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Radio Chatter Sound and resolution Problem please Help


Icon
 Icon
(@icon)
Petty Officer Registered
Joined: 12 years ago
Posts: 11
Topic starter  

Hello my name is Uwe and I am from Germany, recently I've become aware of Pioneer and I have to say, it`'s a fantastic game, thanks to the People they spent their free Time and make this Game.

I've got only two questions perhaps one of you help me.

1.I would like to install a "radio chatter" sound, which is played repeatedly.

I have the sound file into the OGG. Format converted, but what must I do so that it is recognized and played?

2. If I want to play the game in full screen, but when o do this the screen shown so big that I can not see the menu items, they are bigger than the whole Screen! <img src=' http://spacesimcentral.com/forum/public/style_emoticons//spiteful.gi f' class='bbc_emoticon' alt='' />

When I am forced the Game in windowed mode with a resolution of 1280 X 768 i can see the Items, but i have a 27' inch Monitor and i would play with Fullscreen in 1920 X 1200! <img src=' http://spacesimcentral.com/forum/public/style_emoticons//cool.gi f' class='bbc_emoticon' alt='' />

Since my English is not so good, I wrote the text using the Google translator. <img src=' http://spacesimcentral.com/forum/public/style_emoticons//unsure.gi f' class='bbc_emoticon' alt='' />

I hope one can help me.

Greetings from Germany


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robn
 robn
(@robn)
Captain Registered
Joined: 13 years ago
Posts: 1035
 
'Icon' wrote:
1.I would like to install a "radio chatter" sound, which is played repeatedly.

I have the sound file into the OGG. Format converted, but what must I do so that it is recognized and played?

Easiest way would be to treat it as "music". If you were happy to drop all the other music, remove everything in data/music and then add your file to data/music/space. It will play constantly (ie the only selection for "ambient music").

If you wanted to have it only happen at certain times, then you can try to modify the music control script, data/modules/MusicPlayer.lua

If you want to have it over the top of the music, then you'll need to add support to the game engine to play multiple music streams at once.


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Geraldine
(@geraldine)
Rear Admiral Registered
Joined: 7 years ago
Posts: 3457
 

Oolite has something like this, perhaps Cody could explain if he is out there?


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Icon
 Icon
(@icon)
Petty Officer Registered
Joined: 12 years ago
Posts: 11
Topic starter  

Ok thanks Guys for your Help!

I have now copy the Radio Chatter in any Music Folder and it worls perfect.

For each of the cares this is the radio chatter sound file, try it out.

http://www.mediafire...hxt0wy8i4xchcrl

I still have the problem with the resolution, here is a screenshot at a resolution of 1920 x 1200, in Fullscreen Mode.

I hope I can be a help with this problem to.

pioneertest1.jpg

Uploaded with ImageShack.us

pioneertest2.jpg

Uploaded with ImageShack.us

That is the Fullscreen!!!


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Potsmoke66
(@potsmoke66)
Captain Registered
Joined: 7 years ago
Posts: 1815
 

erst mal ein lob für die tolle idee, gefällt mir.

zu deinem "fullscreen" problem kann ich leider nicht viel zur lösung beitragen...

ein paar gedanken dazu vielleicht,

was ist die "native resolution" deines monitors?

zeigt eine niedrigere einstellung als 1920 x 1200 den selben effekt, der verlust der grafik ist gering meiner meinung nach, ich habe auf meinem PC zuvor und auch auf dem MACbook jeweils eine recht niedrige auflösung verwended, da das die leistung stark beeinflusst (was ja auch richtig so ist, aber ich verstehe gut wenn man das maximum möchte, geht mir auch so).

du benutzt windows7?

könnte der "aero" quatsch so etwas beeinflussen, ich kanns nicht sagen, da jenes das erste war was verschwand, ich mag mein windows puristisch.

ich finde titelbalken die ein fünftel des fensters verbrauchen schlichtweg doof. und schliesslich was tut das design meines betriebsystems schon zur sache?

ich will entweder arbeiten oder spielen, wozu "runde ecken" oder transparente fenster? schön ja, schöne spielerei, aber unnütz.

ich will nicht protzen, ich will produzieren <img src="' http://spacesimcentral.com/forum/public/style_emoticons//wink3.gi f"' class='bbc_emoticon' alt=';)' /> (mir würde ein rahmen und die nötigen pulldown menu's völlig reichen, aber hier ein knöpfchen da ein knöpfchen und alles doppelt und übergross, wozu? meiner meinung nach sollte ein betriebssystem so wenig resourcen und platz verbrauchen wie nur möglich. aber ich weiss "eyecatcher" sind das natürlich keine. wenns nach mir ginge "grün auf schwarz", solange meine anwendungen und spiele brillant daherkommen. spielereien gabs vor 20 jahren schon für die "miggy", transparente fenster und auch blätterbare 3D fenster war alles schon mal da, bloss was hab ich davon, ausser dass das damals die miggy in die knie gezwungen hat? und auch heute, etwas power geht immer flöten mit solchen dingen)

da hat man nun die grossen schirme, die hohe auflösung und versperrt sich den arbeitsraum mit kinkerlizchen.

manchmal habe ich das gefühl alles bloss gemacht damit man unzufrieden mit seinem monitor ist und sich einen grösseren anschafft, aber das tut jetzt hier nichts zur sache.

oh ja, leider bin ich grad' nich daheim, sonst könnt ich ein paar gegenproben machen.

wie gesagt, neues teil und für mich war der wechsel vom MACbook (nicht das das MACbook schlecht wäre, für seine grösse, es ist ein schönes teil und manches daran bevorzuge ich mitlerweile gegenüber windows) zu meiner neuen maschine beinahe wie ein "kulturschock",

doppelter screen, beinahe doppelte leistung, habe mir aber letzten monat "bloss" die win32 version angelacht und bin trotzdem mehr als zufrieden.

das kommt mir grad so in den sinn, da ein kollege hier ebenfalls probleme mit der win64 version gemelded hat, sprich er kann nicht speichern und auch das freigeben der persönlichen ordner hat ihm nicht geholfen.

mein win7 mit der win32 version hat nichts beanstandet.

also versuch auch allenfalls mal die win32 version von pioneer.

schwierig natürlich wenn man nicht selbst davorsitzt, denn das sind alles bloss hypothesen.

---

etwas noch, lass uns doch bitte dein betriebssystem wissen, denn das ist das minimum was man wissen muss um zu helfen.

ich bin davon ausgegangen das du ein windows benutzt, aber ich kann ja auch völlig daneben liegen.

auch ist es für unsere entwickler sehr hilfreich wenn sie einsicht in,

a: dein betriebssystem, verwendete maschine, spezifikation der grafikkarte

b: opengl.txt (findest du in deinem "lokalen" pioneer verzeichnis), der zeigt ihnen was bei dir unterstützt wird (falls du nicht weiist wo das zu finden ist, ein kleiner tip: wenn du ein spiel speicherst wird der pfad zum lokalen ordner angezeigt im textfenster des spiels).

c: im falle anderer spielbezogener fehler oder bugs, den inhalt von stderr.txt und stdout.txt (achte darauf das redirect stdio auf 1 gesetzt ist in der config.ini, das ist es aber bei default sowieso.

---

and philly, no i won't be lost for your MAC experiences...

we need more, urgently more MAC players, ha, ha.

really, i was arguing about missing support for Logitechs game controller software on their site and recognized that i'm not the only one.

i know still the MAC is rarely used for gaming, but i told them that there are many things ahead in the opensource sector and the users longing for proper support.

it seems they developed the last LGS (logitech gaming software) under a crossplatform environment, but never released the mac version?

i guess the can't see, they search a "user research" specialist, psychology is needed to have studied for it, but it seems they can't see that, hmm?

i guess they should look for a "craftsman" instead, lol.

just for the fun of it.

i know they have problems now with reduced sales of their products, usually i'm not fixed on a brand, but in case of logitech it's something different, not only because the motherhouse is in Lausanne,CH. it's really trustworthy quality, but that's a problem to.

i use since 10years the same steering wheel, can't use more then one joypad at once, even if i own already three, but all are aged more as 5 years,

that's somehow to much of quality, lol. that stuff seems never to break, but yeah that's ok. that's exactly why i stand behind it.

it's cool it seems they catched, or some must have had the same ideas as me, you can have a flight controller with pedals from them, exactly how i have set it up always, that's nice to see.

also the new gaming keyboard comes very close to a idea i had once...

they know already how to fulfill "bubenträume" (a boys dream), only i haven't the right money for it.

gaming--features-.png

and if i think that it has started with a present from Xerox to a swiss watchmaker who was interested in optoelectronics...

"we've noticed you had much interest in this little toy, as we have no right use for it (back then there was no graphical user interface to see) we send that to you as a present (the very first mouse)".


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Icon
 Icon
(@icon)
Petty Officer Registered
Joined: 12 years ago
Posts: 11
Topic starter  

Danke für deine Antwort und schon das dir meine Idee gefällt!

Also zu meinem System, ich habe einen:

Acer Aspire M7811 PC

4x Intel Core I7 2,80 GHz / 8GB Ram

Nvidia Geforce GTX 480

Win 7 64 bit

und ich habe diese Pioneer Version runtergeladen:

pioneer-alpha27-win32.7z (179.5 MB, md5sum: decd6a0fbe05abb1ba93a8ca923bb09c)

Es ist egal welche Auflösung ich wähle, im Vollbildmodus ist der Bildschirmausschnitt immer zu groß, was mich nur wundert als ich mit "FRAPS" ein Screenshot machen wollte, sah der Screenshot völlig normal aus!

Deswegen habe ich ein Video aufgenommen und von diesem Video zwei Fotos gemacht, damit Ihr versteht wovon ich rede.

Hier mein "opengl.txt"

OpenGL version 4.2.0, running on NVIDIA Corporation GeForce GTX 480/PCIe/SSE2

Shading language version: 4.20 NVIDIA via Cg compiler

Available extensions:

GL_AMD_multi_draw_indirect

GL_ARB_base_instance

GL_ARB_blend_func_extended

GL_ARB_color_buffer_float

GL_ARB_compatibility

GL_ARB_compressed_texture_pixel_storage

GL_ARB_conservative_depth

GL_ARB_copy_buffer

GL_ARB_depth_buffer_float

GL_ARB_depth_clamp

GL_ARB_depth_texture

GL_ARB_draw_buffers

GL_ARB_draw_buffers_blend

GL_ARB_draw_indirect

GL_ARB_draw_elements_base_vertex

GL_ARB_draw_instanced

GL_ARB_ES2_compatibility

GL_ARB_explicit_attrib_location

GL_ARB_fragment_coord_conventions

GL_ARB_fragment_program

GL_ARB_fragment_program_shadow

GL_ARB_fragment_shader

GL_ARB_framebuffer_object

GL_ARB_framebuffer_sRGB

GL_ARB_geometry_shader4

GL_ARB_get_program_binary

GL_ARB_gpu_shader5

GL_ARB_gpu_shader_fp64

GL_ARB_half_float_pixel

GL_ARB_half_float_vertex

GL_ARB_imaging

GL_ARB_instanced_arrays

GL_ARB_internalformat_query

GL_ARB_map_buffer_alignment

GL_ARB_map_buffer_range

GL_ARB_multisample

GL_ARB_multitexture

GL_ARB_occlusion_query

GL_ARB_occlusion_query2

GL_ARB_pixel_buffer_object

GL_ARB_point_parameters

GL_ARB_point_sprite

GL_ARB_provoking_vertex

GL_ARB_robustness

GL_ARB_sample_shading

GL_ARB_sampler_objects

GL_ARB_seamless_cube_map

GL_ARB_separate_shader_objects

GL_ARB_shader_atomic_counters

GL_ARB_shader_bit_encoding

GL_ARB_shader_image_load_store

GL_ARB_shader_objects

GL_ARB_shader_precision

GL_ARB_shader_subroutine

GL_ARB_shading_language_100

GL_ARB_shading_language_420pack

GL_ARB_shading_language_include

GL_ARB_shading_language_packing

GL_ARB_shadow

GL_ARB_sync

GL_ARB_tessellation_shader

GL_ARB_texture_border_clamp

GL_ARB_texture_buffer_object

GL_ARB_texture_buffer_object_rgb32

GL_ARB_texture_compression

GL_ARB_texture_compression_bptc

GL_ARB_texture_compression_rgtc

GL_ARB_texture_cube_map

GL_ARB_texture_cube_map_array

GL_ARB_texture_env_add

GL_ARB_texture_env_combine

GL_ARB_texture_env_crossbar

GL_ARB_texture_env_dot3

GL_ARB_texture_float

GL_ARB_texture_gather

GL_ARB_texture_mirrored_repeat

GL_ARB_texture_multisample

GL_ARB_texture_non_power_of_two

GL_ARB_texture_query_lod

GL_ARB_texture_rectangle

GL_ARB_texture_rg

GL_ARB_texture_rgb10_a2ui

GL_ARB_texture_storage

GL_ARB_texture_swizzle

GL_ARB_timer_query

GL_ARB_transform_feedback2

GL_ARB_transform_feedback3

GL_ARB_transform_feedback_instanced

GL_ARB_transpose_matrix

GL_ARB_uniform_buffer_object

GL_ARB_vertex_array_bgra

GL_ARB_vertex_array_object

GL_ARB_vertex_attrib_64bit

GL_ARB_vertex_buffer_object

GL_ARB_vertex_program

GL_ARB_vertex_shader

GL_ARB_vertex_type_2_10_10_10_rev

GL_ARB_viewport_array

GL_ARB_window_pos

GL_ATI_draw_buffers

GL_ATI_texture_float

GL_ATI_texture_mirror_once

GL_S3_s3tc

GL_EXT_texture_env_add

GL_EXT_abgr

GL_EXT_bgra

GL_EXT_bindable_uniform

GL_EXT_blend_color

GL_EXT_blend_equation_separate

GL_EXT_blend_func_separate

GL_EXT_blend_minmax

GL_EXT_blend_subtract

GL_EXT_compiled_vertex_array

GL_EXT_Cg_shader

GL_EXT_depth_bounds_test

GL_EXT_direct_state_access

GL_EXT_draw_buffers2

GL_EXT_draw_instanced

GL_EXT_draw_range_elements

GL_EXT_fog_coord

GL_EXT_framebuffer_blit

GL_EXT_framebuffer_multisample

GL_EXTX_framebuffer_mixed_formats

GL_EXT_framebuffer_object

GL_EXT_framebuffer_sRGB

GL_EXT_geometry_shader4

GL_EXT_gpu_program_parameters

GL_EXT_gpu_shader4

GL_EXT_multi_draw_arrays

GL_EXT_packed_depth_stencil

GL_EXT_packed_float

GL_EXT_packed_pixels

GL_EXT_pixel_buffer_object

GL_EXT_point_parameters

GL_EXT_provoking_vertex

GL_EXT_rescale_normal

GL_EXT_secondary_color

GL_EXT_separate_shader_objects

GL_EXT_separate_specular_color

GL_EXT_shader_image_load_store

GL_EXT_shadow_funcs

GL_EXT_stencil_two_side

GL_EXT_stencil_wrap

GL_EXT_texture3D

GL_EXT_texture_array

GL_EXT_texture_buffer_object

GL_EXT_texture_compression_dxt1

GL_EXT_texture_compression_latc

GL_EXT_texture_compression_rgtc

GL_EXT_texture_compression_s3tc

GL_EXT_texture_cube_map

GL_EXT_texture_edge_clamp

GL_EXT_texture_env_combine

GL_EXT_texture_env_dot3

GL_EXT_texture_filter_anisotropic

GL_EXT_texture_format_BGRA8888

GL_EXT_texture_integer

GL_EXT_texture_lod

GL_EXT_texture_lod_bias

GL_EXT_texture_mirror_clamp

GL_EXT_texture_object

GL_EXT_texture_shared_exponent

GL_EXT_texture_sRGB

GL_EXT_texture_sRGB_decode

GL_EXT_texture_storage

GL_EXT_texture_swizzle

GL_EXT_texture_type_2_10_10_10_REV

GL_EXT_timer_query

GL_EXT_transform_feedback2

GL_EXT_vertex_array

GL_EXT_vertex_array_bgra

GL_EXT_vertex_attrib_64bit

GL_EXT_import_sync_object

GL_IBM_rasterpos_clip

GL_IBM_texture_mirrored_repeat

GL_KTX_buffer_region

GL_NV_alpha_test

GL_NV_blend_minmax

GL_NV_blend_square

GL_NV_complex_primitives

GL_NV_conditional_render

GL_NV_copy_depth_to_color

GL_NV_copy_image

GL_NV_depth_buffer_float

GL_NV_depth_clamp

GL_NV_explicit_multisample

GL_NV_fbo_color_attachments

GL_NV_fence

GL_NV_float_buffer

GL_NV_fog_distance

GL_NV_fragdepth

GL_NV_fragment_program

GL_NV_fragment_program_option

GL_NV_fragment_program2

GL_NV_framebuffer_multisample_coverage

GL_NV_geometry_shader4

GL_NV_gpu_program4

GL_NV_gpu_program4_1

GL_NV_gpu_program5

GL_NV_gpu_program_fp64

GL_NV_gpu_shader5

GL_NV_half_float

GL_NV_light_max_exponent

GL_NV_multisample_coverage

GL_NV_multisample_filter_hint

GL_NV_occlusion_query

GL_NV_packed_depth_stencil

GL_NV_parameter_buffer_object

GL_NV_parameter_buffer_object2

GL_NV_path_rendering

GL_NV_pixel_data_range

GL_NV_point_sprite

GL_NV_primitive_restart

GL_NV_register_combiners

GL_NV_register_combiners2

GL_NV_shader_atomic_counters

GL_NV_shader_atomic_float

GL_NV_shader_buffer_load

GL_NV_texgen_reflection

GL_NV_texture_barrier

GL_NV_texture_compression_vtc

GL_NV_texture_env_combine4

GL_NV_texture_expand_normal

GL_NV_texture_lod_clamp

GL_NV_texture_multisample

GL_NV_texture_rectangle

GL_NV_texture_shader

GL_NV_texture_shader2

GL_NV_texture_shader3

GL_NV_transform_feedback

GL_NV_transform_feedback2

GL_NV_vertex_array_range

GL_NV_vertex_array_range2

GL_NV_vertex_attrib_integer_64bit

GL_NV_vertex_buffer_unified_memory

GL_NV_vertex_program

GL_NV_vertex_program1_1

GL_NV_vertex_program2

GL_NV_vertex_program2_option

GL_NV_vertex_program3

GL_NVX_conditional_render

GL_NVX_gpu_memory_info

GL_OES_depth24

GL_OES_depth32

GL_OES_depth_texture

GL_OES_element_index_uint

GL_OES_fbo_render_mipmap

GL_OES_get_program_binary

GL_OES_mapbuffer

GL_OES_packed_depth_stencil

GL_OES_rgb8_rgba8

GL_OES_standard_derivatives

GL_OES_texture_3D

GL_OES_texture_float

GL_OES_texture_float_linear

GL_OES_texture_half_float

GL_OES_texture_half_float_linear

GL_OES_texture_npot

GL_OES_vertex_array_object

GL_OES_vertex_half_float

GL_SGIS_generate_mipmap

GL_SGIS_texture_lod

GL_SGIX_depth_texture

GL_SGIX_shadow

GL_SUN_slice_accum

GL_WIN_swap_hint

WGL_EXT_swap_control

Implementation Limits:

GL_MAX_3D_TEXTURE_SIZE = 2048

GL_MAX_ATTRIB_STACK_DEPTH = 16

GL_MAX_CLIENT_ATTRIB_STACK_DEPTH = 16

GL_MAX_CLIP_PLANES = 8

GL_MAX_COLOR_ATTACHMENTS_EXT = 8

GL_MAX_COLOR_MATRIX_STACK_DEPTH = 2

GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS = 160

GL_MAX_CUBE_MAP_TEXTURE_SIZE = 16384

GL_MAX_DRAW_BUFFERS = 8

GL_MAX_ELEMENTS_INDICES = 1.04858e+006

GL_MAX_ELEMENTS_VERTICES = 1.04858e+006

GL_MAX_EVAL_ORDER = 8

GL_MAX_FRAGMENT_UNIFORM_COMPONENTS = 2048

GL_MAX_LIGHTS = 8

GL_MAX_LIST_NESTING = 64

GL_MAX_MODELVIEW_STACK_DEPTH = 32

GL_MAX_NAME_STACK_DEPTH = 128

GL_MAX_PIXEL_MAP_TABLE = 65536

GL_MAX_PROJECTION_STACK_DEPTH = 4

GL_MAX_RENDERBUFFER_SIZE_EXT = 16384

GL_MAX_SAMPLES_EXT = 32

GL_MAX_TEXTURE_COORDS = 8

GL_MAX_TEXTURE_IMAGE_UNITS = 32

GL_MAX_TEXTURE_LOD_BIAS = 15

GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT = 16

GL_MAX_TEXTURE_SIZE = 16384

GL_MAX_TEXTURE_STACK_DEPTH = 10

GL_MAX_TEXTURE_UNITS = 4

GL_MAX_VARYING_FLOATS = 124

GL_MAX_VERTEX_ATTRIBS = 16

GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 32

GL_MAX_VERTEX_UNIFORM_COMPONENTS = 4096

GL_NUM_COMPRESSED_TEXTURE_FORMATS = 3

GL_SAMPLE_BUFFERS = 1

GL_SAMPLES = 2

GL_ALIASED_LINE_WIDTH_RANGE = 1, 10

GL_ALIASED_POINT_SIZE_RANGE = 1, 63

GL_MAX_VIEWPORT_DIMS = 16384, 16384

GL_SMOOTH_LINE_WIDTH_RANGE = 0.5, 10

GL_SMOOTH_POINT_SIZE_RANGE = 1, 63.375

t

stderr.txt

unknown language token 'REPUTATION' at lang/Deutsch.txt:480

unknown language token 'FAST_ROTATION_CONTROL' at lang/Deutsch.txt:516

string file 'lang/Deutsch.txt' has missing tokens:

CABINS

CAMERA_BOTTOM_VIEW

CAMERA_LEFT_VIEW

CAMERA_RIGHT_VIEW

CAMERA_TOP_VIEW

CANT_SAVE_IN_HYPERSPACE

CARGO_SCOOP

CARGO_SCOOP_ACTIVE_1_TONNE_X_COLLECTED

CARGO_SCOOP_DESCRIPTION

COMPRESS_TEXTURES

COMPUTER_HEADING_CONTROL

COUNT_ON_SURFACE

DECREASE_SCAN_RANGE

DISPLAY_NAV_TUNNEL

FACTION

FRONT_COCKPIT_VIEW

FUEL

GAME_SAVE_CANNOT_WRITE

HEADING_LOCK_BACKWARD

HEADING_LOCK_FORWARD

HUD

INCREASE_SCAN_RANGE

INTERNAL_VIEW

IN_TRANSIT

MISCELLANEOUS

MM_SETTINGS

MM_START_NEW_GAME_LAVE

MONTH_APR

MONTH_AUG

MONTH_DEC

MONTH_FEB

MONTH_JAN

MONTH_JUL

MONTH_JUN

MONTH_MAR

MONTH_MAY

MONTH_NOV

MONTH_OCT

MONTH_SEP

NUMBER_DAYS

PASSENGER_CABIN

PERSONAL

PROBABILITY_OF_ARRIVAL_X_PERCENT

REAR_COCKPIT_VIEW

REFUEL

RESET

RETURN_TO_MENU

ROTATE_DOWN

ROTATE_LEFT

ROTATE_RIGHT

ROTATE_UP

SCANNER_CONTROL

SELECT_LOW_THRUST_POWER_LEVEL

SET_LOW_THRUST_POWER_LEVEL_TO_X_PERCENT

SIDEREAL_VIEW

SYSTEM

TOGGLE_HUD_MODE

TOGGLE_SCAN_MODE

UNOCCUPIED_CABIN

UNOCCUPIED_CABIN_DESCRIPTION

USE_LOW_THRUST

X_PASSENGER_CABINS

X_SHIELD_GENERATORS

X_UNOCCUPIED_CABINS

stdout.txt

Initialized GL2 renderer

l_fac_add_to_factions: added 'Independent' [Independent]

l_fac_add_to_factions: added 'Federation' [Federation]

l_fac_add_to_factions: added 'Confederation of Independent Systems' [CIS]

l_fac_add_to_factions: added 'Red' [Red]

Number of factions added: 4

Danke für die Hilfe!

Thanks for your answer and already that you like my idea!

So to my system, I have one:

Acer Aspire M7811 PC

4x Intel Core i7 2.80 GHz / 8GB RAM

NVIDIA GeForce GTX 480

Win 7 64 bit

and I downloaded this version of Pioneer:

pioneer-alpha27-win32.7z (179.5 MB, md5sum: decd6a0fbe05abb1ba93a8ca923bb09c)

It does not matter what resolution I choose, in full screen mode the screen section is getting too big, what surprises me just as I wanted to do with "Fraps" is a screenshot of the screenshot was completely normal!

That's why I record a video and make two Pictures from this video ​​so that you understand what I mean.

Thanks for the help!


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s2odan
(@s2odan)
Captain Registered
Joined: 15 years ago
Posts: 1212
 

Sounds like windows 7 desktop-scaling issues.

Try adding some compatability modes to the Pioneer.exe. Right click it and Choose properties -> Compatability -> Tick Disable desktop scaling, and Disable desktop composition.

Its worth a try...


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Icon
 Icon
(@icon)
Petty Officer Registered
Joined: 12 years ago
Posts: 11
Topic starter  

Thanks for the tip, it now works perfect in full screen mode!

This is a little different to me noticed in the Pioneer folder data / sounds are sounds that I've never heard in the game before.

For example i never hear "Bulk_Door_open_close" or "Large_Station_ambient" sounds, or just the ship sounds for example "Atmosphere_Flying", for me it's dead silence.

The engine sounds, Icon sounds, laser sound plays all.

Did any of you on this one idea why this could be.


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