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AAAaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah....
I thought it was a bug with normal scenarios NOT with playback scenario. :facepalm:
Yes of course I have it.
No focus change= no callback= no sound change.
It's even worse as we have wind in space (Focus on GL01 while cam on Shuttle docked to ISS)...
That would be a FAQ or Snippet post case like for OrbiterSound's stickies here:
http://orbiter.dansteph.com/forum/list.php?f=2
Good news I'll reuse my "txt2html" utility as in the Arrow Freighter, this mean that the txt file used in the inline help of UMmu will be a source to create the real...
No promise but thinking about it.
What case exactly (have you an addon in mind ?) ? Would a per vessel class breath area work ? (Ie: Declaring class "DeltaGlider, 10m" would create a breathable sphere of 10 meters around the center of every deltaglider)
Take in account it can only be a sphere...
Having the only two machine where OrbiterSound fail is really a strange coincidence.
If it's the same download it's possible its corrupt, clear your browser's cache, download again.
What OS on the two machines ? Special hardware on both ?
DirectX and drivers up to date ?
My old tutorial is still up to date for explaining such problem: (Appart that max texture size is maybe 2048x2048 yet)
http://www.dansteph.com/publie/tutorial/Texturing.html
Well, I'll first do the things then I can list them... :lol:
Yet for UMmu you have graphic clients, local light and new...
I don't have any idea why what work for everyone fail in your case.
You don't use any Orbiter patch yes ? I see in log Orbiter version is 100830.
What might not be good is the "program files" folder which is doomed for file permission.
Try to copy your orbiter folder elsewhere (user directory)...
Mhhhh...
First a separate texture is against optimisation, the more state change there is the more work your graphic card do. (Of course one more texture.... well you know, the ShuttleA have 10-15, this is not the example to follow and some worse model are exploded into 40-60 textures. The UMmu...
The only case we had of that was a wrong speaker/sound configuration in windows, from the FAQ:
Sound is louder or very weak when my head is straight or pan left/right.
Check your window's speaker settings (see doc). OrbiterSound uses the default window's speaker settings so if the model is...
OrbiterSound 4.0 is a major update of OrbiterSound:
3D sound, per vessel sound by configuration file, a lot of sounds reworked or
added, full DX9 & DX11 compatibility. See the download page.
Tuesday :lol:
Complete and fully integrated sound environment, include thrust sound,gpws,launch countdown,docking,aircond,wind, atc, ambience sound and few more others (278 WAV files!).
Included Mp3 player, MFD and the SDK for add-on developers.Important Note: This 2012 version is a major update with 3D...
Okay I'll go for white spacesuit and if I have a doubt for logo system
I'll post some screen shots for you to comments.
I prefer the Sci girl personally :lol:
But yes they will all be there as before.
Dan
In the online doc it's normal, it miss the whole Orbiter folder behind.
The doc is made for local view.
EDIT dgatsoulis was faster :)
EDIT EDIT: Pawned
It mean I would use the thanks system as a "tag post" to keep track of bug as in my forum with the colours.
But as it seem there will...
EDIT:
OrbiterSound 4.0 was released, see my download page.
-----------------------------------------------------
Public testing of OrbiterSound 4.0 - release candidate 2
This is the final version of OrbiterSound 4.0 for the public to test.
If nothing serious show for you it will be the...
Well, I'll remove them for more "generic flag", but will probably add 2 new type (as Capt, Sci etc):
Nasa - this one
Esa - with esa flag instead
So those that use UMmu for "realist" mission can use them.
As for Capt, Sci, Tech, I wonder now if I'll color the suit as in UMmu 2.0, maybe I can...
In the image above it have a turbo pack ;)
It look great like it was made for it. Of course the turbo pack is partly inside the stock pack but it doesn't look choking at all.
Whatever I do there is something unrealistic, this solution have the immense advantage of looking good with 0% rework.
Reworked the background for a nylon style (previously it looked like paper)
This is the 2048 texture, it loose some details with the planned 1024 release but at least it doesn't look like paper anymore.
DEV NEWS
I just released the "final release candidate 2" to beta testers.
If they give the 'go' I'll release it publicly on O-F for everyone
to make a last check. If no horrible bug show this version will be
the finale version. (Why not a release tuesday ? :) )
DEV NEWS
Finally I added a second helmet's light... look better no ? ;)
(Work in progress for UMmu 2.5, OrbiterSound 4.0 is almost finished )
It use normal map (of DX9 & DX11) so shadow are dynamic:
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