Search found 19 matches
- Wed Mar 11, 2015 10:48 pm
- Forum: Tech Forum
- Topic: Descent 3 on newer machines ??
- Replies: 99
- Views: 147226
Re: Descent 3 on newer machines ??
In case anyone is wondering, here's how you can get 3D positional audio working again: IndirectSound ! It's also great for plain ol' 2D audio, because it eliminates the cracks and pops you get while afterburning. With nGlide, you have to set the Configurator to use the "By desktop" screen resolution ...
- Wed Sep 17, 2008 10:53 pm
- Forum: Coders Corner
- Topic: Knowledge about Outrage Sound Format wanted!
- Replies: 3
- Views: 3676
On the off chance that anyone cares after this long (this category is dead anyway), there's a tool called Game Audio Player that can convert OSF to WAV. OSF just an Interplay ACM renamed. Some information here , and a decoder library here . Anyway, the only way I know of to make decent-sounding OSF ...
- Wed Aug 28, 2002 3:24 am
- Forum: For the D3 Dev Team
- Topic: Comprehensive Bug List
- Replies: 262
- Views: 221222
- Fri Jul 26, 2002 12:20 pm
- Forum: For the D3 Dev Team
- Topic: Comprehensive Bug List
- Replies: 262
- Views: 221222
"Probably for the same reason that when selection changes between items on the menu, there's no fadeout/fadein yellow effect." Um, you have some pretty bad OGL drivers. The fade works perfectly for me... and I would think that they didn't animate the background under OGL because the cards with GL ...
- Fri Jul 05, 2002 5:26 pm
- Forum: For the D3 Dev Team
- Topic: Comprehensive Bug List
- Replies: 262
- Views: 221222
- Sat Dec 22, 2001 12:22 am
- Forum: For the D3 Dev Team
- Topic: Comprehensive Bug List
- Replies: 262
- Views: 221222
"How many users are going to go all the way into DXDIAG and lower the sound acceleration? Most of them will just say "this game sucks" and will go and play somthing else. So it would be better of it was fixed." I tried doing that, and it made my sound worse than ever. The sounds were 8bit, probably ...
- Wed Dec 12, 2001 9:16 pm
- Forum: For the D3 Dev Team
- Topic: Comprehensive Bug List
- Replies: 262
- Views: 221222
- Tue Dec 11, 2001 9:57 pm
- Forum: For the D3 Dev Team
- Topic: Comprehensive Bug List
- Replies: 262
- Views: 221222
"Oops, I meant 122, not 105" hehehe http://www.descentbb.net/ubb/smile.gif Perhaps 122 is caused by the same thing... it would seem reasonable that it would be linked to the same issue though, because inventory buttons require multiple keypresses to go through, so the loss of an activatory (is that ...
- Sat Dec 08, 2001 4:10 pm
- Forum: For the D3 Dev Team
- Topic: Comprehensive Bug List
- Replies: 262
- Views: 221222
I thought you would have said something about CTFJ by now... http://www.descentbb.net/ubb/tongue.gif It turns out that it works under Win2000 after all! I tried it, played with the gain settings a little bit, and kicked some ass with my new Mass http://www.descentbb.net/ubb/biggrin.gif Well, okay, I ...
- Thu Dec 06, 2001 11:00 pm
- Forum: For the D3 Dev Team
- Topic: Comprehensive Bug List
- Replies: 262
- Views: 221222
- Thu Dec 06, 2001 10:58 pm
- Forum: For the D3 Dev Team
- Topic: Comprehensive Bug List
- Replies: 262
- Views: 221222
Bugs 65 and 125 are because of that, yes, but 105 is not. That's a bug in the netcode or something, because your energy is client controlled, and the shields are not. I hate it when I waste half my energy (high FPS does that to the converter too, just like evrything else) on that converter and I get ...
- Wed Dec 05, 2001 1:00 am
- Forum: For the D3 Dev Team
- Topic: Comprehensive Bug List
- Replies: 262
- Views: 221222
- Sat Sep 15, 2001 10:44 pm
- Forum: For the D3 Dev Team
- Topic: Comprehensive Bug List
- Replies: 262
- Views: 221222
"what about the invisible no beep smarts." God, I hate those!!! Please fix it by giving to all us analog D3 players a dedicated fiber connection... http://www.descentbb.net/ubb/evileye.jpg "what about the homers / smarts / mega's that hit walls and still kill you. and im not talking about splash ...
- Mon Sep 10, 2001 9:47 pm
- Forum: For the D3 Dev Team
- Topic: Comprehensive Bug List
- Replies: 262
- Views: 221222
And because we all know that the pause is caused by having to load/unload the Black Pyro for non-Merc users, it could introduce something like this. On faster servers, it (theoretically) shouldn't happen. When a computer hits the HDD like D3 does for the BP, the CPU goes to that task instead of D3 ...
- Tue Sep 04, 2001 11:42 pm
- Forum: For the D3 Dev Team
- Topic: Comprehensive Bug List
- Replies: 262
- Views: 221222
"pATChes claims to have fixed it by extracting the tablefiles outside of the HOG." Did I say that?? I said that I had no apparent appearance of the bug. If I said that, go ahead and slap me http://www.descentbb.net/ubb/tongue.gif Bug 70 is not really a bug at all. It was intended to be that way. If ...
- Fri Aug 31, 2001 9:11 pm
- Forum: For the D3 Dev Team
- Topic: Comprehensive Bug List
- Replies: 262
- Views: 221222
- Wed Jul 18, 2001 9:00 pm
- Forum: For the D3 Dev Team
- Topic: Comprehensive Bug List
- Replies: 262
- Views: 221222
w00p! My analysis of the shift bug is slightly incorrect... I was wrong when I said the issue was with DMFC... because if it also affects the player's ability to use it for controls, it has to be in D3's actual engine. I proved that this is an issue with D3's main engine by using my three-camera ...
- Tue Jul 17, 2001 1:38 am
- Forum: For the D3 Dev Team
- Topic: Comprehensive Bug List
- Replies: 262
- Views: 221222
Testi - if you're doing what I think it you're doing (using the random firing order flag in the tablefile), it won't be that way on the server, guaraunteed. It'll be left-right-left-right, as it normally would be. Thanks Outrage for such great anti-cheat code... I'd just as soon take it out because ...
- Sat Jul 14, 2001 10:00 pm
- Forum: For the D3 Dev Team
- Topic: Comprehensive Bug List
- Replies: 262
- Views: 221222