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Thread View: comp.sys.ibm.pc.soundcard.games
5 messages
5 total messages Started by David Gasior Fri, 18 Dec 1998 00:00
Half-Life / A3D Update - 12/17
#2
Author: David Gasior
Date: Fri, 18 Dec 1998 00:00
61 lines
3753 bytes
Sorry for the cross post, but I just wanted to update people on issues 
with Half-Life and A3D.

1) We are still waiting on code from Valve so we can look into helping 
them fix problems with the original Monster Sound cards.

2) Still waiting on code so we can look at the weapon sounds and see if 
there is anything we can do to make them brighter.

3) We have found, based on demos that people have sent us, that our 
original variables were not set to account for many of these levels and 
weapons.  We did most of our testing with Half-Life: Day One, which does 
not have many of the levels and weapons that the retail version does, so 
we didn't see (or hear) what people were reporting until we played the 
retail and got really far into the game.

These console variable changes have been tested in many of the later 
levels, along with most of the really kick-ass weapons.  They should be 
fine for making sure that your weapon sounds don't get drowned out by the 
other noises around you.  We have tested them on our Vortex 1 and Vortex 2 
boards and they seem to work real nicely.

	s_distance 18
	s_2dvolume 0.88
	s_verbwet 0.15
	s_min_distance 8
	s_refgain 0.34

4) Framerate hit when using A3D 2.0 is still a little high for most 
people, and we are work at reducing that as much as we can.  One of the 
problems with Half-Life and the demos we've gotten seems to be that we can 
run a demo once, get a really low number for the framerate, then run it 
again and it and watch it double.  Some sort of caching of textures maybe? 
 I notice that the longer the demo, the better the framerate gets.

Regardless, if you are suffering a framerate hit that is unacceptable to 
you, use the geometry console variable to turn off geometry processing 
(what sucks up the host time).  This can be done as follows:

	s_geometry 0

You will still retain A3D positional audio, but on a Vortex 2 card, your 
framerate should be +/- 2 fps of what DirectSound offers.  Hopefully, we 
will a new A3D driver release shortly that will start to bring the 
framerates back up, even with geom processing.

If you have any questions or comments on this, please feel free to email 
me at the work (W:) address below.

Thanks!

And if there is a newsgroup that I missed positing to who would really 
need to hear this message, please feel free to repost the entire message.


------------------------------------------------------------
David A Gasior                           h: dgasior@home.com
Developer Relations, Aureal               w: dgasior@a3d.com
------------------------------------------------------------
Please note that this post reflects my own opinions, and not
necessarily those of my employer.
Re: Half-Life / A3D Update - 12/17
#3
Author: Scott
Date: Fri, 18 Dec 1998 00:00
68 lines
4054 bytes
I would suggest adding 3dfx.products.voodoo2 to your list.  There is usually
a lot of MX300 discussion over there.

--
Remove the "NOT" for email replies
David Gasior wrote in message ...
>Sorry for the cross post, but I just wanted to update people on issues
>with Half-Life and A3D.
>
>1) We are still waiting on code from Valve so we can look into helping
>them fix problems with the original Monster Sound cards.
>
>2) Still waiting on code so we can look at the weapon sounds and see if
>there is anything we can do to make them brighter.
>
>3) We have found, based on demos that people have sent us, that our
>original variables were not set to account for many of these levels and
>weapons.  We did most of our testing with Half-Life: Day One, which does
>not have many of the levels and weapons that the retail version does, so
>we didn't see (or hear) what people were reporting until we played the
>retail and got really far into the game.
>
>These console variable changes have been tested in many of the later
>levels, along with most of the really kick-ass weapons.  They should be
>fine for making sure that your weapon sounds don't get drowned out by the
>other noises around you.  We have tested them on our Vortex 1 and Vortex 2
>boards and they seem to work real nicely.
>
> s_distance 18
> s_2dvolume 0.88
> s_verbwet 0.15
> s_min_distance 8
> s_refgain 0.34
>
>4) Framerate hit when using A3D 2.0 is still a little high for most
>people, and we are work at reducing that as much as we can.  One of the
>problems with Half-Life and the demos we've gotten seems to be that we can
>run a demo once, get a really low number for the framerate, then run it
>again and it and watch it double.  Some sort of caching of textures maybe?
> I notice that the longer the demo, the better the framerate gets.
>
>Regardless, if you are suffering a framerate hit that is unacceptable to
>you, use the geometry console variable to turn off geometry processing
>(what sucks up the host time).  This can be done as follows:
>
> s_geometry 0
>
>You will still retain A3D positional audio, but on a Vortex 2 card, your
>framerate should be +/- 2 fps of what DirectSound offers.  Hopefully, we
>will a new A3D driver release shortly that will start to bring the
>framerates back up, even with geom processing.
>
>If you have any questions or comments on this, please feel free to email
>me at the work (W:) address below.
>
>Thanks!
>
>And if there is a newsgroup that I missed positing to who would really
>need to hear this message, please feel free to repost the entire message.
>
>
>------------------------------------------------------------
>David A Gasior                           h: dgasior@home.com
>Developer Relations, Aureal               w: dgasior@a3d.com
>------------------------------------------------------------
>Please note that this post reflects my own opinions, and not
>necessarily those of my employer.
>
Re: Half-Life / A3D Update - 12/17
#4
Author: Arnaud Guillon
Date: Sat, 19 Dec 1998 00:00
22 lines
1806 bytes
David,

I would like to commed you and your company on your constant presence in the
newsgroups to help users like myself get the most out of their gaming
experience.

Very few developers/companies like to mix it up with the end users in the
forums, due to the endless whines/flames they sooner or later get submitted
to.

A3D problems in Half-life obviously result from a combination of poor
drivers from Diamond (nothing new there) and unfortunate coding from Valve.
However, yourself and Aureal are taking it upon yourselves to ensure the
game works well with your technology.

I am sure that Half-life is considered a flagship product worthy of a lot of
attention, at a time when various 3d sound standards are vying for top spot.
Even then, as a MX200 user and Half-life player, I just wanted to say your
kind help does not go unnoticed.

Again, thanks.
Re: Half-Life / A3D Update - 12/17
#5
Author: Damon Youn
Date: Sat, 19 Dec 1998 00:00
30 lines
2052 bytes
In article <75esac$es1$1@mawar.singnet.com.sg>, 
aguillon@mbox3.singnet.com.sg says...
> 
> David,
> 
> I would like to commed you and your company on your constant presence in the
> newsgroups to help users like myself get the most out of their gaming
> experience.
> 
> Very few developers/companies like to mix it up with the end users in the
> forums, due to the endless whines/flames they sooner or later get submitted
> to.
> 
> A3D problems in Half-life obviously result from a combination of poor
> drivers from Diamond (nothing new there) and unfortunate coding from Valve.
> However, yourself and Aureal are taking it upon yourselves to ensure the
> game works well with your technology.
> 
> I am sure that Half-life is considered a flagship product worthy of a lot of
> attention, at a time when various 3d sound standards are vying for top spot.
> Even then, as a MX200 user and Half-life player, I just wanted to say your
> kind help does not go unnoticed.
> 
> Again, thanks.
> 
> 
> 

hey ID says a lot of stuff in quake newsgroups
of course they aren't always proper and polite
Re: Half-Life / A3D Update - 12/17
#6
Author: David Gasior
Date: Sat, 19 Dec 1998 00:00
30 lines
2324 bytes
In article <367bb1ee.900296@news.idt.net>, no@way.com says ...

>Is this only a problem with Monster Sound cards?  I have a Turtle
>Beach Montego A3DXstreme and can't get the A3D to work at all.  

Yes, it is just the original Monster Sound cards.  You should be able to 
get Half Life running on a Montego or any Vortex 1-based product by

1) Make sure you have installed the latest Vortex drivers (1160).  These 
can be downloaded from Turtle Beach's site.

2) Install Half-Life and then the first Half-Life patch (1.0.0.6).  The 
patch can be downloaded via Sierra's AutoUpdate feature or from their web 
site.

3) Download and install the latest A3D Drivers (2.04).  This can be 
downloaded from the Aureal web site.

The game should work with A3D enabled.

If you have done all this, and A3D is still not enabling, then send me 
email at work (the w: address below) and we can see what's going on.


------------------------------------------------------------
David A Gasior                           h: dgasior@home.com
Developer Relations, Aureal               w: dgasior@a3d.com
------------------------------------------------------------
Please note that this post reflects my own opinions, and not
necessarily those of my employer.
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