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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
OMP 0.3?
- Smirftsch
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Re: OMP 0.3?
Aside my usual work to stay alive - currently i'm pretty busy with 226z/227 - but yes, you are right. No idea, hope i will find some time soon.
Sometimes you have to lose a fight to win the war.
- Turboman.
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Re: OMP 0.3?
the musicorder fix is one of the things im looking forward to.
but what i would really like to see fixed in the next version is the handling of sounds in specialevents, movers, and triggerlights. In specialevents played sounds dont loop anymore like they were supposed to be in galaxy, in movers the ambientsounds refuse to play during moving, and at last the most annoying of them all is that triggerlight sounds play at ALL times, meaning things like alarms or laser fences will always make sound despite being disabled.
but what i would really like to see fixed in the next version is the handling of sounds in specialevents, movers, and triggerlights. In specialevents played sounds dont loop anymore like they were supposed to be in galaxy, in movers the ambientsounds refuse to play during moving, and at last the most annoying of them all is that triggerlight sounds play at ALL times, meaning things like alarms or laser fences will always make sound despite being disabled.
- Smirftsch
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Re: OMP 0.3?
yes some of these things were adressed already and are fixed, like musicorder and the fence thing, but the ambientsounds and movers and specialevents are new to me -please gimme an example so that i can recheck and fix it
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- Kerilkkorn
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Re: OMP 0.3?
All these should be fixed already, if I recall well.
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- Smirftsch
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- Dr.Flay
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Re: OMP 0.3?
Will the UT crew be getting the updated (227i) audio renderers ?
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- Smirftsch
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Re: OMP 0.3?
I have to admit, I keep forgetting to work on that. Always only 227 in my head. Please send me a reminder on that if nothing happens shortly...
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- Dr.Flay
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Re: OMP 0.3?
Wilko
I may well end-up holding things up though, as I have been having serious issues with the new audio renderers, and am collecting logs and screenshots of each config change.
Currently I can not get Music and FX and surround-sound.
Only Music and FX, or FX and surround.
I've tried Hard and Software modes, with FMod and OpenAL.
I can get it to behave better if I force it to Wav-out instead of DSound, but then I get crackles on some sounds.
Anyway, that's for another thread
I may well end-up holding things up though, as I have been having serious issues with the new audio renderers, and am collecting logs and screenshots of each config change.
Currently I can not get Music and FX and surround-sound.
Only Music and FX, or FX and surround.
I've tried Hard and Software modes, with FMod and OpenAL.
I can get it to behave better if I force it to Wav-out instead of DSound, but then I get crackles on some sounds.
Anyway, that's for another thread
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Re: OMP 0.3?
OpenAL will use FMOD Ex to play music? Or FMOD 3.75, as before?
And will new OMP added to the whitelist ACE?
And will new OMP added to the whitelist ACE?
- Smirftsch
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Re: OMP 0.3?
OpenAL still uses old FMod, I don't think that I want to touch music output at this point again. If I'd use another music lib, then it would be probably something free, maybe even MikMod. Back then MikMod was pretty dead so I had no real choice but to use FMod, but fortunately it's alive again.
SWFMod uses FModEX, maybe can port this too then.
Will have to ask probably Anth for ACE whitelisting.
SWFMod uses FModEX, maybe can port this too then.
Will have to ask probably Anth for ACE whitelisting.
Last edited by Smirftsch on Wed Dec 19, 2012 6:56 am, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
- Dr.Flay
- OldUnreal Member
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Re: OMP 0.3?
Is the "BASS" library from "un4seen developments" not a viable option ?
It has a wide range of tracker and audio formats built in (including UMX), and is extendible.
It also supports OpenAL and low-latency ASIO output.
http://www.un4seen.com
It has a wide range of tracker and audio formats built in (including UMX), and is extendible.
It also supports OpenAL and low-latency ASIO output.
http://www.un4seen.com
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- Smirftsch
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Re: OMP 0.3?
maybe, but that's not even the question.
Over the years we had to find out a lot of things, added functions and all was tested and tested. I have to admit that the more tricky part is the sound output, not the music, still any new implementation requires not only the work to build it in, it also requires some people willing to test it for some time. New bugs always have to be expected.
Unfortunately testing can be also a lot of work and not many testers are left.
Aside this "general" problem with new stuff is bass also not free, so what would be the benefit of using it? Only a very very few tracks seem to be played slightly different with FMod compared to Galaxy, and it's so minor that most people don't even notice it. So I see a lot of work and little gain- and that although I use XMPlay for years now and I'm very satisfied with it.
I don't know, in theory anyone could try to do some different implementation, OpenAL is not part of the closed source, since I wrote it myself and that long before I even got the NDA.
Personally I'd only give it another try with libmikmod it's free and still new features are added, can be used basically in any platform as well.
Over the years we had to find out a lot of things, added functions and all was tested and tested. I have to admit that the more tricky part is the sound output, not the music, still any new implementation requires not only the work to build it in, it also requires some people willing to test it for some time. New bugs always have to be expected.
Unfortunately testing can be also a lot of work and not many testers are left.
Aside this "general" problem with new stuff is bass also not free, so what would be the benefit of using it? Only a very very few tracks seem to be played slightly different with FMod compared to Galaxy, and it's so minor that most people don't even notice it. So I see a lot of work and little gain- and that although I use XMPlay for years now and I'm very satisfied with it.
I don't know, in theory anyone could try to do some different implementation, OpenAL is not part of the closed source, since I wrote it myself and that long before I even got the NDA.
Personally I'd only give it another try with libmikmod it's free and still new features are added, can be used basically in any platform as well.
Last edited by Smirftsch on Thu Jan 24, 2013 7:25 am, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
- Dr.Flay
- OldUnreal Member
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Re: OMP 0.3?
Well if there is no free option, then that's out-the-window anyway
Thought it may be a good cross-format option, with easy bolt-on options.
Ah, well.
Thought it may be a good cross-format option, with easy bolt-on options.
Ah, well.
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Re: OMP 0.3?
So when will the new OMP?
- Smirftsch
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Re: OMP 0.3?
thanks for the reminder. Found some time and I installed a clean new VM and put anything on it, now I can really make new builds again which are really compatible with old 436 and 451.
Try this and give me feedback please:
www.oldunreal.com/patch/OMP0.99a-UT436-UT451.7z
It contains D3D8/D3D9/OpenGL/OpenAL/FMod/SwFMod
PS: Don't forget to update your UnrealTournament.ini with the latest information out of included Default.ini
Try this and give me feedback please:
www.oldunreal.com/patch/OMP0.99a-UT436-UT451.7z
It contains D3D8/D3D9/OpenGL/OpenAL/FMod/SwFMod
PS: Don't forget to update your UnrealTournament.ini with the latest information out of included Default.ini
Last edited by Smirftsch on Wed Feb 27, 2013 7:28 am, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
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Re: OMP 0.3?
Thanks that you continue to work
OpenAL: echo is present on the maps, where it should not, even in the main menu.
D3D9: if UseFragmentProgram=False, then the detailed textures look different:
[img]http://img839.imageshack.us/img839/3334/96839136.jpg[/img]
=========================================
There are also two things, but they belong to D3D9 and OpenGL all versions:
1) If SmoothMaskedTextures=True and NumAASamples=8, then the masked textures become translucent:
[img]http://img7.imageshack.us/img7/3451/81757325.jpg[/img]
But if UseMultiTexture set to False, then this the problem disappears:
[img]http://img855.imageshack.us/img855/159/19806769.jpg[/img]
2) Need to increase the range of drawing rendering.
P.S. Will the new OMP for UnrealGold?
OpenAL: echo is present on the maps, where it should not, even in the main menu.
D3D9: if UseFragmentProgram=False, then the detailed textures look different:
[img]http://img839.imageshack.us/img839/3334/96839136.jpg[/img]
=========================================
There are also two things, but they belong to D3D9 and OpenGL all versions:
1) If SmoothMaskedTextures=True and NumAASamples=8, then the masked textures become translucent:
[img]http://img7.imageshack.us/img7/3451/81757325.jpg[/img]
But if UseMultiTexture set to False, then this the problem disappears:
[img]http://img855.imageshack.us/img855/159/19806769.jpg[/img]
2) Need to increase the range of drawing rendering.
P.S. Will the new OMP for UnrealGold?
Last edited by sn260591 on Thu Feb 28, 2013 10:41 am, edited 1 time in total.
- Smirftsch
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Re: OMP 0.3?
In the main menu its not wanted, but not much of a problemThanks that you continue to work
OpenAL: echo is present on the maps, where it should not, even in the main menu.
However, the original game had echoes all over the place, way more than you would expect. But since original reverb was broken since 225 iirc most people don't even know there is. Please check if reverb is set in the corresponding zone.
Also for which Sounddevice?
Need to verify, but I guess the result is quite normal.D3D9: if UseFragmentProgram=False, then the detailed textures look different:
That's indeed the way it works, so that's absolutely normal.=========================================
There are also two things, but they belong to D3D9 and OpenGL all versions:
1) If SmoothMaskedTextures=True and NumAASamples=8, then the masked textures become translucent:
But if UseMultiTexture set to False, then this the problem disappears:
What to you mean? like in sunspire? Need to check the current value.2) Need to increase the range of drawing rendering.
Not sure if this makes sense as some things which are used in the most recent GL/D3D9 are plain not working in gold due to lacking functions. So older OMP may even work better here and aside this I'd really recommend using 227 instead, which supports even more than UT here. But will see once we are having an entirely working version.P.S. Will the new OMP for UnrealGold?
Thanks for your fast response, so we can work out the remaining issues quickly
Last edited by Smirftsch on Thu Feb 28, 2013 11:54 am, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
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- OldUnreal Member
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Re: OMP 0.3?
Echo occurs always, even if not set in ZoneInfo.However, the original game had echoes all over the place, way more than you would expect. But since original reverb was broken since 225 iirc most people don't even know there is. Please check if reverb is set in the corresponding zone.
This problem only occurs on ALAudio (ALDevices=GenericSoftware). FMODAudioDrv and SwFMOD working properly.Also for which Sounddevice?
Yes.What to you mean? like in sunspire?
- Smirftsch
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Re: OMP 0.3?
ok, try this:
www.oldunreal.com/patch/OMP0.99b-UT436-UT451.7z
should fix the OpenAL reverb issue and increases zRange in D3D9/OpenGL.
www.oldunreal.com/patch/OMP0.99b-UT436-UT451.7z
should fix the OpenAL reverb issue and increases zRange in D3D9/OpenGL.
Sometimes you have to lose a fight to win the war.
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- OldUnreal Member
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Re: OMP 0.3?
Excellent, both problems are solvedok, try this:
www.oldunreal.com/patch/OMP0.99b-UT436-UT451.7z
should fix the OpenAL reverb issue and increases zRange in D3D9/OpenGL.
- Smirftsch
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Re: OMP 0.3?
well, in case you don't discover something yet (or someone else) I can officially release it
Sometimes you have to lose a fight to win the war.
- Dr.Flay
- OldUnreal Member
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Re: OMP 0.3?
Can't believe how slack I am, not to have tested yet.
Was about to post this thread to a few places. Would you rather I wait and post to an official version, or get some more bodies here for testing?
*EDIT*
1 quick observation.
There is an extra " in the ALAudio.int and FMODAudioDrv.int files.
Preferences=(Caption="Audio"",Parent="Advanced Options")
Was about to post this thread to a few places. Would you rather I wait and post to an official version, or get some more bodies here for testing?
*EDIT*
1 quick observation.
There is an extra " in the ALAudio.int and FMODAudioDrv.int files.
Preferences=(Caption="Audio"",Parent="Advanced Options")
Last edited by Dr.Flay on Sun Mar 03, 2013 6:00 am, edited 1 time in total.
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