Remark for PS2 music files found inside the music directory:
You can use MFAudio 1.1 to play/convert them.
Settings (Music):
RAW - Raw Sound Data - Compressed ADPCM
Frequency: 22050
Samples 16
Channels 2 (Stereo)
Interleave 10 Bytes (I am not that sure about this)
Offset 0 Bytes
Search found 406 matches
- Mon Jan 04, 2021 4:11 am
- Forum: DXEditing
- Topic: Minor things worth mentioning
- Replies: 121
- Views: 144906
- Thu Sep 17, 2020 9:45 pm
- Forum: DXEditing
- Topic: Fixes for omited alpha value for drawing Tiles
- Replies: 2
- Views: 4655
Re: Fixes for omited alpha value for drawing Tiles
Attached is a patch against GOTY DeusEx package source, which sets alpha value to 255 for the colorthemes. It also moves the color values which are the same for all datavaultimages into the DatavaultImage class, and a few other minor changes.
- Thu Sep 17, 2020 9:41 pm
- Forum: DXEditing
- Topic: Fixes for omited alpha value for drawing Tiles
- Replies: 2
- Views: 4655
Fixes for omited alpha value for drawing Tiles
Typically RenDevs ignore any given alpha values for drawing Tiles and implicit assuming them to be 1.0, because in script and other parts like config files, maybe some C++ code these are plain ignored, undefined or set to zero. So let me collect script/config fixable alpha value for Tiles here, so t...
- Tue Jun 04, 2019 5:44 pm
- Forum: DXEditing
- Topic: Minor things worth mentioning
- Replies: 121
- Views: 144906
- Sun Jun 02, 2019 10:18 pm
- Forum: DXEditing
- Topic: Minor things worth mentioning
- Replies: 121
- Views: 144906
- Sun May 26, 2019 4:55 pm
- Forum: DXEditing
- Topic: Minor things worth mentioning
- Replies: 121
- Views: 144906
Re: Minor things worth mentioning
// // sp##v could get invalid by property object unloading, while dll is never released, // so the static sp##v can become a dangling pointer. // // So for now, try to save RepIndex directly. which should be constant. // // Also note, that the initialization time for the static variables are compil...
- Tue Mar 05, 2019 9:38 am
- Forum: New Vision Mod Discussion
- Topic: New Vision 2.0 - Deus Ex, AI, and you
- Replies: 17
- Views: 27917
Re: New Vision 2.0 - Deus Ex, AI, and you
Do you have comparission screenshots how the textures look ingame compared to naive pixel doubling?
- Mon May 14, 2018 1:35 pm
- Forum: DXEditing
- Topic: Minor things worth mentioning
- Replies: 121
- Views: 144906
Re: Minor things worth mentioning
// ---------------------------------------------------------------------- // VDiskRand2D() // // Random point on Disk in xy-plane. // http://mathworld.wolfram.com/DiskPointPicking.html // // Could be optimized. // ---------------------------------------------------------------------- simulated fina...
- Tue May 01, 2018 3:57 pm
- Forum: DXEditing
- Topic: Minor things worth mentioning
- Replies: 121
- Views: 144906
Re: Minor things worth mentioning
AllActor iterators silenty sets BaseClass=Actor if you pass BaseClass=None. So always check if your BaseClass is not None if you store it inside a variable before calling AllActors (or similiar iterators). I wasn't aware of this behaviour before and had some innocent looking dynamicload class and it...
- Sat Nov 11, 2017 12:58 am
- Forum: DXEditing
- Topic: Make NPCs sit or crouch
- Replies: 6
- Views: 12754
Re: Make NPCs sit or crouch
Think directly changing variables won't get you that far. You would rather need sth. like some exec function which wraps ScriptedPawn.SetOrders() of the pawn you are looking at, which is basically what the OrdersTrigger does, instead of just changing that single variable.
- Fri Nov 10, 2017 9:59 am
- Forum: General Discussion
- Topic: Vanilla Matters - The Definitiveoh wait this has a char limi
- Replies: 3
- Views: 7689
Re: Vanilla Matters - The Definitiveoh wait this has a char
Why do you post a mod here and afterwards delete the moddb page?
- Sun Oct 01, 2017 5:33 am
- Forum: DXEditing
- Topic: Writing a latent function.
- Replies: 23
- Views: 31598
Re: Writing a latent function.
Did a bit of experimenting around, cleaned up the stit and added some define to test just basic ue polling code, etc. http://coding.hanfling.de/UnrealMIDI.zip Turns out, the reason why the polling exec was never called is because you didn't set up your project correctly and in particular used an str...
- Sun Oct 01, 2017 4:34 am
- Forum: DXEditing
- Topic: Writing a latent function.
- Replies: 23
- Views: 31598
Re: Writing a latent function.
You don't have do copy each individual include file you need into src, just add the relative paths to the dirs they reside as include paths to the project. Also you should use relative paths to libs like Core.lib, WinMM.lib should be in VC library dir anyway, etc. You could use SampleNativePackage p...
- Sat Sep 30, 2017 9:40 pm
- Forum: DXEditing
- Topic: Writing a latent function.
- Replies: 23
- Views: 31598
Re: Writing a latent function.
Do I call RegisterNames() in the native functions I am importing? You need to call it once so your the names get initialized, you just need to make sure this gets called at least once (before you use any name, like when doing your event* call). Classic place these were called are inside UEngine and...
- Fri Sep 29, 2017 11:08 am
- Forum: DXEditing
- Topic: Writing a latent function.
- Replies: 23
- Views: 31598
Re: Writing a latent function.
You should post the uc part, and keep indention. It's horrible to read without. Also project file + download as a zip, so it's ready to build would be helpful. Also, is bDone ever properly intialized? It should probably also be used a class variable rather than a global one. And you don't even get a...