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ubersound
Posted: Sun Jun 15, 2008 8:49 pm
by brendank310
I have some spare time, and was wondering what the plan on sound handling was. I'm interested in attempting writing an ubersound parser, but would rather hear your guys plan instead of duplicating work or doing work that doesn't exactly fit with the project.
Posted: Mon Jun 16, 2008 5:18 pm
by m0d hippY
Sounds cool. Wait to hear from rookie or from wombat to see what they say.
Posted: Fri Jul 25, 2008 10:17 am
by wombat23
i'm sorry about replying so late, but i have added you to my MSN contact list. right now, ubersound has lower priority than UI and model system, but sooner or later, we will need ubersound support for sure. no-one of us has worked on that part so you are very welcome to participate.
if you need any help getting openmohaa to run, feel free to ask. i will also update our readme file with a better "installation" guide.
regards
wombat
Posted: Fri Jul 25, 2008 7:53 pm
by brendank310
i no longer have msn. I have fetched the latest svn revision, and will possibly working on and off on it. I only have a mac at the moment, so my first priority is to get things compiling, and running on the mac.
Posted: Sat Jul 26, 2008 3:12 pm
by wombat23
ok, for mac run ./make-macosx-ub.sh to compile. there is a little bug, which i haven't fixed yet - you can fix it yourself by applying that pastebin:
http://pastebin.com/medf3b05
otherwise it won't find the shared libaries.
after compilation, copy the mohaa paks into the main dir, take some quake3 pak0 rename it and add it too, cause right now, we still need some quake3 media.
then run the game via a start script:
#!/bin/sh
./openmohaa.app/Contents/MacOS/openmohaa.ub +set sv_pure 0 +set vm_cgame 0 +set vm_game 0 +set vm_ui 0 -developer 1