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[HELP] Textured Ceiling\Floor
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Chris
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PostPosted: Sat Nov 18, 2006 6:00 am
   Subject: Re: [HELP] Textured Ceiling\Floor
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Codetech84 wrote:
Reading Chris's above post, damn, somehow most (or atleast some) of his previous posts start to make sense to me, that is scary. And I mean "way back" kind of previous. Think

Yeah man. Logic can be like the vanilla in a twist cone. You can always ask for just vanilla, but do you really want just a vanilla cone everyday? A twist cone every now and then can give something new to your taste buds that you'd never experience otherwise, where the vanilla can still be found as the basis of holding everything together. And what about a banana split? That's got a lot of cool things, like pineapples, strawberries, and even bananas! Some people are happy with just having a regular coffee everyday (after all, it can be a rewarding experience), and some people would benefit from trying tea one day, and a specialty coffee another day. Unfortunately, I don't go to Starbucks much for their fancy stuff because it's too far away and too much money and I'm not very picky about coffee and [insert more reasons here].

BrotherTank wrote:
Thanks Chris, I knew I could count on you to keep it going. Appreciate that immensely.

And as usual, since you didn't head the return to topic, others have yet followed in your footsteps. For just once, can you please accept that this post is a moderation (as were the others) and return the thread to it's posted topic?

The Topic will be locked and/or deleted if people can't follow a simple request.

Forums Admin

Sure. No problem Greg. Since the status of the original topic is pretty much dead/unknown right now (as there's nothing really to reply to regarding it), I guess this topic could be locked if you really wanted. That might be unfair to that actual person who created the thread if they end up wanting to contribute some new information, but I guess they could just create a new thread if they still cared. I'd probably just let people talk about whatever until Human_Waste posts something relating to the topic, as it's much more interesting than talking about nothing, but it's your call. I guess you see topics like chapters of a book, or a folder on a hard drive, or a dictionary, where things should be organized in such a way that everything must be grouped into the same area? I feel like this to a certain extent too, for instance, I like to direct people to existing threads instead of seeing people discuss the same topic by making new threads (and then others just posting code from the old thread). This thread, for instance, isn't really that official to me, as it's just a random request for help, and there's already a REAL thread about Textured/Ceiling Floors. As I am posting in this "fake" thread, knowing that it is already corrupt and not worthy of being merged with the "real" thread, this thread doesn't really feel that valuable to "repair", if you know what I mean. I say just leave it the way it is, and if no one posts, just let it hang around somewhere like most of the other interesting 14 pages of Code Cracker threads (I actually went through many things on all 14 pages the other day, not necessarily looking for just "code", and it was a pretty fun reading experience). Just my opinion.
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PostPosted: Sat Nov 18, 2006 4:04 pm
   Subject: Re: [HELP] Textured Ceiling\Floor
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BT@: Sorry it took me some time to answer your question I wasn't home for some time. And tomorrow I need to go to some place that people check on me to see if I'm able to serve in the army (they think I'm suicidal...) anyway... The environment that I'm running the game on is Windows XP and my machines speed is 2.80GHz I use both DosBox and VDMsound from time to time. But now I just run it through windows I've tried some other games and they don't have the same problem as mine (the distorted sounds) and I only get the sounds when the Textured ceiling/floors are at view when I'm in front of a wall (only the wall is in view) the sounds are not distorted but when the level is only using colored ceiling/floors instead of textured ceiling/floors the sounds aren't distorted as well. This is my ThreeDRefresh routine --

::: CODE :::
void   ThreeDRefresh (void)
{
   int tracedir;
   unsigned ceiling;
   boolean flats;

// this wouldn't need to be done except for my debugger/video wierdness
   outportb (SC_INDEX,SC_MAPMASK);

//
// clear out the traced array
//
asm   mov   ax,ds
asm   mov   es,ax
asm   mov   di,OFFSET spotvis
asm   xor   ax,ax
asm   mov   cx,2048                     // 64*64 / 2
asm   rep stosw

   bufferofs += screenofs;

//
// follow the walls from there to the right, drawwing as we go
//

   ceiling=vgaCeiling[gamestate.episode*10+mapon];
   if((ceiling>>8)==(ceiling&0xFF))
   {
      VGAClearScreen(ceiling);
      flats=false;
   }
   else
   {
      flats=true;
      ceiling=((ceiling&0xFF)-1)<<1;
   }

   WallRefresh();

   if(flats)
      DrawFlats(ceiling, ceiling+1); // draw textured floor/ceiling


//
// draw all the scaled images
//
   DrawScaleds();         // draw scaled stuff
   DrawPlayerWeapon ();   // draw player's hands

//
// show screen and time last cycle
//
   if (fizzlein)
   {
      FizzleFade(bufferofs,displayofs+screenofs,viewwidth,viewheight,20,false);
      fizzlein = false;

      lasttimecount = TimeCount = 0;      // don't make a big tic count

   }

   bufferofs -= screenofs;
   displayofs = bufferofs;

   asm   cli
   asm   mov   cx,[displayofs]
   asm   mov   dx,3d4h      // CRTC address register
   asm   mov   al,0ch      // start address high register
   asm   out   dx,al
   asm   inc   dx
   asm   mov   al,ch
   asm   out   dx,al      // set the high byte
   asm   sti

   bufferofs += SCREENSIZE;
   if (bufferofs > PAGE3START)
      bufferofs = PAGE1START;

   frameon++;
   PM_NextFrame();
}


I hope that help you guys to figure out my problem. And again, sorry for being such a moron and inpatient.

-Raziel

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PostPosted: Sat Nov 18, 2006 4:31 pm
   Subject: Re: [HELP] Textured Ceiling\Floor
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Raziel wrote:
I hope that help you guys to figure out my problem. And again, sorry for being such a moron and inpatient.

Me too.

That part seems fine, which doesn't surprise me because I posted the code for it already. Remember that you changed many other areas of the code too. What about your VGAClearScreen function in WL_DRAW.C? What does that one look like now? How about your VGACeiling array, and USE_TEX part of the code? It seems like I'm asking the same questions over and over, but they really can help narrow down your problem, so it's not wise to simply ignore 5/6s of each message when replying.

You mentioned that you had another source code with ceiling/floor textures already installed, does that one give you distorted sounds too when you compile it? If not, try comparing your code to it, every line that you changed. That should certainly help you figure out where the problem is. If there are areas you don't understand when comparing the two source codes, feel free to post about the differences you've come across, or try using it's changes to see what effect it might have.

If I don't reply, I'm either busy (last time I had two mid-term exams, which I'm glad I spent time studying for), or you didn't really answer the questions, or there's nothing I can really add, based on the information given. We understanding each other here now? Wink
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PostPosted: Sat Nov 18, 2006 4:50 pm
   Subject: Re: [HELP] Textured Ceiling\Floor
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Well... It's not exactly the same one. I found on my computer some old Source that I once found in the forum, I think WSJ released it or someone else I don't recall right now. But it has the Textured ceiling/floor mod, HiRes and some other stuff and the sounds are distorted as well (in the same engine that I didn't made) I hope this is the VGAClearScreen function that you mentioned --

::: CODE :::
#define USE_TEX(page) (0x0000|(page))
/*
** use USE_TEX(n) to use floor/ceiling textures for given level
** n should be 1..255 !!!
** it is MAP-ID (from FloEdit). First texture goes to floor, second to ceiling
*/

unsigned vgaCeiling[]=
{
#ifndef SPEAR
 0x0,0x6f6f,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0xbfbf,
0x4e4e,0x4e4e,0x4e4e,0x1d1d,0x8d8d,0x4e4e,0x1d1d,0x2d2d,0x1d1d,0x8d8d,
0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x2d2d,0xdddd,0x1d1d,0x1d1d,0x9898,
0x1d1d,0x9d9d,0x2d2d,0xdddd,0xdddd,0x9d9d,0x2d2d,0x4d4d,0x1d1d,0xdddd,
0x7d7d,0x1d1d,0x2d2d,0x2d2d,0xdddd,0xd7d7,0x1d1d,0x1d1d,0x1d1d,0x2d2d,
0x1d1d,0x1d1d,0x1d1d,0x1d1d,0xdddd,0xdddd,0x7d7d,0xdddd,0xdddd,0xdddd

#else
0x6f6f,0x4f4f,0x1d1d,0xdede,0xdfdf,0x2e2e,0x7f7f,0x9e9e,0xaeae,0x7f7f,
0x1d1d,0xdede,0xdfdf,0xdede,0xdfdf,0xdede,0xe1e1,0xdcdc,0x2e2e,0x1d1d,0xdcdc
#endif
};

// ------------------------- * Textured flats * -------------------------
/*
** Draw Textured Floor/Ceiling
*/

void DrawFlats(unsigned tex_f, unsigned tex_c)
{
  int x, y, y0, halfheight;
  unsigned top_offset0, bot_offset0, top_offset, bot_offset;
  unsigned top_add, bot_add;
  byte p, color;
  byte far *src_bot, far *src_top;
  fixed dist;            // distance to row projection
  fixed tex_step;        // global step per one screen pixel
  fixed gu, gv, du, dv; // global texture coordinates
  int u, v;              // local texture coordinates

// ------ * prepare * --------

  halfheight=viewheight>>1;
  y0=min_wallheight>>3;      // starting y value
  if(y0>halfheight) return;  // view obscued by walls
  if(y0==0) y0=1;           // don't let division by zero
  top_offset0=80*(halfheight-y0-1);  // and will decrease by 80 each row
  bot_offset0=80*(halfheight+y0);  // and will increase by 80 each row

  src_bot=PM_GetPage(tex_f); // load floor texture
  src_top=PM_GetPage(tex_c); // load ceiling texture

// draw horizontal lines

  for(p=0; p<4; p++)
  {
    asm mov ax,0x0102
    asm mov cl,[p]
    asm shl ah,cl
    asm mov dx,0x3c4
    asm out dx,ax

    for(y=y0, top_offset=top_offset0, bot_offset=bot_offset0; y<halfheight; y++, top_offset-=80, bot_offset+=80)
    {
      dist=(heightnumerator/y)<<5;
      gu= viewx+FixedByFrac(dist, viewcos);
      gv=-viewy+FixedByFrac(dist, viewsin);
      tex_step=(dist<<8)/viewwidth/175;
      du= FixedByFrac(tex_step, viewsin);
      dv=-FixedByFrac(tex_step, viewcos);
      gu-=((viewwidth>>1)-p)*du;
      gv-=((viewwidth>>1)-p)*dv; // starting point (leftmost)
      du<<=2; // 4pix step
      dv<<=2;
      for(x=p, top_add=top_offset, bot_add=bot_offset; x<viewwidth; x+=4, top_add++, bot_add++)
      {
        if(wallheight[x]>>3<=y)
        {
          u=(gu>>10)&63; v=(gv>>10)&63;
          color=*(src_top+((63-u)<<6)+(63-v));

// draw top pixel using <color>

          asm mov es,[screenseg]
          asm mov di,[bufferofs]
          asm add di,[top_add]
          asm mov al,[color]
          asm mov es:[di],al

          color=*(src_bot+(u<<6)+(63-v));

// draw bottom pixel using <color>

          asm mov es,[screenseg]
          asm mov di,[bufferofs]
          asm add di,[bot_add]
          asm mov al,[color]
          asm mov es:[di],al
        }
        gu+=du; gv+=dv;
      }
    }
  }
}


-Raziel

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PostPosted: Sat Nov 18, 2006 4:57 pm
   Subject: Re: [HELP] Textured Ceiling\Floor
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Cool. For your vgaCeiling, are you changing the 0x#### values to USE_TEX(#)?
It should be changed to something like this for every level you want to add Ceiling/Floor textures to:

::: CODE :::
unsigned vgaCeiling[]=
{
#ifndef SPEAR
USE_TEX(1),USE_TEX(3),0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0xbfbf,
0x4e4e,0x4e4e,0x4e4e,0x1d1d,0x8d8d,0x4e4e,0x1d1d,0x2d2d,0x1d1d,0x8d8d,
0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x2d2d,0xdddd,0x1d1d,0x1d1d,0x9898,
0x1d1d,0x9d9d,0x2d2d,0xdddd,0xdddd,0x9d9d,0x2d2d,0x4d4d,0x1d1d,0xdddd,
0x7d7d,0x1d1d,0x2d2d,0x2d2d,0xdddd,0xd7d7,0x1d1d,0x1d1d,0x1d1d,0x2d2d,
0x1d1d,USE_TEX(12),0x1d1d,0x1d1d,0xdddd,0xdddd,0x7d7d,,0xdddd,0xdddd

#else
USE_TEX(6),0x4f4f,0x1d1d,0xdede,0xdfdf,0x2e2e,0x7f7f,0x9e9e,0xaeae,0x7f7f,
0x1d1d,0xdede,0xdfdf,0xdede,0xdfdf,0xdede,0xe1e1,0xdcdc,0x2e2e,0x1d1d,0xdcdc
#endif
};

That will make it use Wall 1 shades as the ceiling/floor textures for Episode 1 Level 1 in wolf3d, Wall 3 shades for Episode 1 Level 2 for wolf3d, Wall 12 shades for Episode 6 Level 2 in wolf3d, and Wall 6 shades for in Level 1 for Spear of Destiny, for example.

Any chance of being able to see VGAClearScreen() function in WL_DRAW.C too? We midaswell make sure that part is correct as well.

Human_Waste wrote:
But it has the Textured ceiling/floor mod, HiRes and some other stuff and the sounds are distorted as well (in the same engine that I didn't made)

Wow, another source code with distorted sounds? You have any other computers you can test it on? Ah, I must go read now, but that's that's very interesting.
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PostPosted: Sat Nov 18, 2006 9:19 pm
   Subject: Re: [HELP] Textured Ceiling\Floor
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oops... I've posted the wrong code hehe Embarassed
Here's the one I needed to post plus the one you asked for while I was asleep Laughing

::: CODE :::
unsigned vgaCeiling[]=
{
#ifndef SPEAR
 USE_TEX(48),0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0xbfbf,
0x4e4e,0x4e4e,0x4e4e,0x1d1d,0x8d8d,0x4e4e,0x1d1d,0x2d2d,0x1d1d,0x8d8d,
0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x2d2d,0xdddd,0x1d1d,0x1d1d,0x9898,
0x1d1d,0x9d9d,0x2d2d,0xdddd,0xdddd,0x9d9d,0x2d2d,0x4d4d,0x1d1d,0xdddd,
0x7d7d,0x1d1d,0x2d2d,0x2d2d,0xdddd,0xd7d7,0x1d1d,0x1d1d,0x1d1d,0x2d2d,
0x1d1d,0x1d1d,0x1d1d,0x1d1d,0xdddd,0xdddd,0x7d7d,0xdddd,0xdddd,0xdddd

#else
0x6f6f,0x4f4f,0x1d1d,0xdede,0xdfdf,0x2e2e,0x7f7f,0x9e9e,0xaeae,0x7f7f,
0x1d1d,0xdede,0xdfdf,0xdede,0xdfdf,0xdede,0xe1e1,0xdcdc,0x2e2e,0x1d1d,0xdcdc
#endif
};

// ------------------------- * Textured flats * -------------------------
/*
** Draw Textured Floor/Ceiling
*/

void DrawFlats(unsigned tex_f, unsigned tex_c)
{
  int x, y, y0, halfheight;
  unsigned top_offset0, bot_offset0, top_offset, bot_offset;
  unsigned top_add, bot_add;
  byte p, color;
  byte far *src_bot, far *src_top;
  fixed dist;            // distance to row projection
  fixed tex_step;        // global step per one screen pixel
  fixed gu, gv, du, dv; // global texture coordinates
  int u, v;              // local texture coordinates

// ------ * prepare * --------

  halfheight=viewheight>>1;
  y0=min_wallheight>>3;      // starting y value
  if(y0>halfheight) return;  // view obscued by walls
  if(y0==0) y0=1;           // don't let division by zero
  top_offset0=80*(halfheight-y0-1);  // and will decrease by 80 each row
  bot_offset0=80*(halfheight+y0);  // and will increase by 80 each row

  src_bot=PM_GetPage(tex_f); // load floor texture
  src_top=PM_GetPage(tex_c); // load ceiling texture

// draw horizontal lines

  for(p=0; p<4; p++)
  {
    asm mov ax,0x0102
    asm mov cl,[p]
    asm shl ah,cl
    asm mov dx,0x3c4
    asm out dx,ax

    for(y=y0, top_offset=top_offset0, bot_offset=bot_offset0; y<halfheight; y++, top_offset-=80, bot_offset+=80)
    {
      dist=(heightnumerator/y)<<5;
      gu= viewx+FixedByFrac(dist, viewcos);
      gv=-viewy+FixedByFrac(dist, viewsin);
      tex_step=(dist<<8)/viewwidth/175;
      du= FixedByFrac(tex_step, viewsin);
      dv=-FixedByFrac(tex_step, viewcos);
      gu-=((viewwidth>>1)-p)*du;
      gv-=((viewwidth>>1)-p)*dv; // starting point (leftmost)
      du<<=2; // 4pix step
      dv<<=2;
      for(x=p, top_add=top_offset, bot_add=bot_offset; x<viewwidth; x+=4, top_add++, bot_add++)
      {
        if(wallheight[x]>>3<=y)
        {
          u=(gu>>9)&127; v=(gv>>9)&127;
          color=*(src_top+((127-u)<<7)+(127-v));

// draw top pixel using <color>

          asm mov es,[screenseg]
          asm mov di,[bufferofs]
          asm add di,[top_add]
          asm mov al,[color]
          asm mov es:[di],al

          color=*(src_bot+(u<<7)+(127-v));

// draw bottom pixel using <color>

          asm mov es,[screenseg]
          asm mov di,[bufferofs]
          asm add di,[bot_add]
          asm mov al,[color]
          asm mov es:[di],al
        }
        gu+=du; gv+=dv;
      }
    }
  }
}


And the VGAClearScreen() -- I hope it this one.



::: CODE :::
void VGAClearScreen (unsigned ceiling)
{
// unsigned ceiling=vgaCeiling[gamestate.episode*10+mapon];

  //
  // clear the screen
  //
asm   mov   dx,SC_INDEX
asm   mov   ax,SC_MAPMASK+15*256   // write through all planes
asm   out   dx,ax

asm   mov   dx,80
asm   mov   ax,[viewwidth]
asm   shr   ax,2
asm   sub   dx,ax               // dx = 40-viewwidth/2

asm   mov   bx,[viewwidth]
asm   shr   bx,3               // bl = viewwidth/8
asm   mov   bh,BYTE PTR [viewheight]
asm   shr   bh,1               // half height

asm   mov   es,[screenseg]
asm   mov   di,[bufferofs]
asm   mov   ax,[ceiling]

toploop:
asm   mov   cl,bl
asm   rep   stosw
asm   add   di,dx
asm   dec   bh
asm   jnz   toploop

asm   mov   bh,BYTE PTR [viewheight]
asm   shr   bh,1               // half height
asm   mov   ax,0x1919

bottomloop:
asm   mov   cl,bl
asm   rep   stosw
asm   add   di,dx
asm   dec   bh
asm   jnz   bottomloop
}


And I'll try to send the game to my friend so he could check if the sounds are distorted on his computer too.

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PostPosted: Sun Nov 19, 2006 4:14 am
   Subject: Re: [HELP] Textured Ceiling\Floor
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Okey, I'm on air-coding now.

I see your DrawFlats writes both ceiling and floor in the same loop. I, myself, have splitted this up into two loops, one for the ceiling and another for the floor. maybe that is an idea.

And one question, I thought you'd said before, but I am not sure: do you use someone else's code? Like an already improved version, or did you just started from scratch with a fresh wolf3d source code? Because I'm still with my old opinion: I think the problem is with one of the memory-saving things. And another: do you encounter sticky controls? Like you press a button and release it, and then the player moves somewhat more, while you didn't gave a command for that.
I remember myself having this problem too, and when I switched to WASD movement, it was gone.

And did you added the PM_refresh thing (that thing I didn't remember and still don't know what it really is, but yeah, it works).
It helps to keep pageloading fast:D
now, we're gonna solve this, right?

- lwmxynedtodth

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PostPosted: Sun Nov 19, 2006 8:47 am
   Subject: Re: [HELP] Textured Ceiling\Floor
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Human_Waste wrote:
And the VGAClearScreen() -- I hope it this one.

Looks good to me. From what I can tell, your DrawFlats looks correct too.

Human_Waste wrote:
And I'll try to send the game to my friend so he could check if the sounds are distorted on his computer too.

Right on.

lwmxynedtodth wrote:
And one question, I thought you'd said before, but I am not sure: do you use someone else's code? Like an already improved version, or did you just started from scratch with a fresh wolf3d source code? Because I'm still with my old opinion: I think the problem is with one of the memory-saving things. And another: do you encounter sticky controls? Like you press a button and release it, and then the player moves somewhat more, while you didn't gave a command for that.
I remember myself having this problem too, and when I switched to WASD movement, it was gone.

And did you added the PM_refresh thing (that thing I didn't remember and still don't know what it really is, but yeah, it works).
It helps to keep pageloading fast:D
now, we're gonna solve this, right?

Cool ideas and suggestions lwmxynedtodth. I'm also curious in hearing Raziel's answers to these ones. Smile
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PostPosted: Sun Nov 19, 2006 8:59 am
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I said that before, but thanks.

- lwmxynedtodth

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PostPosted: Sun Nov 19, 2006 9:09 am
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Just saw the posts and I'm glad we're back on topic Laughing
Anyways... @lwmxynedtodth: Yeah, I don't use my own code. I just found some new code on my comp that has HiRes, Textured floor/ceiling mod and more... But the sounds are already distorted there and about if I'm using a fresh copy of the engine...
Well I tried... And like Chris said the VGAClearScreen functions are both good so you know I didn't made any real mistake.
And maybe you mean PM_NextFrame();? It was already in the ID_PM.C file. Where the PML_GetEMSAddress() routine is. I don't know what I've even saying lol, it's all Gibberish to me Laughing

Hope that kinda sorted things out...

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PostPosted: Sun Nov 19, 2006 9:21 am
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It did. It sounds like your code was wrong, and is still wrong. That is a pity, because now it could be caused by everything possible.
Have you heard from your friend yet? You could send me the code too, if you want.

Maybe you should start over with the original wolf3d source. Including high-res and shading and all that stuff isn't really hard to do.
Well, relatively Mr Green

- lwmxynedtodth

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PostPosted: Sun Nov 19, 2006 9:31 am
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Maybe it's easy for you lol ;P
But I still don't manage to implant the LightShading tutorial into my game.
I'm just trying to create a game with Textured ceiling/floors mod, HiRes and that's it Neutral
It's quite irritating to hear those distorted sounds Not Happy
and if I'll just fix that problem the game can be so much fun without the distorted sounds problems :]

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PostPosted: Sun Nov 19, 2006 9:31 am
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Okey. Maybe I'm on it.
This is the post were the audiohuffman is called:
http://diehardwolfers.areyep.com/viewtopic.php?t=2798&postdays=0&postorder=asc&&start=40

I may say that my memory isn't sometimes on it's best. But I remember myself un-doing one of
the memory saving things and that removed the distorted audio. The frantic thing is - I do not know which one (out of the uh, 100?)
Maybe it is the audiohuffman. Note that Adam Biser posted something too, that didn't work out. My memory is ignoring me now,
but my intuitive left ear tells me that this not-working-code worked fine, but caused distorted sounds.

Now, don't cheer too early, this theory is as unstable as my memory:D

- lwmxynedtodth

EDIT: reaction on the post above, since we were posting at the same time Mr Green
Well, it is not that hard. Nowadays the shading is a bit more though, I screwed it the first two times.

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PostPosted: Sun Nov 19, 2006 9:58 am
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I tried that thing with the audiohuffman and guess what? It didn't work Laughing
But it's OK, I just hope that I'll be able to fix that problem with your help.

-Raziel

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PostPosted: Sun Nov 19, 2006 12:52 pm
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Hey,
What did you do? Did you apply the little tutorial, or did you checked it already was and un-applied it?
And about the other memory-saver Adam mentions? I'm not quite sure it should work, but I already said that.

- lwmxynedtodth

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PostPosted: Sun Nov 19, 2006 1:47 pm
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Yes, I applied the little tut that Ripper wrote down there. But it didn't do much Neutral
I mean, it didn't solve the Digitized Distorted Sounds... Which sux if you ask me Laughing
Every time when I think I'm about to make a good game, something have to go completely wrong Evil or Very Mad
And believe me I hate when it happens lol because I don't want to make a game with a
simple source... Seeing all those mods with HiRes, Textured ceiling/floors, LightShadings and more than 4 weapons
really makes me feel bad because I can't make such a game without problems popping out of no where... And yes I know that I'm not the only one with problems and that they have to fix like tones of things before releasing their game...

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PostPosted: Sun Nov 19, 2006 7:42 pm
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Just a quick little question here.. I was reading something else and it triggered one question that I don't think anyone asked yet...

Are these new sounds that you have added to the game???

If yes, which program did you use to add them into your files????

The reason I say this, is that some programs don't necessarily convert the sounds that we insert into the vswap properly. If you just install sounds without making them compatible, then you will get this distorted and awful sound - nothing like it was before you inserted it (ie: played in Media Player or some other sound program).

Remember that all audio sound files that you wish to insert into Wolfenstein must be converted to the Wolfenstein standards:

8-Bit Mono @ 6898khz sampling rate.

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PostPosted: Mon Nov 20, 2006 12:36 am
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*ping* Good thing BT.

And Human_Waste: try to check your code if these memory-savers were already applied, and un-apply them.
Keep ya head up mate, I'm doing this stuff since June this year, and I'm still almost nowhere.
And check for the code Adam Biser mentions in the memory-saving post, maybe it was applied.

- lwmxynedtodth

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PostPosted: Mon Nov 20, 2006 5:38 am
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@BrotherTank: I did ask that before: http://diehardwolfers.areyep.com/viewtopic.php?t=4117#19
I think his answer is in the next post, though I don't think that answers it very much, but he does say it also happens in the original VSWAP, from what I understand.

@lwmxynedtodth: The thing I mention in that memory thread that does not work should not affect sound.

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PostPosted: Mon Nov 20, 2006 6:31 am
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Adam Biser wrote:
@BrotherTank: I did ask that before: http://diehardwolfers.areyep.com/viewtopic.php?t=4117#19
I think his answer is in the next post, though I don't think that answers it very much, but he does say it also happens in the original VSWAP, from what I understand.


Adam is right... Even with the original VSWAP it happens... And btw, one more thing. I was playing Halls of Stonehenge the other day and guess what? the sounds are distorted there too... But in this particular game I think it's related to the sounds and not to the engine like in my game... Think

Anyways, I really appreciate that you guys are taking the time to help me on this one Smile

-Raziel

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PostPosted: Tue Nov 21, 2006 12:08 am
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Human_Waste wrote:
And btw, one more thing. I was playing Halls of Stonehenge the other day and guess what? the sounds are distorted there too... But in this particular game I think it's related to the sounds and not to the engine like in my game... Think

That's pretty interesting. Does it still do this if you go it's Controls -> Advanced Menu and disable the Ceiling/Floor textures?
I'm also curious, does this problem also happen to you in Halls of Stonehenge: Special Edition? They have quite a few differences engine-wise.

Also, what happends if you lower your Wave volume on your Volume Control in Windows (the speaker icon on the bottom right of the start menu)?
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PostPosted: Tue Nov 21, 2006 3:29 am
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Hey,
Another thing. I was watching the DVD Pulp Fiction yesterday. The sounds in there were a bit distorted, and the help-file said that I should check wether my pc was using hardware acceleration for sound or not.
This nifty tool is in Configuration -> Audio and Media (or something like it) -> Click the Audio tab and then click Advanced. Now there should be a new screen, not the tab you see but the other, where you can adjust the slider for hardware acceleration. Try different settings for that one. My DVD sound distortion almost disappeared while using full acceleration.
It is just wether your pc uses software to transform the sounds or use the hardware. If you use the hardware acceleration, the bits are directly sent to your hardware, giving a cleaner sound and a better response. However, adjusting the slider may cause errors in other games, because most hardware is unable to do everything in realtime, the sound processor cant handle it.
Note: it is absolutely harmless and just trying different settings is maybe a good option.

- lwmxynedtodth

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PostPosted: Tue Nov 21, 2006 4:22 am
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@Chris: I tried HOS without the Textured ceiling/floors and it worked fine without any sound distortions and I tried HOS SE too,
guess what? distorted sounds Mouth Shut

@lwmxynedtodth: I sent the game to a friend and the sounds are distorted on his computer too it probably has to do something in the code, too bad I don't know where in the code Not Happy
And I've tested your sound method, my slider was at the Full Acceleration and I tried the rest including this one and it didn't do much... So like I said it must be something in the coding Neutral

-Raziel

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