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Thread View: alt.games.descent
3 messages
3 total messages Started by jgse... Jim Sexton Tue, 28 Mar 1995 22:16
Possible quirk with descent wave file
#1649
Author: jgse... Jim Sexton
Date: Tue, 28 Mar 1995 22:16
24 lines
1455 bytes
This has only happened once, and it did not for the most part affect game 
play.

It seems my sound's for different weapons became mixed up.
My flare sounded like a lazer.
My lazer always looked/sounded like a level2 lazer. (even though it was not)
When I recieved a msg from my remote player, it sounded like the 'blip' 
made when you learn of a remote player's death.
Various bot's sounds were changed as well.
The missle hulks sounded like the blue bots, the blue bots sounded like 
the small guys etcetra....

Like I said... this only happened once (so far).
And did not affect the game other than my getting used to it.

Has this occured to anyone else??

I feel that when the game loaded, the pointers to the wave file were 
corrupted. (as they were loaded to ram)
-- 

___________________                                             
jgse...@netcom.com
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Re: Possible quirk with descent wave file
#1650
Author: ad... Adam Pletcher
Date: Wed, 29 Mar 1995 14:46
22 lines
1501 bytes
jgse...@netcom.com (Jim Sexton) writes:

>It seems my sound's for different weapons became mixed up.
>My flare sounded like a lazer.
>My lazer always looked/sounded like a level2 lazer. (even though it was not)
>When I recieved a msg from my remote player, it sounded like the 'blip' 
>made when you learn of a remote player's death.
>Various bot's sounds were changed as well.
>The missle hulks sounded like the blue bots, the blue bots sounded like 
>the small guys etcetra....

This is not a bug.  When you have less than the optimal amount of memory
available (5 megs or so), Descent uses a LoMem mode that remaps &
removes many sounds from the game.  This saves tons of memory and avoids
needless disk thrashing with virtual memory.  You can force it to load
all the sounds by using the -nomemcheck command line option (or maybe
it's -nolomem, I can't remember).

-- 
Adam Pletcher
Parallax Software
ad...@netcom.com
Re: Possible quirk with descent wave file
#1651
Author: jgse... Jim Sexton
Date: Wed, 29 Mar 1995 15:41
32 lines
1940 bytes
Adam Pletcher (ad...@netcom.com) wrote:

: >It seems my sound's for different weapons became mixed up.

: This is not a bug.  When you have less than the optimal amount of memory
: available (5 megs or so), Descent uses a LoMem mode that remaps &
: removes many sounds from the game.  This saves tons of memory and avoids
: needless disk thrashing with virtual memory.  You can force it to load
: all the sounds by using the -nomemcheck command line option (or maybe
: it's -nolomem, I can't remember).

Thanx Adam...
Although I cannot recall the circumstance, I have eight megs on board.
I use a mem manager, with basic dos stuff loaded when I run the game from 
my Dos config (on a multiple boot)
IE: dos stuff: Emm, SB, Scanner, Doskey, mouse... no tsr's
This still leaves me with plenty of mem.
But...
Whatsa-nother config?
I'l do that for the sake of game performance.
Simple thing to do, and it should have been done by me.

It's really great the way you at parallax follow up with support here.
I have my wish list for the game as you know.
And I realize That some things take time.
I am just glad to know you listen.
Thankyou at Parallax for an excellent game.
-- 

___________________                                             
jgse...@netcom.com
-------------------
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