Remaining R5 issues
The wheel mouse zoom in and zoom out seems choppy in F3 (command view). I've been using madp's autohotkey for zooming and it doesn't have this probelm, the zoom is smooth.
Also, if you don't have the "wheel up" and "wheel down" mapped in the controls for zooming and you have virtual joystick off, the wheel will control the throttle of you ship. On the other hand, if you have the "wheel up/down" mapped to the zoom controls then the distance zoomed when virtual joystick is on (very few zoom) is different from when the virtual joystick is off (more reasonable zooming). And like in the F3 view, the zooming transition isn't smooth.
You can check madp's mod here: http://www.freeallegiance.org/forums/index...p;showentry=211. Running it over this latest R5 build seems to work so you can easily notice the difference.
Edit: Oh and is there a way to add the ability to rotate the F3 view when in base?
Also, if you don't have the "wheel up" and "wheel down" mapped in the controls for zooming and you have virtual joystick off, the wheel will control the throttle of you ship. On the other hand, if you have the "wheel up/down" mapped to the zoom controls then the distance zoomed when virtual joystick is on (very few zoom) is different from when the virtual joystick is off (more reasonable zooming). And like in the F3 view, the zooming transition isn't smooth.
You can check madp's mod here: http://www.freeallegiance.org/forums/index...p;showentry=211. Running it over this latest R5 build seems to work so you can easily notice the difference.
Edit: Oh and is there a way to add the ability to rotate the F3 view when in base?
Last edited by Kap on Sat Aug 22, 2009 3:49 pm, edited 1 time in total.


If A is success in life, then A equals x plus y plus z. Work is x; y is play; and z is keeping your mouth shut. -- Albert Einstein
Do a barrel roll!Kap wrote:QUOTE (Kap @ Aug 22 2009, 10:47 AM) Edit: Oh and is there a way to add the ability to rotate the F3 view when in base?
Last edited by Adaven on Mon Aug 24, 2009 10:33 pm, edited 1 time in total.
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Noticed an issue (crash) when upscaling the res in game past 1280x1024 with a native res of 1920x1080 on a 3650. In the process of Installing VS2010 to gather more information.
Last edited by Adam4 on Sat Sep 12, 2009 10:38 am, edited 1 time in total.
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This is the call stack I managed to get from the crash. Also included are my devicecreation and videosettings.log
http://pastebin.com/m61bf0179
EDIT: In R4, when shifting up from the same Res, the screen goes all black, the game continues, and the only way you can restore functionality is to hit "L" , which lowers the res back to 1280x1024.
http://pastebin.com/m61bf0179
EDIT: In R4, when shifting up from the same Res, the screen goes all black, the game continues, and the only way you can restore functionality is to hit "L" , which lowers the res back to 1280x1024.
Last edited by Adam4 on Sat Sep 12, 2009 12:19 pm, edited 1 time in total.
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There is an issue with:
8) 1360x768 @ 60
I am unable to reproduce this since I don't have this resolution supported. I can look at this later but would love to have someone confirm this with the same (or similar) resolution.
Can you test (with R4) 9) 1360x1024 @ 60?
press Esc-D-H instead of L
edit2: Do you crash on a R5Retail build?
8) 1360x768 @ 60
I am unable to reproduce this since I don't have this resolution supported. I can look at this later but would love to have someone confirm this with the same (or similar) resolution.
Can you test (with R4) 9) 1360x1024 @ 60?
press Esc-D-H instead of L
edit2: Do you crash on a R5Retail build?
Last edited by TheRock on Tue Sep 15, 2009 10:25 pm, edited 1 time in total.

Adam4 wrote:QUOTE (Adam4 @ Sep 12 2009, 12:38 PM) Noticed an issue (crash) when upscaling the res in game past 1280x1024 with a native res of 1920x1080 on a 3650. In the process of Installing VS2010 to gather more information.
In the short time we spend on this we couldn't solve or fix the crash. The game crashes on both debug and retail when trying to render (DX9 BeginScene() call) a specific resolution, 1360x768 in this case. This can cause issues if the client wishes to increase to resolutions "behind" the crashing one. A work around to get to those higher resolutions is to launch with -software mode and selecting a higher res.Adam4 wrote:QUOTE (Adam4 @ Sep 12 2009, 01:10 PM) This is the call stack I managed to get from the crash. Also included are my devicecreation and videosettings.log
http://pastebin.com/m61bf0179
EDIT: In R4, when shifting up from the same Res, the screen goes all black, the game continues, and the only way you can restore functionality is to hit "L" , which lowers the res back to 1280x1024.
We don't think this is a release stopper as there is currently only one user experiencing the crash and there is a way around it.

Just tested this issue again. Dont know what it was (maybe new drivers), but it seems fixed now.
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Anyone else noticed that the following weapon sounds are broken?
CC, DN, Alleg+, aso:
PE Striker
EW Pulse Laser
EW A-B Stinger
PE Mini-Gun
PE Gat Gun
PE AutoCan
EW A-BS Can
EW Disruptor
EW Sniper
EW SkyRip
EW SkyRip LE
EoR:
Machine Gun/Gattling Gun
Autocannon
Flak Battery
All these sound use RepeatingFireSound in sounddef.mdl.
If you fire these weapons (more than one shoot), you will notice an ugly sound (less than a half second).
I've tested it on the following machines:
Windows 7 Professional x64 with Creative X-Fi
Windows Vista Home x64 with Realtek onboard sound
Rock said he has the same problem on XP.
CC, DN, Alleg+, aso:
PE Striker
EW Pulse Laser
EW A-B Stinger
PE Mini-Gun
PE Gat Gun
PE AutoCan
EW A-BS Can
EW Disruptor
EW Sniper
EW SkyRip
EW SkyRip LE
EoR:
Machine Gun/Gattling Gun
Autocannon
Flak Battery
All these sound use RepeatingFireSound in sounddef.mdl.
If you fire these weapons (more than one shoot), you will notice an ugly sound (less than a half second).
I've tested it on the following machines:
Windows 7 Professional x64 with Creative X-Fi
Windows Vista Home x64 with Realtek onboard sound
Rock said he has the same problem on XP.
Last edited by pkk on Sun Nov 15, 2009 9:32 pm, edited 1 time in total.
The Escapist (Justin Emerson) @ Dec 21 2010, 02:33 PM:
The history of open-source Allegiance is paved with the bodies of dead code branches, forum flame wars, and personal vendettas. But a community remains because people still love the game.



