![]() There are differences between these versions from gameplay to minor story changes.Ī Fan Remake of the PC version based on the Source engine is currently in development. A third version for the Game Boy Advance was developed by JV Games. On PC and Mac, there's a version developed by Gearbox Software with the GoldSrc engine. NightFire on consoles was developed by Eurocom and EA Canada and was released on PlayStation 2, Nintendo GameCube, and Xbox. It soon becomes apparent that Phoenix's intentions are less than scrupulous, sending Bond to Austria, Japan and an orbiting missile platform to stop Drake's fiendish plot. The plot of the game revolves around an undercover investigation into philanthropist Raphael Drake, whose organisation, Phoenix, works tirelessly to decommission old Nuclear reactors and missiles. James Bond 007: NightFire is a First-Person Shooter released in 2002 and the sequel to 2001's Agent Under Fire. Hopefully kcat gets a chance to look at the logs and get an idea of what's going on.Geisha: You saved my life! How will I repay you?īond: If I live through this, I’ll need a large sake and one hell of a massage. Perhaps other people would have better luck. Conversely, the unofficial patch v5.91 wouldn't run on XP but on Win10 I get the same results as with the demo/full game.Īlso I didn't find any DS3D/EAX ini settings or console commands, but I still can't help but think I'm missing something.īut anyway, these are just my observations. ?Īs for the official 1.1 update, I get the same results as 1.0 on XP but it wouldn't run on 10. DSOAL-XP's last upstream commit outputs virtual stereo so perhaps the answer lies in the fork's changes. On windows 10 however, both versions behave the same way: latest DSOAL and v1.1 result in virtual stereo, while with DSOAL-XP fork (ironically) I get the best* results with virtual surround (although broken rear positionality like I mentioned in the OP). Not sure if that means anything useful but thought it was peculiar. In-game audio bypasses CMSS-3D HRTF while it's virtualizing music playing in WMP, whereas the full game can be virtualized (although just stereo). Semantics aside, I tried the Nightfire demo and oddly the audio behaves differently than in the full game on WinXP. Also EAX isn't exclusive to DS3D since some OpenAL games like Bioshock use it, but don't use DirectSound3D for 3D positional audio, only surround if anything. Some games use DS3D but lack verticality (like NFS: Hot pursuit 2 and 3) and others seem to just use DS3D buffers as virtual speakers like early Half-Life 2. I know 3D positional audio like in RightMark 3D sound where there are calls updating 3D coordinates isn't always guaranteed by DS3D. And lastly, the game just outputs stereo with or without IndirectSound, at least on my end, so using virtual surround software like HeSuVi will just result in virtualized stereo: Yeah, I was just paraphrasing sources that I take with a grain of salt till proven. ![]() Not surprised since the engine has been heavily modified. Even tried MetaAudio since it runs on the GoldSrc engine, but it just fails to run with an error and when copying over hl1 files I get this and if I replace the client.dll from valve\cl_dlls into bond\cl_dlls, metaaudio works but it's just half life even tho I passed -game bond as the argument to the shortcut. ![]() And from the API calls, it seems to be using WinMM instead of DirectSound(?):
0 Comments
Leave a Reply. |