Hi.
Well, I'm not noticing any lag here, but then again I'm running it on
a Compaq C500 with a 3.6 Ghz processor, 1 GB of ram, and Ubuntu Linux
10.  It is fairly responsive on this system. It seams to also run
about the same on the Windos computer I have here.
Maybe if you send me a copy of your specs I can see what is causing
the lag.  It is probably the fact I'm using generic input events
rather than something like directInput for keyboard and joystick
handling now.
As for the size the reason is do to the fact I'm not currently using
any compressed formats like ogg. They are uncompressed wav files which
are obviously larger. I felt the game ran better and sounded better
using wav rather than ogg, mp3, wma, etc.

HTH


On 10/2/10, Ryan Chou <rc4896...@gmail.com> wrote:
> is it just my computer or is it very laggy
> also, why is the game so much bigger?
>

> On 10/1/10, shaun everiss <sm.ever...@gmail.com> wrote:
>> aah ok.
>> I have issues grabbing the gems and killing the enemies because I
>> can't hear them that well or rather at all while far away.
>> At 05:28 p.m. 2/10/2010, you wrote:
>>>Hi Shaun,
>>>Actually, the audio issues you are describing aren't bugs at all.
>>>That's just the way OpenAL processes audio output. As you pointed out
>>>the sounds aren't being panned but are being processed through
>>>OpenAL's 3d listener interface. Said reason I'm doing that is OpenAL
>>>does not have a simple pan control like DirectSound has and all sounds
>>>  have to be processed via 3d positioning weather you want to or not.
>>>Which explains why the sounds are low. In the previous versions I
>>>could control the volume of the sounds with the DirectSound
>>>SetVolume() function. Well, with OpenAL if you use SetPosition() to
>>>control positioning it uses its own internal calculations to control
>>>the volume using 3d calculations which is overkill for this kind of
>>>game. In short, this isn't my fault, but just the way OpenAL is.
>>>   As for sounds being in mono instead of stereo again this is do to
>>>OpenAL. In order to process a sound using the 3d listener interface
>>>the sound has to be in mono not stereo. If the sound is going to be a
>>>static sound, and then it can be in stereo, but those that will be
>>>processed in 3d have to be mono. So that's why that is.
>>>
>>>Cheers!
>>>
>>>On 10/1/10, shaun everiss <sm.ever...@gmail.com> wrote:
>>> > Hi.
>>> > checked the changelog of beta 14 and its october 1.
>>> > Though there is evedence its not done by a long way.
>>> > everything was switched to mono on my laptop and although keys
>>> > worked, there was no panning and monsters and pits could not be heard
>>> > till real close.
>>> > Sounds sounded off centre.
>>> > Looks like things are in sfml.
>>> > one thing to note is that the imput code is real fast I used to have
>>> > to hold down esc a long time to exit view but in this version you
>>> > really have to be fast else you will hit something you don't want to
>>> > hit.
>>> > definately though this game is probably not ready yet.
>>> > though it was supposed to be released today unless it was not
>>> > supposed to be uploaded at all.
>>> >
>>> >
>>>
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>>
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