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Yesterday, 11:41 AM
23 May 2015 - 02:14 PMI don't know if this is a bug or whatever but if the game tries to read an array file that hasn't been made yet, it just seems to set a bunch of random values or whatever. I'm starting a game of AMC TC from scratch and with an empty data folder, the loadout section shows a bunch of items that shouldn't be there (as the array file granting access to them doesn't exist yet)
Hmm. The code is a no-op if the file cannot be opened.
23 May 2015 - 11:42 AM1. share the sound file with your map, converted in .voc, thus keeping the same name and format to replace an original sound of the game, use that sound number into mapster (you'll loose some quality with the voc file conversion but the result is ok)
You can give FLAC or Ogg files the the same file name as a .voc, but with the appropriate extension, and EDuke32 will use them instead of the voc.
22 May 2015 - 02:13 PMThis is not a bug: it improves performance in some circumstances and it is necessary to avoid bugs with certain AMD video cards.
If you don't want it to happen, enter "r_togglecomposition 0" into the console.
22 May 2015 - 08:19 AMHowever, a problem occurs - it appears that the setactorsoundpitch command doesn't set the sound pitch but instead adds/subtracts from what's already there (assuming it modifies the sound after any defined properties are added). This means sound files defined to have a random pitch will affect how setactorsoundpitch is applied. So if by random the defined sound pitch for the sound file gives it +256, then if setactorsoundpitch is set to -512, I end up with only -256 sound pitch.
The behavior you've described is exactly as intended.