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[Fixed] Various issues with 1.17

Sat, 13 Aug 2005 15:31:35

HunterZ

I'm using Vavoom 1.17, and I have a few issues with running Strife with it that I'd like to mention: - I can't get MIDI music working in Strife. It works fine in Doomsday, ZDoom, and DOSBox. I'm using an external MIDI synth connected via a USB-to-MIDI interface in WinXP SP2, and it's set as the default MIDI Mapper device. I tried with OpenAL both enabled and disabled and the result is the same. Perhaps disabling OpenAL in the launcher doesn't actually prevent the game from using it anyways? - I don't see a configurable button for dropping items in Strife. - I originally ran in OpenGL and then set the resolution to 1600x1200x32 (which works fine). I then quit and tried to run in Software and Direct3D and the engine screen never appeared (there was a taskbar icon but no window). I had to kill it with the Task Manager. I think I was able to get software and Direct3D working again by first turning the res down to 640x480 in OpenGL mode. - There seem to be some weird texture alignment/border issues in OpenGL and Direct3D modes on my ATI Radeon 9800 Pro running the latest Catalyst drivers (5.7 I think) and DirectX 9.0c. I can see grey pixels here and there along some of the texture borders (I can post a screenshot or two if it would help). - It would be nice if the directories used by the engine were configurable, as I'd like to set up a single directory structure that could be shared by Doomsday, ZDoom, and Vavoom. Currently Doomsday and ZDoom coexist fine, but it seems Doomsday and Vavoom insist on doing things in their own, separate ways. Perhaps I could tweak Doomsday to coexist with Vavoom better than I can the other way around. - I'm not sure if including the Creative OpenAL32.DLL is a good idea, for a couple of reasons: 1. I use on-board nVidia sound hardware, which comes with its own hardware-accelerated OpenAL implementation (nVidia OpenAL32.DLL in my c:\windows\system32 directory) 2. The included Creative version is older than other Creative versions I have laying around I can upload the alternate versions of OpenAL32.dll if anyone is interested. Thanks.
Sun, 14 Aug 2005 16:36:10

Firebrand

[quote="HunterZ":2b2vz4g4]- I can't get MIDI music working in Strife. It works fine in Doomsday, ZDoom, and DOSBox. I'm using an external MIDI synth connected via a USB-to-MIDI interface in WinXP SP2, and it's set as the default MIDI Mapper device. I tried with OpenAL both enabled and disabled and the result is the same. Perhaps disabling OpenAL in the launcher doesn't actually prevent the game from using it anyways? Vavoom only uses Direct X MIDI synth, and I don't recall there's a way to change the MIDI device for music, also, if you are useing the OpenAL, it doesn't support music for now. [quote="HunterZ":2b2vz4g4]- I don't see a configurable button for dropping items in Strife. I think this was already reported and it was already fixed, it will be available in the next release. [quote="HunterZ":2b2vz4g4]- I originally ran in OpenGL and then set the resolution to 1600x1200x32 (which works fine). I then quit and tried to run in Software and Direct3D and the engine screen never appeared (there was a taskbar icon but no window). I had to kill it with the Task Manager. I think I was able to get software and Direct3D working again by first turning the res down to 640x480 in OpenGL mode. I don't know what's the cause for this, Janis might be of better help for you on this issue <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> . [quote="HunterZ":2b2vz4g4]- There seem to be some weird texture alignment/border issues in OpenGL and Direct3D modes on my ATI Radeon 9800 Pro running the latest Catalyst drivers (5.7 I think) and DirectX 9.0c. I can see grey pixels here and there along some of the texture borders (I can post a screenshot or two if it would help). This has been reported too, I don't remember what was the problem with that tough. [quote="HunterZ":2b2vz4g4]- It would be nice if the directories used by the engine were configurable, as I'd like to set up a single directory structure that could be shared by Doomsday, ZDoom, and Vavoom. Currently Doomsday and ZDoom coexist fine, but it seems Doomsday and Vavoom insist on doing things in their own, separate ways. Perhaps I could tweak Doomsday to coexist with Vavoom better than I can the other way around. You can set the directories on both ZDoom and Doomsday to point to the Vavoom direcotry, which is less problem, but I'm with you when you say there should be a way to configure them <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. [quote="HunterZ":2b2vz4g4]- I'm not sure if including the Creative OpenAL32.DLL is a good idea, for a couple of reasons: 1. I use on-board nVidia sound hardware, which comes with its own hardware-accelerated OpenAL implementation (nVidia OpenAL32.DLL in my c:\windows\system32 directory) 2. The included Creative version is older than other Creative versions I have laying around I can upload the alternate versions of OpenAL32.dll if anyone is interested. Thanks. I think the included DLL version is included that way because it's the version supported by Vavoom, I don't know if changing the version of the DLL would make things don't work right.
Mon, 15 Aug 2005 09:56:30

Janis Legzdinsh

- I can't get MIDI music working in Strife. It works fine in Doomsday, ZDoom, and DOSBox. I'm using an external MIDI synth connected via a USB-to-MIDI interface in WinXP SP2, and it's set as the default MIDI Mapper device. I tried with OpenAL both enabled and disabled and the result is the same. Perhaps disabling OpenAL in the launcher doesn't actually prevent the game from using it anyways?
Vavoom uses default DirectMusic MIDI mapper. I'm planing to change it to use mmsystem that ZDoom and DoomsDay uses.
- I don't see a configurable button for dropping items in Strife.
Added.
- I originally ran in OpenGL and then set the resolution to 1600x1200x32 (which works fine). I then quit and tried to run in Software and Direct3D and the engine screen never appeared (there was a taskbar icon but no window). I had to kill it with the Task Manager. I think I was able to get software and Direct3D working again by first turning the res down to 640x480 in OpenGL mode.
Sounds like a problem with the Direct3D drivers. Does other Direct3D/DirectDraw apps wor at this resolution?
- There seem to be some weird texture alignment/border issues in OpenGL and Direct3D modes on my ATI Radeon 9800 Pro running the latest Catalyst drivers (5.7 I think) and DirectX 9.0c. I can see grey pixels here and there along some of the texture borders (I can post a screenshot or two if it would help).
Do you mean sharp sprite borders? Try to enable "blend sprite borders" option.
- It would be nice if the directories used by the engine were configurable, as I'd like to set up a single directory structure that could be shared by Doomsday, ZDoom, and Vavoom. Currently Doomsday and ZDoom coexist fine, but it seems Doomsday and Vavoom insist on doing things in their own, separate ways. Perhaps I could tweak Doomsday to coexist with Vavoom better than I can the other way around.
What's exactly the problem?
- I'm not sure if including the Creative OpenAL32.DLL is a good idea, for a couple of reasons: 1. I use on-board nVidia sound hardware, which comes with its own hardware-accelerated OpenAL implementation (nVidia OpenAL32.DLL in my c:\windows\system32 directory) 2. The included Creative version is older than other Creative versions I have laying around I can upload the alternate versions of OpenAL32.dll if anyone is interested.
It's included to be able to run Vavoom on systems without OpenAL installed. You can safely delete the dll and use the installed one.
Mon, 15 Aug 2005 13:58:37

Firebrand

[quote="Janis Legzdinsh":1k74h4nb]
- It would be nice if the directories used by the engine were configurable, as I'd like to set up a single directory structure that could be shared by Doomsday, ZDoom, and Vavoom. Currently Doomsday and ZDoom coexist fine, but it seems Doomsday and Vavoom insist on doing things in their own, separate ways. Perhaps I could tweak Doomsday to coexist with Vavoom better than I can the other way around.
What's exactly the problem? Well, it's not actually a problem, but for example, ZDoom let's you choose a directory where to look for IWAD & PWAD files anywhere, and Vavoom asks you them to be on the same directory as the executable, which can be a problem if you have them placed in a different place, you'll have to copy the IWADs to the another directory, using more HD space, etc. Maybe some addition to the launcher or something would be nice <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->.
Tue, 16 Aug 2005 06:17:16

Janis Legzdinsh

With -iwad option you can specify exact location of the IWAD file. But all ports normaly expect IWADs to be located in current directory (in my experience Doomsday was the only exception here).
Tue, 16 Aug 2005 17:32:18

Firebrand

And what about the PWADs?
Tue, 16 Aug 2005 17:59:12

Janis Legzdinsh

The -file option accepts absolute and relative paths, so no problem here.
Thu, 18 Aug 2005 14:06:41

Firebrand

Then why don't adding a browse button to the launcher to find both type of wad files? (just a suggestion, I don't really think it's much needed) it would make it easier to find the directory instead of typing it complete in the text box.

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