soft itself autodetects cpu though, so it'll use newer simd extensions if they're available.

also, give me a break with clang - it's a bugged piece of crap, with developers not giving a damn about any other platform than osx.

Last edited by unic0rn on 2016-07-17, 21:13. Edited 1 time in total.

Reply 136 of 381, by Nucleoprotein

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unic0rn wrote:

i'm using cygwin for much more than compiling stuff, msys2 is useless for me. also, it doesn't matter at all - i've used mingw under cygwin, so the result is the same - there are no cygwin dependecies in the binary. if you wanna try it yourself - good luck, i've posted the url to the repository earlier in this thread.

Hymm, that repository looks like old fork of Wine DLL https://github.com/wine-mirror/wine/tree/master/dlls/dsound
I will try to compile this 😀

Reply 137 of 381, by unic0rn

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Nucleoprotein wrote:
unic0rn wrote:

i'm using cygwin for much more than compiling stuff, msys2 is useless for me. also, it doesn't matter at all - i've used mingw under cygwin, so the result is the same - there are no cygwin dependecies in the binary. if you wanna try it yourself - good luck, i've posted the url to the repository earlier in this thread.

Hymm, that repository looks like old fork of Wine DLL https://github.com/wine-mirror/wine/tree/master/dlls/dsound
I will try to compile this 😀

it may look similar, but it's hardly the same. did you even take a look at the sources? the wrapper i've compiled wraps EAX2 to openal-soft, and i can't see any openal-related code in that github tree you've posted. sure, it looks like a fork of earlier version of wine code - but it's been heavily modified.

Reply 138 of 381, by Nucleoprotein

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unic0rn wrote:
Nucleoprotein wrote:
unic0rn wrote:

i'm using cygwin for much more than compiling stuff, msys2 is useless for me. also, it doesn't matter at all - i've used mingw under cygwin, so the result is the same - there are no cygwin dependecies in the binary. if you wanna try it yourself - good luck, i've posted the url to the repository earlier in this thread.

Hymm, that repository looks like old fork of Wine DLL https://github.com/wine-mirror/wine/tree/master/dlls/dsound
I will try to compile this 😀

it may look similar, but it's hardly the same. did you even take a look at the sources?

Yep, looks almost same for me, only few (4?) years newer. Look here: https://github.com/wine-mirror/wine/blob/mast … /dsound.c#L1068 it's almost same code as in dsound_main.c#L685 I will check that better later, now I try to compile the old one.

Reply 139 of 381, by unic0rn

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Nucleoprotein wrote:
unic0rn wrote:
Nucleoprotein wrote:

Hymm, that repository looks like old fork of Wine DLL https://github.com/wine-mirror/wine/tree/master/dlls/dsound
I will try to compile this 😀

it may look similar, but it's hardly the same. did you even take a look at the sources?

Yep, looks almost same for me, only few (4?) years newer. Look here: https://github.com/wine-mirror/wine/blob/mast … /dsound.c#L1068 it's almost same code as in dsound_main.c#L685 I will check that better later, now I try to compile the old one.

sure it's based on the same old wine code, but there's no openal support in that github tree, so it's useless. the whole point of that wrapper is to translate eax2 into openal effects. also, that wrapper was written by openal-soft author.

if you can't spot the difference, well. good luck with building it.