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Topics - cell

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1
Bug Reports & Support / Audio Popping / Crackling OpenAL issue
« on: October 02, 2021, 09:55:14 AM »
I've been having an audio issue since I started playing again for the 0.95 release. Some sounds are distorted with a popping / crackling noise. It only happens to some sounds, not everything. I hear it sometimes when travelling in hyperspace. The most noticeable one though are engines. Every engine sound, no matter the hull size / tech, seems to have the problem. It's very noticeable at the start of battles because the engine sounds are pretty much all you here.

I found a few threads that I assume were the same issue. This led me to the OpenAL clue.

Crackling/Static sounds in Music?
Crackling + popping audio (win 7 laptop)
Static/Crackling sounds in the music

I tried each older version of the game until 0.6a-RC4. This version doesn't have the issue. Using these older OpenAL dlls with the latest game version solves the problem. I should note that I was just using old exes I still had. I'm not certain the exact release that updated the dlls. Here's a video demonstrating the problem:



For anyone with the same issue that finds this post, you can download an older version such as 0.6.1a-RC2 to get the dlls that fixed the problem for me. Use 7zip to open the exe and copy OpenAL32.dll and OpenAL64.dll from \starsector-core\native\windows and overwrite the existing dlls in the same path in your current install folder.

OpenAL32.dll (MD5: c82c388f3e106ca01a6a20d04e802b97)
OpenAL64.dll (MD5: b1fddfe2bfdb7d54ebf35ca8e3d11ef7)

Now I'm 99% certain that I didn't have this issue in the past on any of the older releases that now have the problem. I've used a dedicated sound card for probably the last decade because of poor audio quality and issues with integrated in the past. However, last year I upgraded my cpu and decided to try out integrated again because it was supposed to be high quality. I'm using my MSI Z490 UNIFY motherboard's integrated Realtek ALC1220 audio with the 6.0.8991.1 driver. I've had zero issues with any game, media player, music player, etc. until now. I've played a lot of different games with this setup, including other games using OpenAL. I can only assume that the issue has something to do with Realtek. Surely it can't be that simple though because I'm sure the vast majority of people are using integrated audio, many being Realtek. I'd expect way more posts about the problem if it was widespread.

So my questions now are why is this happening and what is the actual cause? What exactly has changed in the newer OpenAL dlls? Are there any downsides to me using these older dlls? I tested the new vs old dlls on 0.95a-RC15 with both versions running so I could quickly switch between windows and compare... and they sound identical (aside for the popping issue with the new dlls). At least playing around in the simulation with various weapons and ships I couldn't tell any difference.

2
Modding / Adjust volume / pitch in real time?
« on: September 24, 2021, 06:17:02 PM »
Is it possible to adjust volume / pitch in real time? Neither pressing F8 in dev mode or backing out and in to a simulation seems to update my changes. I have to relaunch the game for them to take effect.

3
Bug Reports & Support / Destroyed Station Battle
« on: June 26, 2019, 12:47:53 PM »
I may have the details of what happened wrong but I believe an allied fleet was engaging a Pirate station (Kanta's Den) and I decided to assist them. Immediately after destroying the station I had the option to engage again (I think it may have asked if I wanted to pursue the fleeing hostiles). Upon entering this second engagement there were no hostiles and just the destroyed station. The allied ships just sat around idle and my CR was dropping as if there was enemy presence. I had to retreat from the battle because there was nothing to fight. After retreating I believe I still got to collect salvage as normal.

This happened yesterday and unfortunately I didn't have the time to post then and don't have the save either. I did take a couple screenshots though.

https://i.imgur.com/T4cRPvB.png
https://i.imgur.com/Q8qrJ9P.png

4
General Discussion / Questions
« on: April 25, 2017, 09:05:51 PM »
1. Do fleetwide character / office skills stack? If, for example, you have multiple officers with points in "Combat Endurance", will that further reduce the chance of malfunctions?

2. Do any combat skills apply to your piloted carrier's fighters as well, or just the carrier itself?

3. Is there a way to control when your entire fleet's fighters engage / regroup similar to how you can with the hotkey for your piloted carrier?

5
Bug Reports & Support / CR not dropping to 0%
« on: December 20, 2015, 04:32:50 PM »
Basically during a long engagement my CR would not drop below 6%, while hostile ships would still drop to 0%. I'm not sure if this is a bug or just some display issue or maybe a mechanic I'm not aware of.

Screenshot:
Spoiler
[close]

6
Bug Reports & Support / Dockyard captain switching repair cost.
« on: December 09, 2015, 02:57:50 PM »
While at a station / planet dockyard, changing which ship I'm captain of causes there to be a 1 supply repair cost. After I repair [hotkey A] I can then change which ship I'm captain of as many times as I want without a repair cost. After leaving the station and then docking again, switching captains will once again cause there to a 1 supply repair cost.

Note: I've only tested this at the Abandoned Terraforming Platform and only with myself as the captain.

7
Bug Reports & Support / Supplies + Shift Click
« on: September 30, 2013, 10:04:38 PM »
okay this is a weird one. some kind of bug with the shift click and hold bar automatically selecting increasing amounts of supplies as you shift click from left to right on the supplies icon.

basically shift clicking different parts of the supplies icon at the hegemony station will pick up more than 1 supply at a time. from the left to mid it only picks up 1 but as you go right the amount increases. it seems the shift click hold bar is the cause of it. ive never noticed this before so i think you'll need my save.

edit: seems it only happens in the rightmost collumn with large stacks of supplies / fuel / crew / marines.

[attachment deleted by admin]

8
Discussions / Terraria
« on: September 30, 2013, 08:38:44 AM »
Not sure how many people here have played it. I've always enjoyed it much more than Minecraft. It's a bunch of fun with some friends. Anyway, tomorrow one of the largest (and likely final) updates will be released. Official changelog here: Terraria 1.2 Changelog

Semi related: if you enjoyed terraria you should check out Starbound. It looks great but I'm honestly starting to think they are never going to release it.

9
General Discussion / Resistant Flux Conduits Questions
« on: September 27, 2013, 08:26:45 PM »
Resistant Flux Conduits: Decreases the amount of damage dealt by EMP weapons (such as Ion Cannons) by 50 percent.

is only EMP damage cut in half or all damage dealt / received by "EMP weapons"?

If its on my ship, is my damage dealt reduced or damage received? ive always assumed received.

i think the description could use some clarification. perhaps it should instead say "Decreases EMP damage received by 50 percent." (assuming thats how it works).

10
Bug Reports & Support / Shield Flux Per Damage Stat Display
« on: September 27, 2013, 06:02:15 PM »
the flux per shield damage taken stat stops updating visually at certain points both positively and negatively. actually, i dont even think its ever updated positively. using a 0.6 base shield to test, no matter how far your CR drops the stat will never display more than +0.04 damage taken.

last patch you could get the stat down to 0.3 (0.6 base + hardended shields + lvl 10 Power Grid Modulation). this patch the lowest you can get the stat is 0.4 and theres also a rounding error so it displays as 0.41.

11
Bug Reports & Support / Target / Switch View Bug?
« on: September 24, 2013, 03:07:28 PM »
When you target a ship (default R) and then switch your view to it (default Z) and then untarget it (press R again) your view gets stuck on that ship and you can no longer view the target info by pressing R again or remove your target by pressing Z. It seems you must open and close the command map (TAB) to fix the bug.

12
Modding / [0.6a] Old Sounds
« on: September 19, 2013, 08:05:15 AM »
Old Sounds

Old Sounds (name subject to change) restores many of the 0.54.1a sounds to the game.

The spoiler contains what is changed.
Spoiler

Ballistic:
Hephaestus Assault Gun
Mark IX Autocannon
Heavy Mauler
Heavy Autocannon
Thumper + spinup sound
Arbalest Autocannon
Railgun
Light Dual Autocannon
Light Autocannon
Light Mortar + removed second 0.54.1a sound clip

Energy:
Thermal Pulse Cannon
Tachyon Lance
Guardian PD System
High Intensity Laser
Autopulse Laser
Heavy Burst Laser
Phase Beam
Graviton Beam
Burst PD Laser
LR PD Laser
Tactical Laser
PD Laser
Mining Laser

Missile:
Annihilator Rocket Pod
Annihilator Rocket Launcher
[close]

My decisions on what to keep and what to replace came from many hours of listening and comparing every weapon in both 0.54.1a and 0.6a. Feel free to ask why I chose to keep or replace X. I'm not a fan of every 0.54.1a sound, but if I included it in this mod then I consider it the better of the two.

Compatibility:

This mod should work with all others but I can't be certain. I naturally had to edit quite a lot in sounds.json but all ids / internal names should be untouched. I did add a few but that shouldn't break anything.

This is my first attempt at modding in any form so I may have made some mistakes even though this is quite basic. I couldn't figure out a way to get only my modified sounds to play without adding replace to mod_info.json. Since I'm replacing stock sounds I'm not sure if it's possible to just add a few custom entries to sounds.json and have it merge like normal instead of my method of replacing the entire file. If anyone knows of a way or has any tips or suggestions, please share. :)

Ideas for next release:
  - Possibly adding the old Neelder family sound back. I feel it may fit the weapon more.
  - Ion Cannon: seems rather loud to me. I may lower the volume.
  - Flak Guns: might change flak explosion back to 0.54.1a
  - Possible restoration of old missile warning and flux venting sounds
  - Railgun: May use the Guass / Hypervelocity sound with tweaked pitch / volume.

I should note that everything I changed in this first release is entirely stock 0.54.1a sounds except for the Light Mortar (I removed the second sound clip which I believe makes it sound better).


13
Suggestions / Missile Names
« on: September 18, 2013, 09:34:10 AM »
wouldnt it make more sense to name missiles this way?

instead of:

Harpoon MRM (Single)
Harpoon MRM
Harpoon MRM Pod

it would be:

Harpoon MRM
Harpoon MRM Rack
Harpoon MRM Pod

you could even add Single / Rack / Pod versions to missiles that dont have them. perhaps a Atropos-class Torpedo Pod (would probably need to be Medium and have a decent ordance point cost). maybe even a Medium size Reaper-class Torpedo Rack (this might be kinda scary)?

14
Bug Reports & Support / Abandoned Storage Facility
« on: May 03, 2012, 11:25:23 AM »
you can exploit the storage facility to get infinite credits / supplies / crew. simply store your entire fleet and then leave. since you have no active ship the game treats you as being defeated and gives you a new starter ship. repeat the process and you can amass an army of starter ships in a few minutes.

this is more of an exploit than a bug but im not sure where else to post it.

15
General Discussion / Refresh Rate
« on: March 05, 2012, 03:29:05 PM »
is there a settings file i can set a custom refresh rate in? the game seems to only use 60Hz. playing in windowed mode is the only solution ive found but i would still prefer fullscreen.

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