General Forums => Open Beta Test => Topic started by: Skuzzy on January 08, 2016, 02:29:18 PM
Title: Patch 91
Post by: Skuzzy on January 08, 2016, 02:29:18 PM
New version up (http://bbs.hitechcreations.com/smf/index.php/topic,376906.0.html)!
And the patch goes....
Please confine information about Patch 91 in this thread. Thank you.
Title: Re: Patch 91
Post by: 100Coogn on January 08, 2016, 03:11:01 PM
Patch installed fine. Exit game ok. No CTD.
Will do more in-depth testing this evening.
Coogan
Title: Re: Patch 91
Post by: Kanth on January 08, 2016, 03:59:45 PM
Game installed fine. Did a quick verify that two people in a plane and the pilot bails the pilot will CTD. Unable to hear other planes gun sounds. Can hear engine though. No hit sounds yet.
more testing later.
Title: Re: Patch 91
Post by: bustr on January 08, 2016, 04:13:51 PM
Unless GV spawns are restricted to level ground, the ongoing boogy bouncing of GV's on my gunnery terrain seems due to the slope the tank initially spawns onto. It is only this single spawn regardless of the terrain tile I painted the slope with. I was having an issue with the HUD displays like Ctrl_I, gun position rounds, Speed\Alt and such, flashing while I had the text buffer open for input. Cleared it up by deleting the video8 file. My update method to 91 was with the incremental file.
This is the spawn point and the tank sitting still after spawning in has no bouncing boogy taking place. Once I begin forward motion or any turn, the bouncing boogy begins. The spawn radius is set to "0".
This is the edge of the down slope from the spawn and the tank is sitting engine off, bouncing. If I drive over the edge down the slope, all the bouncing disappears no matter where I stop and or kill the engine after heading down the steeper slope.
Title: Re: Patch 91
Post by: Pudgie on January 08, 2016, 04:30:16 PM
Ran Updater Patch 90 to 91 w\o issues.
Went into Alpha....all came up clean.
Went into Capture the Flag arena and upped in me ole Spitty to strafe another con base.
All was beautiful, sounds were superb....starting to get used to the new engine\throttle height sound relationship.
Took out a gun emplacement but didn't hear any explosion sounds....most likely intentional?
All in all looking good......................
More testing to come..................
:salute
Title: Re: Patch 91
Post by: bustr on January 08, 2016, 06:09:25 PM
The condition I reported above. If I spawn to the NE from A1 as reported with any GV, and I move the vehicle triggering the condition. At any other spawn on the map with any GV, the GV will not get out of first gear. Exiting out and restarting the map does not fix it. I have to run up to two subsequent build sometimes in the TE to clear it. One usually fixes it.
Title: Re: Patch 91
Post by: Blade on January 08, 2016, 07:05:55 PM
run offline , CTD
Title: Re: Patch 91
Post by: FLS on January 08, 2016, 07:35:08 PM
Try renaming the settings folder and deleting the chconfig folder.
Title: Re: Patch 91
Post by: 715 on January 08, 2016, 09:52:51 PM
Tower background sound starts at login screen.
No CTDs on exit from online or offline. One CTD from online AvA arena while doing nothing but looking around.
Chilli and I were online and found: Other players Jeep MG graphic does not rotate as they shoot in different directions. Tracers do go in the direction they shoot. Other players tank turret (T34/85) did rotate correctly. Sometimes he heard my tank shell explode on the ground (with speed of sound delay after graphic) when I didn't, and vice versa. Hearing my own tank shell explode was a hit or miss thing (no pun intended). Once (not reproducible) I heard a single shell explode twice: once in front of me and once off to my left.
No reload sound for 8" on cruiser. After enemy CV sinks the fire still shows (reported before I think). The tower clock tick is audible to me now for some reason, but the clock at ports are quieter. (Navy have better clocks?)
Exited to Arena choice screen and got gear/wheel ambient noise as if I was inside a windmill.
Jeeps have cool ground interaction ambient sounds (pebbles hitting the under body, plants being crushed, etc.) but these sounds are missing when driving a tank (T34/85) even in commanders position.
Are you going to stick with sliders of 2.2, 1.5, 1.5 for the Beta?
Title: Re: Patch 91
Post by: Chilli on January 09, 2016, 02:56:58 AM
Firing 50 cal gun on jeep while turning head produces a reduction in sound but no directional sound as expected. Sound acted as if it were mono instead of stereo.
Title: Re: Patch 91
Post by: Randy1 on January 09, 2016, 06:09:08 AM
Installed no issues.
Sound level still defaults too high after installation a new patch.
Best sound in the game. The M16 four 50s.
Title: Re: Patch 91
Post by: Blade on January 09, 2016, 06:33:48 AM
ty but not run offline because CTD. no problem at online.
and BB? (http://4.bp.blogspot.com/-IKzbDanY1pE/VpD9FScsjOI/AAAAAAAAKig/hJUpo79V5jU/s1600/AH3BB.PNG)
Title: Re: Patch 91
Post by: Bizman on January 09, 2016, 12:46:30 PM
89-90 and 90-91 updated fast, smooth, no issues there.
Mission arena: Joined the mission, managed to shoot two down before crashing to sea. No issues noticed except for the canopy glass glare disappearing like cut when looking front right/left. An issue I reported long ago. Almost looks like there's a glass only windscreen on the sides.
The tower clock ticking will sure make people either quit or fly/drive. The sound reminds me of the detentions I got in Elementary School...
After quitting an arena there's all kinds of background noises like air raid siren and engine roars mixed to the title sound, but I suppose that's a new feature?
In all of the three arenas I visited I took a walk around the field the wind was roaring and the grass was waving. However the trees stood completely still.
Another issue I've reported long ago: The mouse cursor lags a little no matter how I set the speed of it (Logitech Mx 518)
Title: Re: Patch 91
Post by: Easyscor on January 09, 2016, 03:39:00 PM
Several issues of weirdness there Bizman. I just went into GS4, bailed and walked up to a couple of trees that were waving as usual. I'm sure you must have gotten close enough to see it. I haven't tried, but is it possible to turn off the motion of the trees in settings without stopping the grass too?
Title: Re: Patch 91
Post by: FLS on January 09, 2016, 03:54:33 PM
ty but not run offline because CTD. no problem at online.
The suggestion may fix the offline CTD problem.
Nice pics. :aok
Title: Re: Patch 91
Post by: bustr on January 09, 2016, 06:39:06 PM
Just installed a GTX 760 2G in my machine replacing the AMD 6770 1G.
The graphics are bloody incredible at 4096 with enough memory and band width now to run it..... :O
Interesting note on frame rates. Flat terrains with massive amounts of trees effect the FPS very little. Once you have elevations above 2k with complex texture tiles and thick trees, my FPS would take a hit holding 32-47 and even 22 from the CV guns looking inland. The same thick trees on a flat terrain were no problem. This also took place with GV's. On the flat tree terrain running through the trees at 40mph with clutter on, 60fps.
I tested this on all of the online terrains, online and offline along with my gunnery terrain. My gunnery terrain and NDilses both have elevations above 2k with massive tree coverage and complex tiles on the slopes and peaks. Only those two terrain caused the loss in FPS with my new card. The AvA North Africa terrain with 1200ft hills with some trees and sand did not trigger this condition.
I also tested this condition against all the maps in 1024, 2048, and 4096 with the same results. I did note that 1024 and 2048 modes caused a slight reduction in FPS otherwise. For some reason 4098 mode runs the cleanest with this new video card.
Title: Re: Patch 91
Post by: 10thmd on January 09, 2016, 11:28:00 PM
Friggen 37mm's on the Stuka G-2 sound amazing now.
Title: Re: Patch 91
Post by: Oldman731 on January 09, 2016, 11:39:51 PM
Download worked fine, game boots fine.
Flew a 202 in the AvA tonight for a bit. Noticed that the antialiasing on the shadows on the cockpit behind the pilot's head is pretty jagged. Was flying the two-gun armament, as always, and the guns didn't sound particularly powerful when fired. The rest is beautiful, although I wish I could get less reflection on the instrument glass.
When I exited AvA, the selection box in the middle of the screen was very small, too small to read easily.
- oldman
Title: Re: Patch 91
Post by: Skuzzy on January 10, 2016, 06:51:30 AM
The clock tick sound lags behind the actual movement of the second hand.
Title: Re: Patch 91
Post by: Wiley on January 10, 2016, 10:05:24 AM
It appears when a plane is under WEP, the engine sound cuts in and out while maneuvering. I can't really see a consistent pattern for what makes it cut out, but diving to pick up a fair bit of speed usually does it. What seems to make it come back pretty much every time is turning WEP off. Pulling Gs seems to bring it back as well but that I can tell there's no consistent pattern.
Wiley.
Title: Re: Patch 91
Post by: Greebo on January 10, 2016, 02:55:33 PM
I've been flying around offline in CraterMA checking out the weather system I have built for it. When I am near to any clouds I notice they move in little steps every few seconds rather than in a smooth fashion. It looks awful really and destroys any illusion of reality. I can probably limit the effect by reducing the speed of the cloud banks in the editor and making the system cycle every few hours rather than every hour. I am hoping though before I do this that this jerkiness is some sort of bug rather than a limitation of the cloud design in the game.
Also a reminder that the "Lock" button in the cloud editor is broken. When selected it does not maintain the distance between A and V like it should. Instead the distance only gets shorter as you rotate V until V is touching A.
Title: Re: Patch 91
Post by: Chilli on January 10, 2016, 03:13:39 PM
My 1 GB video RAM card may be the culprit, but I have noticed a warp/ stutter with graphics upon release of my talk button. I don't know what would be the cause for sure, but mentioned it as it could possibly be used intentionally (hopefully, it would not be fruitful in any case).
Title: Re: Patch 91
Post by: Charge on January 10, 2016, 03:18:17 PM
Ambient sounds heard on the airfield but no sound of the flak shooting at the drones flying above.
-C+
Title: Re: Patch 91
Post by: FLS on January 10, 2016, 04:13:41 PM
Can't hear guns other than mine.
External engine sounds are quieter.
No hit sounds.
Title: Re: Patch 91
Post by: bustr on January 10, 2016, 06:57:16 PM
Online and offline, Gvs will not get out of 1st gear leaving the hanger or at spawns. Tested on all maps on and offline.
Title: Re: Patch 91
Post by: Chalenge on January 10, 2016, 07:43:36 PM
Calibrate your setup and try again (particularly rudder). I tried the M4 and Tiger II and didn't have the problem.
EDIT: Going into video settings from the opening screen causes the program to crash on exit of the video settings dialogue.
Title: Re: Patch 91
Post by: Shrike on January 10, 2016, 09:14:28 PM
I flew a heavy P-47-D40 to a field and blew up a hanger, a tower, and some guns before being killed by the ack. Then flew a formation of B-17's to the same field for more destruction. I saw nothing out of the ordinary. The ack hit sounds are awesome. I think I heard a dog barking in the background while I was in the tower.
Title: Re: Patch 91
Post by: Easyscor on January 10, 2016, 09:33:58 PM
On entering the AvA, the MOTD appeared, the the Mission announcement and request to join/no join over the top of the MOTD.
The focus for the mouse click failed to see the Mission dialog, instead, I had to dismiss the MOTD and THEN I could click no to the Mission dialog.
Title: Re: Patch 91
Post by: 100Coogn on January 10, 2016, 11:56:28 PM
Too much reflection on the instrument panel, hard to see. Even flying towards the sun, the instruments reflect, as if the sun was behind me. Seems like they would loose their shine, flying at the sun.
Coogan
Title: Re: Patch 91
Post by: bustr on January 11, 2016, 02:00:02 AM
Fixed the previous issue of GV's not getting out of first gear on any map offline or online by running the terrain editor "build" 3 times more on my offline gunnery terrain. GVs after the third run of build all accelerated properly online and offline on all maps.
Having to run the build several times to fix GVs not getting out of first gear has been an ongoing off and on issue.
I suspect this would warrant a test the next time it happens. Remove the custom terrain and it's folders to a backup folder. Uninstall the alpha then do a full version install of the then current alpha release. Not sure how one custom terrain having a problem can effect how the client itself then carries that problem over to online terrains someone else built.... :O
Title: Re: Patch 91
Post by: Blade on January 11, 2016, 04:21:02 AM
Having to run the build several times to fix GVs not getting out of first gear has been an ongoing off and on issue.
I have never encountered this problem myself. However next time it occurs send me the res file for the terrain and I'll see if it happens on my PC as well.
Title: Re: Patch 91
Post by: hitech on January 11, 2016, 08:38:16 AM
I've been flying around offline in CraterMA checking out the weather system I have built for it. When I am near to any clouds I notice they move in little steps every few seconds rather than in a smooth fashion. It looks awful really and destroys any illusion of reality. I can probably limit the effect by reducing the speed of the cloud banks in the editor and making the system cycle every few hours rather than every hour. I am hoping though before I do this that this jerkiness is some sort of bug rather than a limitation of the cloud design in the game.
Also a reminder that the "Lock" button in the cloud editor is broken. When selected it does not maintain the distance between A and V like it should. Instead the distance only gets shorter as you rotate V until V is touching A.
The clouds do not move in "Steps" so I wonder what you are seeing is the clouds further away updating their imposter?
HiTech
Title: Re: Patch 91
Post by: bustr on January 11, 2016, 11:49:15 AM
I have never encountered this problem myself. However next time it occurs send me the res file for the terrain and I'll see if it happens on my PC as well.
Will do.
Thank you, I would hate to ever give this terrain to anyone if it's going to screw their GVing on other terrains online. It is finished and really works well to improve all of your gunnery with manned guns, GV's, PT's, torpedo bombers etc.
This has happened with my old AMD 6770 and now my new GTX 760. I probably have a Ghost in my Machine of games past who is unhappy with how incredible AH3 looks..... :O
1. - Looking up inside the CV bridge still has your head poking through the ceiling. 2. - 17lb is still without a gunsight. 3. - When exited from a terrain at the splash screen, then trying to change texture modes, causes the game to exe error. Online\Offline. 4. - With a GTX 760 in my PC, the steel frame bridges at the town still show wire frame until you zoom on them close up and far distance. 1024, 2048 and 4096. 5. - With every new patch, when I run build on my custom terrain, about 3% of the static tanks sitting on the tank town object need their elevation adjusted from the object GUI to either bring their treds down to the ground or, up out of the ground. This is about a factor of +-2.300000 in the "Y" entry for these objects. So far this has not happened on either of the two leveled tank ranges or on the town object.
Hitech requested a copy of the custom terrain.
Title: Re: Patch 91
Post by: Greebo on January 11, 2016, 12:49:53 PM
The clouds do not move in "Steps" so I wonder what you are seeing is the clouds further away updating their imposter?
HiTech
Looking at the clouds more closely I can see the overall bank of clouds is moving smoothly. It looks fine from a distance but as you get nearer individual clouds within it start, for want of a better term, mini-warping.
I have attached a film to show you what I mean. I have also attached my current craterma.awa file in case you want to test it. I had to rename it craterma.txt for the BBS to allow it to be uploaded.
Title: Re: Patch 91
Post by: Greebo on January 11, 2016, 12:57:41 PM
Thank you, I would hate to ever give this terrain to anyone if it's going to screw their GVing on other terrains online. It is finished and really works well to improve all of your gunnery with manned guns, GV's, PT's, torpedo bombers etc.
I expect HT will get to the bottom of it, if not my offer still stands. I don't use GVs online so that is no big deal to me anyway.
The torpedo range will be handy though.
Title: Re: Patch 91
Post by: Chilli on January 11, 2016, 02:11:30 PM
Skuzzy,
You reported delay in ticking sound. 715 and I noticed long delay in shell hit sound from tank. Today, I noticed about a 2 second delay in the explosion sound, from time of impact 800 - 1500 ft away.
Is it possible that there is a small calculation error for timing that increases exponentially with distance? BTW, these sounds are awesome, :x not sure why no one else has posted.
Title: Re: Patch 91
Post by: hitech on January 11, 2016, 02:40:00 PM
You reported delay in ticking sound. 715 and I noticed long delay in shell hit sound from tank. Today, I noticed about a 2 second delay in the explosion sound, from time of impact 800 - 1500 ft away.
Is it possible that there is a small calculation error for timing that increases exponentially with distance? BTW, these sounds are awesome, :x not sure why no one else has posted.
How long would it take sound to reach you after you saw a flash?
HiTech
Title: Re: Patch 91
Post by: hitech on January 11, 2016, 02:46:58 PM
Unless GV spawns are restricted to level ground, the ongoing boogy bouncing of GV's on my gunnery terrain seems due to the slope the tank initially spawns onto. It is only this single spawn regardless of the terrain tile I painted the slope with. I was having an issue with the HUD displays like Ctrl_I, gun position rounds, Speed\Alt and such, flashing while I had the text buffer open for input. Cleared it up by deleting the video8 file. My update method to 91 was with the incremental file.
This is the spawn point and the tank sitting still after spawning in has no bouncing boogy taking place. Once I begin forward motion or any turn, the bouncing boogy begins. The spawn radius is set to "0".
This is the edge of the down slope from the spawn and the tank is sitting engine off, bouncing. If I drive over the edge down the slope, all the bouncing disappears no matter where I stop and or kill the engine after heading down the steeper slope.
Buster I have no idea what "Bounce you are refering to, can you send me some .psaves of the places you are refering to? psave also works in vehicles.
HiTech
Here is the psave: 8155,2903,2309,-5.0,1.7,-33.5 gunnery FOV = 72.5
Just tested it myself and it worked for me, I had been staying off of that spawn because once the bounce started all of my GV wouldn't get out of first gear and I would have to run build several times to clear it up. The terrain tile painted under that spawn was a change I made last night to the whole terrain for the transition from sparse tree grassland to stone faced rock outcrops.
This is the first time since it looked like you introduced reactive terrain bounce for GV about 2 patches ago, that this specific spawn to the NE of A1 no longer causes the tank to start bouncing when you move it. I did run build 3 times in a row to clear up not getting out of first gear yesterday. Sometimes when I run build to incorporate a touch up to the terrain the not getting out of first gear and the bounce are both there. I will run a build and see if they start happening again.
Title: Re: Patch 91
Post by: bustr on January 11, 2016, 04:43:41 PM
I repainted the NW A1 spawn area back to the tile the issue first showed up on.
Ran build and it will not duplicate itself. Repainted back and ran build again and the GV stuck in first gear and bouncing at that spawn will not duplicate. Next patch I will run build and see if it comes back. With each patch that is usually when it manifested itself. Patch 91 is the longest it stayed persistent through iterations of build runs to clear it up since it started back in the 80's patches when I first built my custom terrain.
Title: Re: Patch 91
Post by: Stratocaster on January 11, 2016, 05:37:23 PM
Is anyone else noticing a frame rate hit when firing guns that they didn't experience before? I am going from 59-60 fps (v sync) to low 30s (32-33 fps) when there are tracers in the air.
*edit* after closing and restarting the game I am no longer experiencing a frame hit. It's pegged at the refresh rate now! :aok
Title: Re: Patch 91
Post by: Mitsu on January 11, 2016, 05:55:30 PM
I'm really glad AH3 is gonna become beta. :) New sound system is excellent...I love it. :aok
But the custom sound seems not working well. Can you please give me information on the new sound list?
Thanks, Mitsu.
P.S. I still remember that I have played AH1 open beta in 1999. Wow...What a legendary game! :salute
Title: Re: Patch 91
Post by: Chilli on January 11, 2016, 06:33:01 PM
How long would it take sound to reach you after you saw a flash?
HiTech
HiTech,
You are starting to "sound" like my Physics professor. :confused: Speed of light = C (shall I say in a blink of an eye).
Quote
The speed of light in vacuum, commonly denoted c, is a universal physical constant important in many areas of physics. Its precise value is 299792458 metres per second (approximately 3.00×10⁸ m/s),
Sound travels through air at about 340 meters per second. So multiply # of seconds between the flash and the sound and you should have the distance the sound traveled. 680 meters or about 2231 feet. That is at least 2 - 3 times the distance that I estimated* [edited for math errors in original calculation]
Since it was mostly a gut reaction from both 715b and I that the delay was intentional, but prolonged, I wish to rephrase my question, "Is it possible that there is lag in the playback of sounds?" I am now entirely out of my depth with issues causing lag in playback, only fishing in hopes to be useful in catching bugs.
Title: Re: Patch 91
Post by: 715 on January 11, 2016, 07:11:19 PM
I assumed it was intentional (the speed of sound is pretty slow, ~5 sec per mile, and easily experienced, i.e. lightning vs thunder). However, since I had no idea how to estimate how far away my shell was impacting, I didn't really think the delay was wrong per se. I was more concerned I didn't hear anything sometimes when you did, and visa versa.
Title: Re: Patch 91
Post by: Shrike on January 11, 2016, 10:06:24 PM
I found a CTD scenario when you change the max texture value in video settings.
1. Launch the game and go offline 2. Quit the game 3. Click Video settings 4. Change the max texture size.
It crashed going from 4096 to 2048, when changing from 2048 to 4096, when changing from 4096 to 1024, and when changing from 1024 back to 4096.
I was able to duplicate 4 or 5 times. Screen shot of my video settings and logs are attached.
Title: Re: Patch 91
Post by: Chilli on January 12, 2016, 02:46:30 AM
I assumed it was intentional (the speed of sound is pretty slow, ~5 sec per mile, and easily experienced, i.e. lightning vs thunder). However, since I had no idea how to estimate how far away my shell was impacting, I didn't really think the delay was wrong per se. I was more concerned I didn't hear anything sometimes when you did, and visa versa.
I did further observations. In flying missions, you (actually I) saw the plane explode just beneath you on the deck, and then there was a 2 second gap between the time of explosion and the time of the sound. Since the film viewer doesn't playback any sound :headscratch: I could not verify it, however was easily duplicated since the AI fly along the deck and through the trees, giving me a few opportunities to observe nearby explosions.
Edit: filmviewer did not give me range (= 0 for all aircraft) unable to review even the flash :(
Title: Re: Patch 91
Post by: bustr on January 12, 2016, 11:19:37 AM
Hitech,
Ran build again just now after touching up some terrain painting. On my PC right now, this version of "gunnery.res", no vehicle of any kind at any spawn will get out of 1st gear.
Title: Re: Patch 91
Post by: hitech on January 12, 2016, 11:26:39 AM
Ran build again just now after touching up some terrain painting. On my PC right now, this version of "gunnery.res", no vehicle of any kind at any spawn will get out of 1st gear.
I only tried 2 vehicles both worked all points.
Buster do you have trouble with any other terrains?
HiTech
Title: Re: Patch 91
Post by: bustr on January 12, 2016, 11:40:46 AM
The last time it happened it carried through to all terrains. I just now entered the bridge of a CV then went back to A1. I can get out of first gear in vehicles again. This only happens after running build on this terrain. But, until I get it cleared up with running build again or jumping onto a CV just now, it carries over to other terrains offline and online.
Simply exiting out and coming back in has never cleared it. Once it clears, everything is fine until I induce it by running build again. Not every run of build results with it and most times a second run of build clears it. I was just looking around the CV and decided to try spawning again after I went back to A1.
Have I built the terrain incorrectly or broken some rule about the numbers of ravines that can be supported in a small area on the map??
Title: Re: Patch 91
Post by: hitech on January 12, 2016, 12:01:38 PM
Next time it happens, unplug your JS. See if it starts working.
HiTech
Title: Re: Patch 91
Post by: Randy1 on January 12, 2016, 12:03:41 PM
Tried Waffle terrain offline. Alpha crashed. I tried a couple of other terrains offline and they worked fine.
Title: Re: Patch 91
Post by: Easyscor on January 12, 2016, 12:23:11 PM
Ran build again just now after touching up some terrain painting. On my PC right now, this version of "gunnery.res", no vehicle of any kind at any spawn will get out of 1st gear.
No issue here with GV's shifting.
Title: Re: Patch 91
Post by: bustr on January 12, 2016, 04:34:52 PM
After disconnecting all of my USB controllers and pulling my PS2 keyboard to install a USB keyboard. The inability to accelerate past 1st gear even followed me back to AH2 offline while testing today. The "W" key was not being fully picked up by either version of the game. This issue was intermittent even with my AMD 6770 card starting about patch 70 with getting GV's out of first gear.
The only change to the PC was the installation of an NVIDIA GTX 760. The common factor with both is I use an HDMI cable to connect to my 24" HDTV\LCD Monitor. With both cards the HD Audio has managed to reinstall itself and get re-enabled at least twice with the AMD card and now once with the NVIDIA card. I found 6 generic hi definition audio devices installed. One successful device install with 5 in a questionable state. About the number of times I had to run the build specifically to clear the 1st gear problem.
I am truly Sorry Hitech that I've wasted your time over this.
Title: Re: Patch 91
Post by: NatCigg on January 12, 2016, 06:46:08 PM
patch 91 and 90. engine sound in the cockpit does not seem to be centered forward. looking right/forward the sound gets louder than looking forward. looking right the sound is still loud. looking left/forward the sound is slightly dull. looking left the sound is dull. It seems to me the engine sound is centered to the left forward view.
I have two speakers and i think capable of stereo. also, would any settings cause this issue?
Title: Re: Patch 91
Post by: Chilli on January 13, 2016, 03:23:22 AM
patch 91 and 90. engine sound in the cockpit does not seem to be centered forward. looking right/forward the sound gets louder than looking forward. looking right the sound is still loud. looking left/forward the sound is slightly dull. looking left the sound is dull. It seems to me the engine sound is centered to the left forward view.
I have two speakers and i think capable of stereo. also, would any settings cause this issue?
Firing 50 cal gun on jeep while turning head produces a reduction in sound but no directional sound as expected. Sound acted as if it were mono instead of stereo.
Bustr,
I also have Nvidia GTX video cards and periodically have that stuck in the mud problem. You may not have wasted time at all (at least in my case, you give me hope to find a remedy). It may very well be conflict with some hidden Nvidia coad, as I recall the "Nvidia Experience" bloatware is loaded every time that I update my driver, and no matter if I do custom install to avoid this.
Title: Re: Patch 91
Post by: Greebo on January 13, 2016, 04:42:34 AM
I've been making a B-29 skin with the alpha skin viewer and have noticed a couple of odd things with the shape.
First the bump/normal mapping appears to be reversed on the LH vertical stab. I have deliberately overdone the fabric stitching bump effect to illustrate the point. On both screenshots the light is coming from above the aircraft and on the RH side the fabric stitching appears as a raised effect (highlight above shadow) like it should. However on the RH side the effect is reversed giving the appearance of sunken lines. I suspect this is something to do with how the LH panel is reversed on the bmp to save space.
Also the two RH propellers appear partly transparent in the alpha skin viewer, although they are fine in the game itself.
I noticed a sound issue in the game as well when I hit a tree and lost the lead aircraft of a formation of B-29s. I was in external view at the time and prior to the crash could clearly hear the sounds from the lead aircraft. After the crash, when the game jumped me to the second B-29, I got no sounds from that aircraft but could still hear sounds from the third B-29. When I changed back to cockpit view the sounds from my aircraft came back, but they were still missing in external view after that.
Title: Re: Patch 91
Post by: FLS on January 13, 2016, 10:54:01 AM
I wasn't hearing the clock ticking so I played with my device selection and got it back. Now I'm hearing hit sounds as well as the environment sounds.
Title: Re: Patch 91
Post by: hitech on January 13, 2016, 11:01:54 AM
Greeb can you post your Normal Map?
HiTech
Title: Re: Patch 91
Post by: Waffle on January 13, 2016, 11:11:01 AM
On the side of the Vert Stab / Rudder that you had to invert the text / markings - copy your final gray-scale height image and invert it in the places that the normal is backwards / mirrored - then run normal map maker. You should then get the same results on each side.
Title: Re: Patch 91
Post by: bustr on January 13, 2016, 01:46:35 PM
I also have Nvidia GTX video cards and periodically have that stuck in the mud problem. You may not have wasted time at all (at least in my case, you give me hope to find a remedy). It may very well be conflict with some hidden Nvidia coad, as I recall the "Nvidia Experience" bloatware is loaded every time that I update my driver, and no matter if I do custom install to avoid this.
Uninstalling the PhysX app seems to have speeded my PC up, and so far the Hi Def Audio device has not tried to re-install itself, and no more strange key glitches once in awhile. Wonder how many players with NVIDIA HD capable cards are using an HD TV and HDMI cable but not the TV speakers who have occasional strange keyboard key glitch's?
Title: Re: Patch 91
Post by: Greebo on January 13, 2016, 02:36:30 PM
I can work round the bug no problem if you aren't going to alter the shape. The normal file for the skin is attached as requested, note I have reduced the fabric stitching strip effect now.
Title: Re: Patch 91
Post by: Waffle on January 13, 2016, 03:06:02 PM
It's not a bug, it's in the shape. When the UVs were mapped, if the parts UV was mirrored, the normal map will be inverted. The only fix is to alter the UV mapping on the shape, which would be a lot of work, first modifying the shape, then modifying all of the textures to match.
Title: Re: Patch 91
Post by: Chalenge on January 13, 2016, 03:22:42 PM
Uninstalling the PhysX app seems to have speeded my PC up, and so far the Hi Def Audio device has not tried to re-install itself, and no more strange key glitches once in awhile. Wonder how many players with NVIDIA HD capable cards are using an HD TV and HDMI cable but not the TV speakers who have occasional strange keyboard key glitch's?
There are two things going on here; both of these things you can fix if you change the way you install your drivers. First, never do a custom install. Instead, allow the installer to add everything, then uninstall the things you don't want (3D Vision for instance) if you like. Go into your device manager and disable the Nvidia audio if you use a dedicated sound card, for instance. I leave this installed to prevent Microsoft from slipping in an update and messing everything, so disabling works better for me.
The PhysX function is not needed for Aces High, but you can modify the affect it has upon your system performance by going into the Nvidia Control Panel under "Configure SLI, Surround, PhysX" and changing the processor from CPU to GPU, or by your choice.