Results 683 comments of Daniel Gibson

Here's the latest dhewm3 code built for WinXP, with Visual C++ 2013 (you might need to install the corresponding C++ runtime if you don't have it already): [dhewm3-1.5.2pre-winxp.zip](https://github.com/dhewm/dhewm3/files/8550014/dhewm3-1.5.2pre-winxp.zip) (I haven't...

No idea then :-/ Sorry that the new build doesn't work, but as I don't have a PC with WinXP I can't debug that issue.

dhewm3 supports only OpenAL sound, it's possible that this has more overhead than the old sound system (or maybe you have a Soundblaster Audigy or XFi with hardware acceleration for...

I usually copy all the .dlls from a dhewm3 release win32 zip (except for base.dll and d3xp.dll of course) into the binary dir (those are more up to date than...

It uses the original master server. But it uses a different protocol number (because the network protocol is incompatible, AFAIK) and thus only shows game servers that also run dhewm3

I don't know, the protocol version was bumped before I was involved with dhewm3

To be honest, I think it's not worth the effort. For short sound effects, you can just use uncompressed .wav, like doom3 does (it'll be losslessly ZIP compressed when put...

The C4/Tombstone Engine loads textures (only) from TGA (unless you add a PNG importer yourself which is reasonably easy), and converts it into a custom compressed format. No idea about...

> I will look into using DDS. > I can't help but think that it would benefit dhewm3 if developers were > given the option to use more widely used...