Comments (2)
Hi Ensiform!
Well, I know this isn't a forum, so please excuse me to 'hijack' this issue ticket to ask a few questions.
Probably you remember that we talked on Discord about OpenAL-soft support. For good reason I quit using Discord, so I will talk to you here.
My plan is to port my own project(s) to your ETe code. I managed to make use of all the 'efx' effects OpenAL-soft currently supports, my maps are even using those effects. This means it would be nice to have OpenAL-soft support in ETe.
Here are the questions, before I'll move to ETe:
- Is OpenAL-Soft support still a task you consider for ETe? On Q3e you made a feature request, for ETe you set the priority to 'Low'?
- Iirc on Discord you once said that OpenAL is badly implemented. Well I inspected a few engines that supports OpenAL and I don't know what you mean by 'badly implemented', I'm no coding guru but I can't see so much differences between various implementions, so what are the biggest issues you have with OpenAL-soft?
- We also talked about how to access OpenAL's environmental effects, currently I do this via CONTENTS mask. Can you please point out your thoughts how to access map dependant environmental effects for ETe?
Once again, I'm sorry if my comment looks a bit out-of-place and please don't curse me if I quoted you wrong but I really don't remember exactly what you said on Discord.
Thanks in advance!
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Most implementations I have seen which are based on ioquake3/idtech3 code in general have poor performance, don't handle most features, and generally "suck" compared to standard DMA or even SDL DMA backend.
I put the issue on Quake3e because I was hoping to see Cyrax add it for Quake3e first before merging here as I lack the skill to really see what I want to have in it.
I have no idea how contents would be successful, as efx to fully take advantage requires tracing and such. See: quake2xp and some of this stuff isn't exposed to mod API.
Not sure why you quit discord instead of just leaving servers you no longer wish to partake in but okay.
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Related Issues (20)
- test builds & shadowmaps HOT 1
- Remove unused cruft
- Fix win32 build warnings HOT 5
- Switch to GitHub Actions HOT 3
- Remove last remnants of glBegin/glEnd
- ETe server/ded not compatible with ET:Legacy? clients HOT 4
- Migrate VS Projects to CMake
- ETJump Compatibility Issues HOT 2
- Replace arch string on win64 to be in line with legacy and iortcw
- [ET:Legacy mod] Objectives not shown on map HOT 7
- Some media keys are mapped wrong HOT 10
- Support full color codes in tty console
- Decals flickering HOT 2
- Fog cannot be turned off with r_vbo 1 HOT 1
- cl_avidemo compatibility
- Server side wwwdl is borked HOT 5
- r_clear breaks loading screen HOT 1
- r_vbo breaks lightmap drawing with r_lightmap HOT 11
- video/video-pipe slows down game, but command buffer keeps executing at normal speed
- Mod switching is broken if mod being switched to isn't installed already HOT 1
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