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  #11  
Old June 22nd, 2005, 05:43 PM
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Default Re: slow animation

graphics]
; graphics timings

; minimum graph delay (in milliseconds) between frames
; set to 0 to pump out graphics as fast as your CPU can handle,
; try larger numbers to slow down very fast CPU/GFX cards
Graphdelay=40

;How much to wait per hex a unit moves (Milliseconds)
UnitMoveDelay=50

This fixed it
Thanks.
I think the sound problem is caused ny the sound made when you click the mouse, it plays at same time as other sounds.
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  #12  
Old June 22nd, 2005, 09:28 PM

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Default Re: slow animation

My units really speed across the map, I am glad that there is a way to slow them down. I'll try it. However, the sounds are very inconsistent. I tried a saved game from SPMBT and scenario #6 with WinSPMBT. I get very inconsistent sounds or delayed sounds with both scenarios and with the default oob's and my SPMBT oobs which were the SPMBT 3.0 oobs with beefed up values for cluster weapons.
Seems like most units have the same sound numbers as in the old oob's.
Not sure what is going on with sound. But everything else works perfectly.
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  #13  
Old June 22nd, 2005, 09:44 PM
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Default Re: slow animation

Quote:
JPYBasser said:
My units really speed across the map, I am glad that there is a way to slow them down. I'll try it. However, the sounds are very inconsistent. I tried a saved game from SPMBT and scenario #6 with WinSPMBT. I get very inconsistent sounds or delayed sounds with both scenarios and with the default oob's and my SPMBT oobs which were the SPMBT 3.0 oobs with beefed up values for cluster weapons.
Seems like most units have the same sound numbers as in the old oob's.
Not sure what is going on with sound. But everything else works perfectly.
Saved games are not upwards-compatible. They are quite likely to crash WinSPMBT, especially since the sound system is completely different (despite the numbers being the same!), and the video replay, some memory organisation, allocation and so forth.

As I posted elsewhere, OOBS, and scenarios with some care taken, and maps are upwards compatible.


Cheers
Andy
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  #14  
Old June 22nd, 2005, 09:49 PM

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Default Re: slow animation

Ok but I have encountered the sound issues with scenario 6 NVA v. SVN and using the default (stock) oob's. However, setting the movedelay to 200 worked for my computer with the units moving too fast. I like that feature.
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  #15  
Old June 22nd, 2005, 10:32 PM
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Default Re: slow animation

I just now changed out about 15 sounds
Things runing much smoother now
They didnt quite seem "in-sync" before.
some of those Mp3s have like a slight click or pause at the beginning, that was causing things to seem out of sync to me I think.
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I have answered their demand with a cannon shot, and our flag still waves proudly over the wall.
I shall never surrender or retreat."
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  #16  
Old June 22nd, 2005, 10:47 PM
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Default Re: slow animation

so how did you fix the sound, give me some steps, cause i get that pause too
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  #17  
Old June 22nd, 2005, 11:40 PM
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Default Re: slow animation

Like I said, I changed about 15 of the sounds
(used other sounds from another game)
not done yet
still trying to figure out what weapon uses what.
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"The enemy has demanded surrender at discretion, otherwise, the garrison are to be put to the sword...if the fort is taken.
I have answered their demand with a cannon shot, and our flag still waves proudly over the wall.
I shall never surrender or retreat."
Lt. Col. William Barrett Travis- The Alamo-1836


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  #18  
Old June 23rd, 2005, 02:54 AM
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Default Re: slow animation

The only time I get slow animation is during ATGM firing. Everything else works fine! Does anyone else have this particular issue?
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  #19  
Old June 23rd, 2005, 02:59 AM
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Default Re: slow animation

I had the high speed problem like the DOS version without moslo. Set the ini to 100 and 100. That helped maybe too much. I will play with the numbers as I adjust to the game.
I always play with all sounds off so I don't have the sound problems others have had.
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  #20  
Old June 23rd, 2005, 09:29 AM

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Default Re: slow animation

Similar problem with anti-tank engagements over here. Not just ATGMs but also with AP rounds etc.
First delay when firing on the unit (~1 second before the round is actually fired), second delay in case of a hit (optional hit sound - delay - exploding tank animation and sound or bounce sound...)
Other than that I could fix the speed to good results, but with that nothing worked so far, neither from the .ini-file nor the preferences. Turning off sound also didn't work. Encountered that in several scenarios in the package.

Sven
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