Author: {wf}shadowspawn <shadowspawn_at_shadowspawn_dot_net>     Reply to Message
Date: 1/23/2004 9:28:57 AM
Subject: FMOD is in FULL FRIGGIN EFFECT!

yep. all memory problems are fixed, and I added ifdef win32 stuff. no clue how to do the linux deal, but spatialization, echos, EAX all work.

it started from static's work in the previous port. but now for the custom sounds I'm changing them from .wav to .ogg, all of them.

streaming from paks was the toughest part.

just a fyi. This build was so unstable. I was locking up windows, loosing the mouse, all sorts of windows API stuff that I had to research on msdn. (It took me a while to figure out how to add an "x" button and an icon on the window like q3. Adding it wasn't tough, destroying the window and freeing up memory was the tough part).

i'll put it up soon. moving all the menus to cgame as well.

The handbook in the ui literally parses a ascii file, sorta xml based. this way I don't need to constantly recompile to add formating, pics, etc to the manual files. Ok, I basically ripped everything from the q2wf website's manual and just stuck it in a folder so people can scroll through stuff.

it's almost done.... i'm on build 9923 and i told myself it'd be done by 9999.

  


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