RP reloading

If you find a bug within PR:BF2 (including PRSP), please report it here.
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Chubben
Posts: 118
Joined: 2007-01-22 08:57

RP reloading

Post by Chubben »

Just a heads up i am not sure if its intended but you can't reload on RP's since final release, you could in last beta ?
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sofad
Retired PR Developer
Posts: 1811
Joined: 2005-12-19 10:38

Post by sofad »

known bug.
will be fixed.
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l|Bubba|l
Posts: 646
Joined: 2007-03-25 03:40

Post by l|Bubba|l »

And what's up with the radio chatter of the RPs? I can hear them more than 100m away. Image
The sound distance in 607rc1 was already fine.

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sofad
Retired PR Developer
Posts: 1811
Joined: 2005-12-19 10:38

Post by sofad »

will have a look into it
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sofad
Retired PR Developer
Posts: 1811
Joined: 2005-12-19 10:38

Post by sofad »

hey bubba,
whats about your problem? still exist? have you tried to update the openal.dll and the openal wrapper in the bf2 dir, like ive described in the other thread?
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l|Bubba|l
Posts: 646
Joined: 2007-03-25 03:40

Post by l|Bubba|l »

[R-DEV]sofad wrote:hey bubba,
whats about your problem? still exist? have you tried to update the openal.dll and the openal wrapper in the bf2 dir, like ive described in the other thread?
Nothing changed.
Never had Sound problems before or after I changed the openal.
And the long range RP noises doesn't sound like a soundproblem at all.
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sofad
Retired PR Developer
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Post by sofad »

did you do the openal update including the copy and rename of the wrap_oal.dll file?
do you use hardware sound? try software instead, or vice versa.
try to lower your soundhardwareacceleration.
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l|Bubba|l
Posts: 646
Joined: 2007-03-25 03:40

Post by l|Bubba|l »

[R-DEV]sofad wrote:did you do the openal update including the copy and rename of the wrap_oal.dll file?
do you use hardware sound? try software instead, or vice versa.
try to lower your soundhardwareacceleration.
1. Yes
2. Yes
3. No changes

Does this really matter?
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sofad
Retired PR Developer
Posts: 1811
Joined: 2005-12-19 10:38

Post by sofad »

yes, to lower hardwareacceleration for sound could always fix strange problems.
it was fixing the problems with not hearing the own gun for the other guy and does also fix a strange black texture problem for him, so you never know..
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l|Bubba|l
Posts: 646
Joined: 2007-03-25 03:40

Post by l|Bubba|l »

[R-DEV]sofad wrote:yes, to lower hardwareacceleration for sound could always fix strange problems.
it was fixing the problems with not hearing the own gun for the other guy and does also fix a strange black texture problem for him, so you never know..
Yes but this wouldn't solve the real problem at all.
You talk about sound problems that are disadvantges but this is an advantage.
The other guys out there don't even try to get rid of an advantage.
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FieroGT42
Posts: 3
Joined: 2007-08-09 02:58

Post by FieroGT42 »

l|Bubba|l wrote:And what's up with the radio chatter of the RPs? I can hear them more than 100m away. Image
The sound distance in 607rc1 was already fine.

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I've tried several nice sound cards and a couple of borrowed high end cards with BF2, and I've always had a similar problem with EAX enabled. For some reason, EAX doesn't function properly on the vast majority of sound cards, resulting in no sound attenuation over distance, thus you can hear for miles, often everything being at the same volume regardless. This also has the nice side effect of quickly overloading the # of simultaneous channels a sound card can process, sometimes resulting in additional sound corruption.
sofad
Retired PR Developer
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Joined: 2005-12-19 10:38

Post by sofad »

did you get your DirectX 9 to the very last update?
did you do the openAl update from the other thread?
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