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	<updated>2026-05-14T13:20:50Z</updated>
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	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=Hosting_a_Server&amp;diff=206</id>
		<title>Hosting a Server</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=Hosting_a_Server&amp;diff=206"/>
		<updated>2024-07-17T10:10:00Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Overview  ====&lt;br /&gt;
There are three disctinct ways of hosting a server&lt;br /&gt;
&lt;br /&gt;
==== Using the ingame UI ====&lt;br /&gt;
This is the easiest way to go about hosting a server. It allows the start of the Listen and Dedicated Server.&lt;br /&gt;
&lt;br /&gt;
* In the Main Menu select either &amp;quot;[Inter]Net Game...&amp;quot; or &amp;quot;Lan Game...&amp;quot;.&lt;br /&gt;
* Click the &amp;quot;Host Game&amp;quot; button.&lt;br /&gt;
* Click &amp;quot;Server Mode&amp;quot; to select between Listen and Dedicated Server.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Using a Dedicated Server is recommended due to the higher stability. You can start up HX again afterwards and join your local Dedicated Server.&lt;br /&gt;
* A Net Game will still be joinable from the local LAN.&lt;br /&gt;
&lt;br /&gt;
==== Using the HX.exe executable ====&lt;br /&gt;
This will only allow the start of a Dedicated server. The graphical frontend will consist of a tray icon and a log window.&lt;br /&gt;
&lt;br /&gt;
You need to start HX.exe with additional commandline parameters. If you are unsure how to do this, you can look up how to add additional commandline parameters to a Link or basic use of the windows console or powershell (change directories, launch executables, etc.)&lt;br /&gt;
&lt;br /&gt;
.\hx.exe server 01_NYC_UNATCOIsland?[Mutator=&amp;lt;mutatorlist&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
Where &amp;lt;mutatorlist&amp;gt; is an optional comma seperated list of [[Mutator|Mutators]] to use (e.g. &amp;quot;hx.exe server 01_NYC_UNATCOIsland&amp;quot; to start without any Mutators).&lt;br /&gt;
&lt;br /&gt;
==== Using the HCC.exe executable ====&lt;br /&gt;
This will only allow the start of a Dedicated server. This is a pure console application.&lt;br /&gt;
&lt;br /&gt;
hcc.exe server 01_NYC_UNATCOIsland?[Mutator=&amp;lt;mutatorlist&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
Where &amp;lt;mutatorlist&amp;gt; is described as above.&lt;br /&gt;
&lt;br /&gt;
You can use this on a linux (after installing wine) with wineconsole to run on a headless server.&lt;br /&gt;
&lt;br /&gt;
==== Further Notes ====&lt;br /&gt;
You still need to make sure your firewall settings, router settings and ISP allow other people to reach your server over the internet. See [[Ports]] for details.&lt;br /&gt;
&lt;br /&gt;
Starting a Lan or Net Server from the ingame UI will toggle the internal variable DoUplink in the HX.ini config file. If it is set to false it will not broadcast the presense of your server to the masterserver and by extend may not show up in the server list for other people. This however will not affect the abiltiy to join by ip directly.&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=Hosting_a_Server&amp;diff=205</id>
		<title>Hosting a Server</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=Hosting_a_Server&amp;diff=205"/>
		<updated>2024-07-17T10:04:45Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are three disctinct ways of hosting a server.&lt;br /&gt;
&lt;br /&gt;
=== Using the ingame UI ===&lt;br /&gt;
This is the easiest way to go about hosting a server. It allows the start of the Listen and Dedicated Server.&lt;br /&gt;
&lt;br /&gt;
* In the Main Menu select either &amp;quot;[Inter]Net Game...&amp;quot; or &amp;quot;Lan Game...&amp;quot;.&lt;br /&gt;
* Click the &amp;quot;Host Game&amp;quot; button.&lt;br /&gt;
* Click &amp;quot;Server Mode&amp;quot; to select between Listen and Dedicated Server.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Using a Dedicated Server is recommended due to the increased stability. You can start up HX again afterwards and join your local Dedicated Server.&lt;br /&gt;
* A Net Game will still be joinable from the local LAN.&lt;br /&gt;
&lt;br /&gt;
=== Using the HX.exe executable ===&lt;br /&gt;
This will only allow the start of a Dedicated server. The graphical frontend will consist of a tray icon and a log window.&lt;br /&gt;
&lt;br /&gt;
You need to start HX.exe with additional commandline parameters. If you are unsure how to do this, you can look up how to add additional commandline parameters to a Link or basic use of the windows console or powershell (change directories, launch executables, etc.)&lt;br /&gt;
&lt;br /&gt;
.\hx.exe server 01_NYC_UNATCOIsland?[Mutator=&amp;lt;mutatorlist&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
Where &amp;lt;mutatorlist&amp;gt; is an optional comma seperated list of [[Mutator|Mutators]] to use (e.g. &amp;quot;hx.exe server 01_NYC_UNATCOIsland&amp;quot; to start without any Mutators).&lt;br /&gt;
&lt;br /&gt;
=== Using the HCC.exe executable ===&lt;br /&gt;
This will only allow the start of a Dedicated server. This is a pure console application.&lt;br /&gt;
&lt;br /&gt;
hcc.exe server 01_NYC_UNATCOIsland?[Mutator=&amp;lt;mutatorlist&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
You can use this on a linux (after installing wine) with wineconsole to run on a headless server.&lt;br /&gt;
&lt;br /&gt;
=== Further Notes ===&lt;br /&gt;
You still need to make sure your firewall settings, router settings and ISP allow other people to reach your server over the internet. See [[Ports]] for details.&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=Cluster&amp;diff=204</id>
		<title>Cluster</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=Cluster&amp;diff=204"/>
		<updated>2023-11-28T03:28:14Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preamble ==&lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
==== Supported Audio Formats ====&lt;br /&gt;
&lt;br /&gt;
Cluster supports most commonly used audio formats including WAV/MP3/WMA/MIDI/OGG/FLAC, the Tracker formats XM/S3M/MOD/IT as well as the PSX2 ADPCM format.&lt;br /&gt;
&lt;br /&gt;
In general there is no separation in support for these formats between either of ''Sound'', ''Music'' or CD emulation, except that PSX2 ADPCM support is not available for CD emulation.&lt;br /&gt;
&lt;br /&gt;
===== Recommended Audio Formats =====&lt;br /&gt;
&lt;br /&gt;
Outside the use of tracker formats, I recommend using the MP3 file format as it's efficiently supported inside FMOD.&lt;br /&gt;
&lt;br /&gt;
===== PSX2 ADPCM Notes =====&lt;br /&gt;
&lt;br /&gt;
The PSX2 Sounds and on disk music files to not contain an identification header in the file data itsself, so Cluster identifies them based on the FileType stored on both &amp;quot;Sound&amp;quot; and &amp;quot;Music&amp;quot; (which is based on the file extension on import).&lt;br /&gt;
&lt;br /&gt;
''Sound'' objects in the PSX2 version were converted with the ''PS2ConvertCommandlet'', which alongside convertion, added a small header and set the FileType to PS2. In case you reimport these files, make sure they still have PS2 as file extension. I recommend using tools which use the stored FileType as extension for the exported file (e.g. fullbatchexport commandlet).&lt;br /&gt;
&lt;br /&gt;
The music for the PSX2 games was stored directly on disk with VGM (Unreal Tournament and Rune) or 000-006 (Deus Ex) file extension. These files do not contain a header and are always encoded in a fixed format. You can import these files as is, and they will be identified by FileType VGM or 000-007. These files are not interchangeable with the FileType PS2 ''Sound'' objects above.&lt;br /&gt;
&lt;br /&gt;
==== CD Music Emulation ====&lt;br /&gt;
&lt;br /&gt;
Games such as Klingon Honor Guard or X-Com: Enforcer shipped used CD music. Cluster emulates this feature by reading the individual music tracks from files within the game directory.&lt;br /&gt;
&lt;br /&gt;
The individual tracks must be placed directly inside the Music directory and named Track&amp;lt;Number&amp;gt;.&amp;lt;Extension&amp;gt;, where &amp;lt;Number&amp;gt; is the at least two digit track number and &amp;lt;Extension&amp;gt; is any of the following file extensions: wav, mp3, wma, asf, ogg or flac. For example &amp;quot;KHG/Music/Track04.mp3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The UseCDMusic option needs to be enabled.&lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
===== SoundVolume =====&lt;br /&gt;
Volume of sounds played except music. Some games will have additional options for parts of the sounds played, e.g. Deus Ex has a separate setting for voice over.&lt;br /&gt;
&lt;br /&gt;
===== SpeechVolume (Deus Ex) =====&lt;br /&gt;
Volume of the voice over played in Deus Ex.&lt;br /&gt;
&lt;br /&gt;
===== MusicVolume =====&lt;br /&gt;
Volume of music.&lt;br /&gt;
&lt;br /&gt;
===== UseDigitalMusic =====&lt;br /&gt;
A slightly oversimplified explanation of this option would be &amp;quot;music which comes from umx files&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===== UseCDMusic =====&lt;br /&gt;
Enables CD music emulation.&lt;br /&gt;
&lt;br /&gt;
===== CDMusicVolumeFactor =====&lt;br /&gt;
Correction factor intended to deal with a potential missmatch between volume in CD and Digital music in case both are used.&lt;br /&gt;
&lt;br /&gt;
===== UseFrenchLipsync (Deus Ex) =====&lt;br /&gt;
Uses a different lipsynch implementation. The term french is used as in &amp;quot;french rifling&amp;quot;, not in relation to a particular language.&lt;br /&gt;
&lt;br /&gt;
===== UsePatches =====&lt;br /&gt;
Injects patches to modify or fix broadly audio related functionality in parts of the Engine outside of Cluster. You may or may not need to disable this to comply with anti cheat mods or software when playing online.&lt;br /&gt;
&lt;br /&gt;
===== EffectsChannels =====&lt;br /&gt;
Upper limit of concurrently playing sounds. Higher values tend to just oversaturate the output. The sweetspot is probably around 8-12, the highest useful value is probably around 16. Sadly stock Unreal Engine lacks proper a priority system...&lt;br /&gt;
&lt;br /&gt;
== How to obtain ==&lt;br /&gt;
&lt;br /&gt;
Standalone builds of Cluster can be obtained on it's [https://coding.hanfling.de/cluster/ website].&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
* FMOD will not reset S3M state such as volume on loop, and will break for S3M files relying on this non standard behaviour.&lt;br /&gt;
&lt;br /&gt;
== Frequently asked questions ==&lt;br /&gt;
&lt;br /&gt;
Q: Why is there a Galaxy.int in the zip file?&lt;br /&gt;
&lt;br /&gt;
A: The original Galaxy.int will make Galaxy occupy the whole Audio preferences section inside the Advanded Options. This Galaxy.int will move it to a subentry, so it can be happily configured thereafter alongside Cluster!&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=Cluster&amp;diff=203</id>
		<title>Cluster</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=Cluster&amp;diff=203"/>
		<updated>2023-11-28T03:28:01Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preamble ==&lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
==== Supported Audio Formats ====&lt;br /&gt;
&lt;br /&gt;
Cluster supports most commonly used audio formats including WAV/MP3/WMA/MIDI/OGG/FLAC, the Tracker formats XM/S3M/MOD/IT as well as the PSX2 ADPCM format.&lt;br /&gt;
&lt;br /&gt;
In general there is no separation in support for these formats between either of ''Sound'', ''Music'' or CD emulation, except that PSX2 ADPCM support is not available for CD emulation.&lt;br /&gt;
&lt;br /&gt;
===== Recommended Audio Formats =====&lt;br /&gt;
&lt;br /&gt;
Outside the use of tracker formats, I recommend using the MP3 file format as it's efficiently supported inside FMOD.&lt;br /&gt;
&lt;br /&gt;
===== PSX2 ADPCM Notes =====&lt;br /&gt;
&lt;br /&gt;
The PSX2 Sounds and on disk music files to not contain an identification header in the file data itsself, so Cluster identifies them based on the FileType stored on both &amp;quot;Sound&amp;quot; and &amp;quot;Music&amp;quot; (which is based on the file extension on import).&lt;br /&gt;
&lt;br /&gt;
''Sound'' objects in the PSX2 version were converted with the ''PS2ConvertCommandlet'', which alongside convertion, added a small header and set the FileType to PS2. In case you reimport these files, make sure they still have PS2 as file extension. I recommend using tools which use the stored FileType as extension for the exported file (e.g. fullbatchexport commandlet).&lt;br /&gt;
&lt;br /&gt;
The music for the PSX2 games was stored directly on disk with VGM (Unreal Tournament and Rune) or 000-006 (Deus Ex) file extension. These files do not contain a header and are always encoded in a fixed format. You can import these files as is, and they will be identified by FileType VGM or 000-007. These files are not interchangeable with the FileType PS2 ''Sound'' objects above.&lt;br /&gt;
&lt;br /&gt;
==== CD Music Emulation ====&lt;br /&gt;
&lt;br /&gt;
Games such as Klingon Honor Guard or X-Com: Enforcer shipped used CD music. Cluster emulates this feature by reading the individual music tracks from files within the game directory.&lt;br /&gt;
&lt;br /&gt;
The individual tracks must be placed directly inside the Music directory and named Track&amp;lt;Number&amp;gt;.&amp;lt;Extension&amp;gt;, where &amp;lt;Number&amp;gt; is the at least two digit track number and &amp;lt;Extension&amp;gt; is any of the following file extensions: wav, mp3, wma, asf, ogg or flac. For example &amp;quot;KHG/Music/Track04.mp3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The UseCDMusic option needs to be enabled.&lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
===== SoundVolume =====&lt;br /&gt;
Volume of sounds played except music. Some games will have additional options for parts of the sounds played, e.g. Deus Ex has a separate setting for voice over.&lt;br /&gt;
&lt;br /&gt;
===== SpeechVolume (Deus Ex) =====&lt;br /&gt;
Volume of the voice over played in Deus Ex.&lt;br /&gt;
&lt;br /&gt;
===== MusicVolume =====&lt;br /&gt;
Volume of music.&lt;br /&gt;
&lt;br /&gt;
===== UseDigitalMusic =====&lt;br /&gt;
A slightly oversimplified explanation of this option would be &amp;quot;music which comes from umx files&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===== UseCDMusic =====&lt;br /&gt;
Enables CD music emulation.&lt;br /&gt;
&lt;br /&gt;
===== CDMusicVolumeFactor =====&lt;br /&gt;
Correction factor intended to deal with a potential missmatch between volume in CD and Digital music in case both are used.&lt;br /&gt;
&lt;br /&gt;
===== UseFrenchLipsync (Deus Ex) =====&lt;br /&gt;
Uses a different lipsynch implementation. The term french is used as in &amp;quot;french rifling&amp;quot;, not in relation to a particular language.&lt;br /&gt;
&lt;br /&gt;
===== UsePatches =====&lt;br /&gt;
Injects patches to modify or fix broadly audio related functionality in parts of the Engine outside of Cluster. You may or may not need to disable this to comply with anti cheat mods or software when playing online.&lt;br /&gt;
&lt;br /&gt;
===== EffectsChannels =====&lt;br /&gt;
Upper limit of concurrently playing sounds. Higher values tend to just oversaturate the output. The sweetspot is probably around 8-12, the highest useful value is probably around 16. Sadly stock Unreal Engine lacks proper a priority system...&lt;br /&gt;
&lt;br /&gt;
== How to obtain ==&lt;br /&gt;
&lt;br /&gt;
Standalone builds of Cluster can be obtained on it's [https://coding.hanfling.de/cluster/ website].&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
* FMOD will not reset S3M state such as volume on loop, and will break for S3M files relying on this non standard behaviour.&lt;br /&gt;
&lt;br /&gt;
== Frequently asked questions ==&lt;br /&gt;
&lt;br /&gt;
Q: Why is there a Galaxy.int in the zip file?&lt;br /&gt;
A: The original Galaxy.int will make Galaxy occupy the whole Audio preferences section inside the Advanded Options. This Galaxy.int will move it to a subentry, so it can be happily configured thereafter alongside Cluster!&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=Cluster&amp;diff=202</id>
		<title>Cluster</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=Cluster&amp;diff=202"/>
		<updated>2023-11-27T17:09:12Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preamble ==&lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
==== Supported Audio Formats ====&lt;br /&gt;
&lt;br /&gt;
Cluster supports most commonly used audio formats including WAV/MP3/WMA/MIDI/OGG/FLAC, the Tracker formats XM/S3M/MOD/IT as well as the PSX2 ADPCM format.&lt;br /&gt;
&lt;br /&gt;
In general there is no separation in support for these formats between either of ''Sound'', ''Music'' or CD emulation, except that PSX2 ADPCM support is not available for CD emulation.&lt;br /&gt;
&lt;br /&gt;
===== Recommended Audio Formats =====&lt;br /&gt;
&lt;br /&gt;
Outside the use of tracker formats, I recommend using the MP3 file format as it's efficiently supported inside FMOD.&lt;br /&gt;
&lt;br /&gt;
===== PSX2 ADPCM Notes =====&lt;br /&gt;
&lt;br /&gt;
The PSX2 Sounds and on disk music files to not contain an identification header in the file data itsself, so Cluster identifies them based on the FileType stored on both &amp;quot;Sound&amp;quot; and &amp;quot;Music&amp;quot; (which is based on the file extension on import).&lt;br /&gt;
&lt;br /&gt;
''Sound'' objects in the PSX2 version were converted with the ''PS2ConvertCommandlet'', which alongside convertion, added a small header and set the FileType to PS2. In case you reimport these files, make sure they still have PS2 as file extension. I recommend using tools which use the stored FileType as extension for the exported file (e.g. fullbatchexport commandlet).&lt;br /&gt;
&lt;br /&gt;
The music for the PSX2 games was stored directly on disk with VGM (Unreal Tournament and Rune) or 000-006 (Deus Ex) file extension. These files do not contain a header and are always encoded in a fixed format. You can import these files as is, and they will be identified by FileType VGM or 000-007. These files are not interchangeable with the FileType PS2 ''Sound'' objects above.&lt;br /&gt;
&lt;br /&gt;
==== CD Music Emulation ====&lt;br /&gt;
&lt;br /&gt;
Games such as Klingon Honor Guard or X-Com: Enforcer shipped used CD music. Cluster emulates this feature by reading the individual music tracks from files within the game directory.&lt;br /&gt;
&lt;br /&gt;
The individual tracks must be placed directly inside the Music directory and named Track&amp;lt;Number&amp;gt;.&amp;lt;Extension&amp;gt;, where &amp;lt;Number&amp;gt; is the at least two digit track number and &amp;lt;Extension&amp;gt; is any of the following file extensions: wav, mp3, wma, asf, ogg or flac. For example &amp;quot;KHG/Music/Track04.mp3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The UseCDMusic option needs to be enabled.&lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
===== SoundVolume =====&lt;br /&gt;
Volume of sounds played except music. Some games will have additional options for parts of the sounds played, e.g. Deus Ex has a separate setting for voice over.&lt;br /&gt;
&lt;br /&gt;
===== SpeechVolume (Deus Ex) =====&lt;br /&gt;
Volume of the voice over played in Deus Ex.&lt;br /&gt;
&lt;br /&gt;
===== MusicVolume =====&lt;br /&gt;
Volume of music.&lt;br /&gt;
&lt;br /&gt;
===== UseDigitalMusic =====&lt;br /&gt;
A slightly oversimplified explanation of this option would be &amp;quot;music which comes from umx files&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===== UseCDMusic =====&lt;br /&gt;
Enables CD music emulation.&lt;br /&gt;
&lt;br /&gt;
===== CDMusicVolumeFactor =====&lt;br /&gt;
Correction factor intended to deal with a potential missmatch between volume in CD and Digital music in case both are used.&lt;br /&gt;
&lt;br /&gt;
===== UseFrenchLipsync (Deus Ex) =====&lt;br /&gt;
Uses a different lipsynch implementation. The term french is used as in &amp;quot;french rifling&amp;quot;, not in relation to a particular language.&lt;br /&gt;
&lt;br /&gt;
===== UsePatches =====&lt;br /&gt;
Injects patches to modify or fix broadly audio related functionality in parts of the Engine outside of Cluster. You may or may not need to disable this to comply with anti cheat mods or software when playing online.&lt;br /&gt;
&lt;br /&gt;
===== EffectsChannels =====&lt;br /&gt;
Upper limit of concurrently playing sounds. Higher values tend to just oversaturate the output. The sweetspot is probably around 8-12, the highest useful value is probably around 16. Sadly stock Unreal Engine lacks proper a priority system...&lt;br /&gt;
&lt;br /&gt;
== How to obtain ==&lt;br /&gt;
&lt;br /&gt;
Standalone builds of Cluster can be obtained on it's [https://coding.hanfling.de/cluster/ website].&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
* FMOD will not reset S3M state such as volume on loop, and will break for S3M files relying on this non standard behaviour.&lt;br /&gt;
&lt;br /&gt;
== Frequently asked questions ==&lt;br /&gt;
&lt;br /&gt;
'''TBD'''.&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=Cluster&amp;diff=201</id>
		<title>Cluster</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=Cluster&amp;diff=201"/>
		<updated>2023-11-27T17:08:47Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preamble ==&lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
==== Supported Audio Formats ====&lt;br /&gt;
&lt;br /&gt;
Cluster supports most commonly used audio formats including WAV/MP3/WMA/MIDI/OGG/FLAC, the Tracker formats XM/S3M/MOD/IT as well as the PSX2 ADPCM format.&lt;br /&gt;
&lt;br /&gt;
In general there is no separation in support for these formats between either of ''Sound'', ''Music'' or CD emulation, except that PSX2 ADPCM support is not available for CD emulation.&lt;br /&gt;
&lt;br /&gt;
===== Recommended Audio Formats =====&lt;br /&gt;
&lt;br /&gt;
Outside the use of tracker formats, I recommend using the MP3 file format as it's efficiently supported inside FMOD.&lt;br /&gt;
&lt;br /&gt;
===== PSX2 ADPCM Notes =====&lt;br /&gt;
&lt;br /&gt;
The PSX2 Sounds and on disk music files to not contain an identification header in the file data itsself, so Cluster identifies them based on the FileType stored on both &amp;quot;Sound&amp;quot; and &amp;quot;Music&amp;quot; (which is based on the file extension on import).&lt;br /&gt;
&lt;br /&gt;
''Sound'' objects in the PSX2 version were converted with the ''PS2ConvertCommandlet'', which alongside convertion, added a small header and set the FileType to PS2. In case you reimport these files, make sure they still have PS2 as file extension. I recommend using tools which use the stored FileType as extension for the exported file (e.g. fullbatchexport commandlet).&lt;br /&gt;
&lt;br /&gt;
The music for the PSX2 games was stored directly on disk with VGM (Unreal Tournament and Rune) or 000-006 (Deus Ex) file extension. These files do not contain a header and are always encoded in a fixed format. You can import these files as is, and they will be identified by FileType VGM or 000-007. These files are not interchangeable with the FileType PS2 ''Sound'' objects above.&lt;br /&gt;
&lt;br /&gt;
==== CD Music Emulation ====&lt;br /&gt;
&lt;br /&gt;
Games such as Klingon Honor Guard or X-Com: Enforcer shipped used CD music. Cluster emulates this feature by reading the individual music tracks from files within the game directory.&lt;br /&gt;
&lt;br /&gt;
The individual tracks must be placed directly inside the Music directory and named Track&amp;lt;Number&amp;gt;.&amp;lt;Extension&amp;gt;, where &amp;lt;Number&amp;gt; is the at least two digit track number and &amp;lt;Extension&amp;gt; is any of the following file extensions: wav, mp3, wma, asf, ogg or flac. For example &amp;quot;KHG/Music/Track04.mp3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The UseCDMusic option needs to be enabled.&lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
===== SoundVolume =====&lt;br /&gt;
Volume of sounds played except music. Some games will have additional options for parts of the sounds played, e.g. Deus Ex has a separate setting for voice over.&lt;br /&gt;
&lt;br /&gt;
===== SpeechVolume (Deus Ex) =====&lt;br /&gt;
Volume of the voice over played in Deus Ex.&lt;br /&gt;
&lt;br /&gt;
===== MusicVolume =====&lt;br /&gt;
Volume of music.&lt;br /&gt;
&lt;br /&gt;
===== UseDigitalMusic =====&lt;br /&gt;
A slightly oversimplified explanation of this option would be &amp;quot;music which comes from umx files&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===== UseCDMusic =====&lt;br /&gt;
Enables CD music emulation.&lt;br /&gt;
&lt;br /&gt;
===== CDMusicVolumeFactor =====&lt;br /&gt;
Correction factor intended to deal with a potential missmatch between volume in CD and Digital music in case both are used.&lt;br /&gt;
&lt;br /&gt;
===== UseFrenchLipsync (Deus Ex) =====&lt;br /&gt;
Uses a different lipsynch implementation. The term french is used as in &amp;quot;french rifling&amp;quot;, not in relation to a particular language.&lt;br /&gt;
&lt;br /&gt;
===== EffectsChannels =====&lt;br /&gt;
Upper limit of concurrently playing sounds. Higher values tend to just oversaturate the output. The sweetspot is probably around 8-12, the highest useful value is probably around 16. Sadly stock Unreal Engine lacks proper a priority system...&lt;br /&gt;
&lt;br /&gt;
===== UsePatches =====&lt;br /&gt;
Injects patches to modify or fix broadly audio related functionality in parts of the Engine outside of Cluster. You may or may not need to disable this to comply with anti cheat mods or software when playing online.&lt;br /&gt;
&lt;br /&gt;
== How to obtain ==&lt;br /&gt;
&lt;br /&gt;
Standalone builds of Cluster can be obtained on it's [https://coding.hanfling.de/cluster/ website].&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
* FMOD will not reset S3M state such as volume on loop, and will break for S3M files relying on this non standard behaviour.&lt;br /&gt;
&lt;br /&gt;
== Frequently asked questions ==&lt;br /&gt;
&lt;br /&gt;
'''TBD'''.&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=Cluster&amp;diff=200</id>
		<title>Cluster</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=Cluster&amp;diff=200"/>
		<updated>2023-11-27T17:07:12Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preamble ==&lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
==== Supported Audio Formats ====&lt;br /&gt;
&lt;br /&gt;
Cluster supports most commonly used audio formats including WAV/MP3/WMA/MIDI/OGG/FLAC, the Tracker formats XM/S3M/MOD/IT as well as the PSX2 ADPCM format.&lt;br /&gt;
&lt;br /&gt;
In general there is no separation in support for these formats between either of ''Sound'', ''Music'' or CD emulation, except that PSX2 ADPCM support is not available for CD emulation.&lt;br /&gt;
&lt;br /&gt;
===== Recommended Audio Formats =====&lt;br /&gt;
&lt;br /&gt;
Outside the use of tracker formats, I recommend using the MP3 file format as it's efficiently supported inside FMOD.&lt;br /&gt;
&lt;br /&gt;
===== PSX2 ADPCM Notes =====&lt;br /&gt;
&lt;br /&gt;
The PSX2 Sounds and on disk music files to not contain an identification header in the file data itsself, so Cluster identifies them based on the FileType stored on both &amp;quot;Sound&amp;quot; and &amp;quot;Music&amp;quot; (which is based on the file extension on import).&lt;br /&gt;
&lt;br /&gt;
''Sound'' objects in the PSX2 version were converted with the ''PS2ConvertCommandlet'', which alongside convertion, added a small header and set the FileType to PS2. In case you reimport these files, make sure they still have PS2 as file extension. I recommend using tools which use the stored FileType as extension for the exported file (e.g. fullbatchexport commandlet).&lt;br /&gt;
&lt;br /&gt;
The music for the PSX2 games was stored directly on disk with VGM (Unreal Tournament and Rune) or 000-006 (Deus Ex) file extension. These files do not contain a header and are always encoded in a fixed format. You can import these files as is, and they will be identified by FileType VGM or 000-007. These files are not interchangeable with the FileType PS2 ''Sound'' objects above.&lt;br /&gt;
&lt;br /&gt;
==== CD Music Emulation ====&lt;br /&gt;
&lt;br /&gt;
Games such as Klingon Honor Guard or X-Com: Enforcer shipped used CD music. Cluster emulates this feature by reading the individual music tracks from files within the game directory.&lt;br /&gt;
&lt;br /&gt;
The individual tracks must be placed directly inside the Music directory and named Track&amp;lt;Number&amp;gt;.&amp;lt;Extension&amp;gt;, where &amp;lt;Number&amp;gt; is the at least two digit track number and &amp;lt;Extension&amp;gt; is any of the following file extensions: wav, mp3, wma, asf, ogg or flac. For example &amp;quot;KHG/Music/Track04.mp3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The UseCDMusic option needs to be enabled.&lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
===== SoundVolume =====&lt;br /&gt;
Volume of sounds played except music. Some games will have additional options for parts of the sounds played, e.g. Deus Ex has a separate setting for voice over.&lt;br /&gt;
&lt;br /&gt;
===== SpeechVolume (Deus Ex) =====&lt;br /&gt;
Volume of the voice over played in Deus Ex.&lt;br /&gt;
&lt;br /&gt;
===== MusicVolume =====&lt;br /&gt;
Volume of music.&lt;br /&gt;
&lt;br /&gt;
===== UseDigitalMusic =====&lt;br /&gt;
A slightly oversimplified explanation of this option would be &amp;quot;music which comes from umx files&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===== UseCDMusic =====&lt;br /&gt;
Enables CD music emulation.&lt;br /&gt;
&lt;br /&gt;
===== CDMusicVolumeFactor =====&lt;br /&gt;
Correction factor intended to deal with a potential missmatch between volume in CD and Digital music in case both are used.&lt;br /&gt;
&lt;br /&gt;
===== UseFrenchLipsync (Deus Ex) =====&lt;br /&gt;
Uses a different lipsynch implementation. The term french is used as in &amp;quot;french rifling&amp;quot;, not in relation to a particular language.&lt;br /&gt;
&lt;br /&gt;
===== EffectsChannels =====&lt;br /&gt;
Upper limit of concurrently playing sounds. Higher values tend to just oversaturate the output. The sweetspot is probably around 8-12, the highest useful value is probably around 16. Sadly stock Unreal Engine lacks proper a priority system...&lt;br /&gt;
&lt;br /&gt;
===== InjectPatches =====&lt;br /&gt;
Injects patches to modify or fix broadly audio related functionality. You may or may not need to disable this to comply with anti cheat mods or software when playing online.&lt;br /&gt;
&lt;br /&gt;
== How to obtain ==&lt;br /&gt;
&lt;br /&gt;
Standalone builds of Cluster can be obtained on it's [https://coding.hanfling.de/cluster/ website].&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
* FMOD will not reset S3M state such as volume on loop, and will break for S3M files relying on this non standard behaviour.&lt;br /&gt;
&lt;br /&gt;
== Frequently asked questions ==&lt;br /&gt;
&lt;br /&gt;
'''TBD'''.&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=Cluster&amp;diff=199</id>
		<title>Cluster</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=Cluster&amp;diff=199"/>
		<updated>2023-11-26T19:27:56Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preamble ==&lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
==== Supported Audio Formats ====&lt;br /&gt;
&lt;br /&gt;
Cluster supports most commonly used audio formats including WAV/MP3/WMA/MIDI/OGG/FLAC, the Tracker formats XM/S3M/MOD/IT as well as the PSX2 ADPCM format.&lt;br /&gt;
&lt;br /&gt;
In general there is no separation in support for these formats between either of ''Sound'', ''Music'' or CD emulation, except that PSX2 ADPCM support is not available for CD emulation.&lt;br /&gt;
&lt;br /&gt;
===== Recommended Audio Formats =====&lt;br /&gt;
&lt;br /&gt;
Outside the use of tracker formats, I recommend using the MP3 file format as it's efficiently supported inside FMOD.&lt;br /&gt;
&lt;br /&gt;
===== PSX2 ADPCM Notes =====&lt;br /&gt;
&lt;br /&gt;
The PSX2 Sounds and on disk music files to not contain an identification header in the file data itsself, so Cluster identifies them based on the FileType stored on both &amp;quot;Sound&amp;quot; and &amp;quot;Music&amp;quot; (which is based on the file extension on import).&lt;br /&gt;
&lt;br /&gt;
''Sound'' objects in the PSX2 version were converted with the ''PS2ConvertCommandlet'', which alongside convertion, added a small header and set the FileType to PS2. In case you reimport these files, make sure they still have PS2 as file extension. I recommend using tools which use the stored FileType as extension for the exported file (e.g. fullbatchexport commandlet).&lt;br /&gt;
&lt;br /&gt;
The music for the PSX2 games was stored directly on disk with VGM (Unreal Tournament and Rune) or 000-006 (Deus Ex) file extension. These files do not contain a header and are always encoded in a fixed format. You can import these files as is, and they will be identified by FileType VGM or 000-007. These files are not interchangeable with the FileType PS2 ''Sound'' objects above.&lt;br /&gt;
&lt;br /&gt;
==== CD Music Emulation ====&lt;br /&gt;
&lt;br /&gt;
Games such as Klingon Honor Guard or X-Com: Enforcer shipped used CD music. Cluster emulates this feature by reading the individual music tracks from files within the game directory.&lt;br /&gt;
&lt;br /&gt;
The individual tracks must be placed directly inside the Music directory and named Track&amp;lt;Number&amp;gt;.&amp;lt;Extension&amp;gt;, where &amp;lt;Number&amp;gt; is the at least two digit track number and &amp;lt;Extension&amp;gt; is any of the following file extensions: wav, mp3, wma, asf, ogg or flac. For example &amp;quot;KHG/Music/Track04.mp3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The UseCDMusic option needs to be enabled.&lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
===== SoundVolume =====&lt;br /&gt;
Volume of sounds played except music. Some games will have additional options for parts of the sounds played, e.g. Deus Ex has a separate setting for voice over.&lt;br /&gt;
&lt;br /&gt;
===== SpeechVolume (Deus Ex) =====&lt;br /&gt;
Volume of the voice over played in Deus Ex.&lt;br /&gt;
&lt;br /&gt;
===== MusicVolume =====&lt;br /&gt;
&lt;br /&gt;
Volume of music.&lt;br /&gt;
&lt;br /&gt;
===== UseDigitalMusic =====&lt;br /&gt;
A slightly oversimplified explanation of this option would be &amp;quot;music which comes from umx files&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===== UseCDMusic =====&lt;br /&gt;
Enables CD music emulation.&lt;br /&gt;
&lt;br /&gt;
===== CDMusicVolumeFactor =====&lt;br /&gt;
Correction factor intended to deal with a potential missmatch between volume in CD and Digital music in case both are used.&lt;br /&gt;
&lt;br /&gt;
===== UseFrenchLipsync (Deus Ex) =====&lt;br /&gt;
Uses a different lipsynch implementation. The term french is used as in &amp;quot;french rifling&amp;quot;, not in relation to a particular language.&lt;br /&gt;
&lt;br /&gt;
===== EffectsChannels =====&lt;br /&gt;
Upper limit of concurrently playing sounds. Higher values tend to just oversaturate the output. The sweetspot is probably around 8-12, the highest useful value is probably around 16. Sadly stock Unreal Engine lacks proper a priority system...&lt;br /&gt;
&lt;br /&gt;
== How to obtain ==&lt;br /&gt;
&lt;br /&gt;
Standalone builds of Cluster can be obtained on it's [https://coding.hanfling.de/cluster/ website].&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
* FMOD will not reset S3M state such as volume on loop, and will break for S3M files relying on this non standard behaviour.&lt;br /&gt;
&lt;br /&gt;
== Frequently asked questions ==&lt;br /&gt;
&lt;br /&gt;
'''TBD'''.&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=Cluster&amp;diff=198</id>
		<title>Cluster</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=Cluster&amp;diff=198"/>
		<updated>2023-11-26T19:09:27Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preamble ==&lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
==== Supported Audio Formats ====&lt;br /&gt;
&lt;br /&gt;
Cluster supports most commonly used audio formats including WAV/MP3/WMA/MIDI/OGG/FLAC, the Tracker formats XM/S3M/MOD/IT as well as the PSX2 ADPCM format.&lt;br /&gt;
&lt;br /&gt;
In general there is no separation in support for these formats between either of ''Sound'', ''Music'' or CD emulation, except that PSX2 ADPCM support is not available for CD emulation.&lt;br /&gt;
&lt;br /&gt;
===== Recommended Audio Formats =====&lt;br /&gt;
&lt;br /&gt;
Outside the use of tracker formats, I recommend using the MP3 file format as it's efficiently supported inside FMOD.&lt;br /&gt;
&lt;br /&gt;
===== PSX2 ADPCM Notes =====&lt;br /&gt;
&lt;br /&gt;
The PSX2 Sounds and on disk music files to not contain an identification header in the file data itsself, so Cluster identifies them based on the FileType stored on both &amp;quot;Sound&amp;quot; and &amp;quot;Music&amp;quot; (which is based on the file extension on import).&lt;br /&gt;
&lt;br /&gt;
''Sound'' objects in the PSX2 version were converted with the ''PS2ConvertCommandlet'', which alongside convertion, added a small header and set the FileType to PS2. In case you reimport these files, make sure they still have PS2 as file extension. I recommend using tools which use the stored FileType as extension for the exported file (e.g. fullbatchexport commandlet).&lt;br /&gt;
&lt;br /&gt;
The music for the PSX2 games was stored directly on disk with VGM (Unreal Tournament and Rune) or 000-006 (Deus Ex) file extension. These files do not contain a header and are always encoded in a fixed format. You can import these files as is, and they will be identified by FileType VGM or 000-007. These files are not interchangeable with the FileType PS2 ''Sound'' objects above.&lt;br /&gt;
&lt;br /&gt;
==== CD Music Emulation ====&lt;br /&gt;
&lt;br /&gt;
Games such as Klingon Honor Guard or X-Com: Enforcer shipped used CD music. Cluster emulates this feature by reading the individual music tracks from files within the game directory.&lt;br /&gt;
&lt;br /&gt;
The individual tracks must be placed directly inside the Music directory and named Track&amp;lt;Number&amp;gt;.&amp;lt;Extension&amp;gt;, where &amp;lt;Number&amp;gt; is the at least two digit track number and &amp;lt;Extension&amp;gt; is any of the following file extensions: wav, mp3, wma, asf, ogg or flac. For example &amp;quot;KHG/Music/Track04.mp3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The UseCDMusic option needs to be enabled.&lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
===== UseDigitalMusic =====&lt;br /&gt;
===== UseCDMusic =====&lt;br /&gt;
===== EffectsChannels =====&lt;br /&gt;
===== SoundVolume =====&lt;br /&gt;
===== SpeechVolume (Deus Ex) =====&lt;br /&gt;
===== MusicVolume =====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== CDMusicVolumeFactor =====&lt;br /&gt;
&lt;br /&gt;
== How to obtain ==&lt;br /&gt;
&lt;br /&gt;
Standalone builds of Cluster can be obtained on it's [https://coding.hanfling.de/cluster/ website].&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
* FMOD will not reset S3M state such as volume on loop, and will break for S3M files relying on this non standard behaviour.&lt;br /&gt;
&lt;br /&gt;
== Frequently asked questions ==&lt;br /&gt;
&lt;br /&gt;
'''TBD'''.&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=Cluster&amp;diff=197</id>
		<title>Cluster</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=Cluster&amp;diff=197"/>
		<updated>2023-11-26T19:08:35Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preamble ==&lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
==== Supported Audio Formats ====&lt;br /&gt;
&lt;br /&gt;
Cluster supports most commonly used audio formats including WAV/MP3/WMA/MIDI/OGG/FLAC, the Tracker formats XM/S3M/MOD/IT as well as the PSX2 ADPCM format.&lt;br /&gt;
&lt;br /&gt;
In general there is no separation in support for these formats between either of ''Sound'', ''Music'' or CD emulation, except that PSX2 ADPCM support is not available for CD emulation.&lt;br /&gt;
&lt;br /&gt;
===== Recommended Audio Formats =====&lt;br /&gt;
&lt;br /&gt;
Outside the use of tracker formats, I recommend using the MP3 file format as it's efficiently supported inside FMOD.&lt;br /&gt;
&lt;br /&gt;
===== PSX2 ADPCM Notes =====&lt;br /&gt;
&lt;br /&gt;
The PSX2 Sounds and on disk music files to not contain an identification header in the file data itsself, so Cluster identifies them based on the FileType stored on both &amp;quot;Sound&amp;quot; and &amp;quot;Music&amp;quot; (which is based on the file extension on import).&lt;br /&gt;
&lt;br /&gt;
''Sound'' objects in the PSX2 version were converted with the ''PS2ConvertCommandlet'', which alongside convertion, added a small header and set the FileType to PS2. In case you reimport these files, make sure they still have PS2 as file extension. I recommend using tools which use the stored FileType as extension for the exported file (e.g. fullbatchexport commandlet).&lt;br /&gt;
&lt;br /&gt;
The music for the PSX2 games was stored directly on disk with VGM (Unreal Tournament and Rune) or 000-006 (Deus Ex) file extension. These files do not contain a header and are always encoded in a fixed format. You can import these files as is, and they will be identified by FileType VGM or 000-007. These files are not interchangeable with the FileType PS2 ''Sound'' objects above.&lt;br /&gt;
&lt;br /&gt;
==== CD Music Emulation ====&lt;br /&gt;
&lt;br /&gt;
Games such as Klingon Honor Guard or X-Com: Enforcer shipped used CD music. Cluster emulates this feature by reading the individual music tracks from files within the game directory.&lt;br /&gt;
&lt;br /&gt;
The individual tracks must be placed directly inside the Music directory and named Track&amp;lt;Number&amp;gt;.&amp;lt;Extension&amp;gt;, where &amp;lt;Number&amp;gt; is the at least two digit track number and &amp;lt;Extension&amp;gt; is any of the following file extensions: wav, mp3, wma, asf, ogg or flac. For example &amp;quot;KHG/Music/Track04.mp3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The UseCDMusic option needs to be enabled.&lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
===== UseDigitalMusic =====&lt;br /&gt;
===== UseCDMusic =====&lt;br /&gt;
===== EffectsChannels =====&lt;br /&gt;
===== SoundVolume =====&lt;br /&gt;
===== SpeechVolume (Deus Ex) =====&lt;br /&gt;
===== MusicVolume =====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== CDMusicVolumeFactor =====&lt;br /&gt;
&lt;br /&gt;
== How to obtain ==&lt;br /&gt;
&lt;br /&gt;
Standalone builds of Cluster can be obtained on it's [url=https://coding.hanfling.de/cluster/]website[/url].&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
* FMOD will not reset S3M state such as volume on loop, and will break for S3M files relying on this non standard behaviour.&lt;br /&gt;
&lt;br /&gt;
== Frequently asked questions ==&lt;br /&gt;
&lt;br /&gt;
'''TBD'''.&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=Cluster&amp;diff=196</id>
		<title>Cluster</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=Cluster&amp;diff=196"/>
		<updated>2023-11-26T19:07:55Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preamble ==&lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
==== Supported Audio Formats ====&lt;br /&gt;
&lt;br /&gt;
Cluster supports most commonly used audio formats including WAV/MP3/WMA/MIDI/OGG/FLAC, the Tracker formats XM/S3M/MOD/IT as well as the PSX2 ADPCM format.&lt;br /&gt;
&lt;br /&gt;
In general there is no separation in support for these formats between either of ''Sound'', ''Music'' or CD emulation, except that PSX2 ADPCM support is not available for CD emulation.&lt;br /&gt;
&lt;br /&gt;
===== Recommended Audio Formats =====&lt;br /&gt;
&lt;br /&gt;
Outside the use of tracker formats, I recommend using the MP3 file format as it's efficiently supported inside FMOD.&lt;br /&gt;
&lt;br /&gt;
===== PSX2 ADPCM Notes =====&lt;br /&gt;
&lt;br /&gt;
The PSX2 Sounds and on disk music files to not contain an identification header in the file data itsself, so Cluster identifies them based on the FileType stored on both &amp;quot;Sound&amp;quot; and &amp;quot;Music&amp;quot; (which is based on the file extension on import).&lt;br /&gt;
&lt;br /&gt;
''Sound'' objects in the PSX2 version were converted with the ''PS2ConvertCommandlet'', which alongside convertion, added a small header and set the FileType to PS2. In case you reimport these files, make sure they still have PS2 as file extension. I recommend using tools which use the stored FileType as extension for the exported file (e.g. fullbatchexport commandlet).&lt;br /&gt;
&lt;br /&gt;
The music for the PSX2 games was stored directly on disk with VGM (Unreal Tournament and Rune) or 000-006 (Deus Ex) file extension. These files do not contain a header and are always encoded in a fixed format. You can import these files as is, and they will be identified by FileType VGM or 000-007. These files are not interchangeable with the FileType PS2 ''Sound'' objects above.&lt;br /&gt;
&lt;br /&gt;
==== CD Music Emulation ====&lt;br /&gt;
&lt;br /&gt;
Games such as Klingon Honor Guard or X-Com: Enforcer shipped used CD music. Cluster emulates this feature by reading the individual music tracks from files within the game directory.&lt;br /&gt;
&lt;br /&gt;
The individual tracks must be placed directly inside the Music directory and named Track&amp;lt;Number&amp;gt;.&amp;lt;Extension&amp;gt;, where &amp;lt;Number&amp;gt; is the at least two digit track number and &amp;lt;Extension&amp;gt; is any of the following file extensions: wav, mp3, wma, asf, ogg or flac. For example &amp;quot;KHG/Music/Track04.mp3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The UseCDMusic option needs to be enabled.&lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
===== UseDigitalMusic =====&lt;br /&gt;
===== UseCDMusic =====&lt;br /&gt;
===== EffectsChannels =====&lt;br /&gt;
===== SoundVolume =====&lt;br /&gt;
===== SpeechVolume (Deus Ex) =====&lt;br /&gt;
===== MusicVolume =====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== CDMusicVolumeFactor =====&lt;br /&gt;
&lt;br /&gt;
== How to obtain ==&lt;br /&gt;
&lt;br /&gt;
Standalone builds of Cluster can be obtained on it's website: https://coding.hanfling.de/cluster/&lt;br /&gt;
&lt;br /&gt;
===== Deus Ex ===== &lt;br /&gt;
&lt;br /&gt;
Future standalone release and shipping in the future as part of Launch Bag in HX.&lt;br /&gt;
&lt;br /&gt;
===== Klingon Honor Guard =====&lt;br /&gt;
&lt;br /&gt;
Future standalone release.&lt;br /&gt;
&lt;br /&gt;
===== Nerf Arena Blast =====&lt;br /&gt;
&lt;br /&gt;
Shipping as part of Nerf 300 project.&lt;br /&gt;
&lt;br /&gt;
===== Rune Gold =====&lt;br /&gt;
&lt;br /&gt;
Future standalone release.&lt;br /&gt;
&lt;br /&gt;
===== Unreal Gold =====&lt;br /&gt;
&lt;br /&gt;
Future standalone release.&lt;br /&gt;
&lt;br /&gt;
===== Unreal Tournament 436  =====&lt;br /&gt;
&lt;br /&gt;
Future standalone release.&lt;br /&gt;
&lt;br /&gt;
===== X-Com: Enforcer =====&lt;br /&gt;
&lt;br /&gt;
Future standalone release.&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
* FMOD will not reset S3M state such as volume on loop, and will break for S3M files relying on this non standard behaviour.&lt;br /&gt;
&lt;br /&gt;
== Frequently asked questions ==&lt;br /&gt;
&lt;br /&gt;
'''TBD'''.&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=Cluster&amp;diff=195</id>
		<title>Cluster</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=Cluster&amp;diff=195"/>
		<updated>2023-11-26T19:05:53Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preamble ==&lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
==== Supported Audio Formats ====&lt;br /&gt;
&lt;br /&gt;
Cluster supports most commonly used audio formats including WAV/MP3/WMA/MIDI/OGG/FLAC, the Tracker formats XM/S3M/MOD/IT as well as the PSX2 ADPCM format.&lt;br /&gt;
&lt;br /&gt;
In general there is no separation in support for these formats between either of ''Sound'', ''Music'' or CD emulation, except that PSX2 ADPCM support is not available for CD emulation.&lt;br /&gt;
&lt;br /&gt;
===== Recommended Audio Formats =====&lt;br /&gt;
&lt;br /&gt;
Outside the use of tracker formats, I recommend using the MP3 file format as it's efficiently supported inside FMOD.&lt;br /&gt;
&lt;br /&gt;
===== PSX2 ADPCM Notes =====&lt;br /&gt;
&lt;br /&gt;
The PSX2 Sounds and on disk music files to not contain an identification header in the file data itsself, so Cluster identifies them based on the FileType stored on both &amp;quot;Sound&amp;quot; and &amp;quot;Music&amp;quot; (which is based on the file extension on import).&lt;br /&gt;
&lt;br /&gt;
''Sound'' objects in the PSX2 version were converted with the ''PS2ConvertCommandlet'', which alongside convertion, added a small header and set the FileType to PS2. In case you reimport these files, make sure they still have PS2 as file extension. I recommend using tools which use the stored FileType as extension for the exported file (e.g. fullbatchexport commandlet).&lt;br /&gt;
&lt;br /&gt;
The music for the PSX2 games was stored directly on disk with VGM (Unreal Tournament and Rune) or 000-006 (Deus Ex) file extension. These files do not contain a header and are always encoded in a fixed format. You can import these files as is, and they will be identified by FileType VGM or 000-007. These files are not interchangeable with the FileType PS2 ''Sound'' objects above.&lt;br /&gt;
&lt;br /&gt;
==== CD Music Emulation ====&lt;br /&gt;
&lt;br /&gt;
Games such as Klingon Honor Guard or X-Com: Enforcer shipped used CD music. Cluster emulates this feature by reading the individual music tracks from files within the game directory.&lt;br /&gt;
&lt;br /&gt;
The individual tracks must be placed directly inside the Music directory and named Track&amp;lt;Number&amp;gt;.&amp;lt;Extension&amp;gt;, where &amp;lt;Number&amp;gt; is the at least two digit track number and &amp;lt;Extension&amp;gt; is any of the following file extensions: wav, mp3, wma, asf, ogg or flac. For example &amp;quot;KHG/Music/Track04.mp3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The UseCDMusic option needs to be enabled.&lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
===== UseDigitalMusic =====&lt;br /&gt;
===== UseCDMusic =====&lt;br /&gt;
===== EffectsChannels =====&lt;br /&gt;
===== SoundVolume =====&lt;br /&gt;
===== SpeechVolume (Deus Ex) =====&lt;br /&gt;
===== MusicVolume =====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== CDMusicVolumeFactor =====&lt;br /&gt;
&lt;br /&gt;
== How to obtain ==&lt;br /&gt;
&lt;br /&gt;
===== Deus Ex ===== &lt;br /&gt;
&lt;br /&gt;
Future standalone release and shipping in the future as part of Launch Bag in HX.&lt;br /&gt;
&lt;br /&gt;
===== Klingon Honor Guard =====&lt;br /&gt;
&lt;br /&gt;
Future standalone release.&lt;br /&gt;
&lt;br /&gt;
===== Nerf Arena Blast =====&lt;br /&gt;
&lt;br /&gt;
Shipping as part of Nerf 300 project.&lt;br /&gt;
&lt;br /&gt;
===== Rune Gold =====&lt;br /&gt;
&lt;br /&gt;
Future standalone release.&lt;br /&gt;
&lt;br /&gt;
===== Unreal Gold =====&lt;br /&gt;
&lt;br /&gt;
Future standalone release.&lt;br /&gt;
&lt;br /&gt;
===== Unreal Tournament 436  =====&lt;br /&gt;
&lt;br /&gt;
Future standalone release.&lt;br /&gt;
&lt;br /&gt;
===== X-Com: Enforcer =====&lt;br /&gt;
&lt;br /&gt;
Future standalone release.&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
* FMOD will not reset S3M state such as volume on loop, and will break for S3M files relying on this non standard behaviour.&lt;br /&gt;
&lt;br /&gt;
== Frequently asked questions ==&lt;br /&gt;
&lt;br /&gt;
'''TBD'''.&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=194</id>
		<title>EAGLE</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=194"/>
		<updated>2023-11-26T19:05:13Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preamble ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up EAGLE ==&lt;br /&gt;
&lt;br /&gt;
=== Installing EAGLE ===&lt;br /&gt;
&lt;br /&gt;
* Create &amp;quot;C:\Windows\Desktop&amp;quot; directory else EAGLE 2.0 will crash on geometry rebuild.&lt;br /&gt;
* Install [https://coding.hanfling.de/launch/mirror/EAGLE_v2.0.zip EAGLE_v2.0.zip]. In case the installer won't pop up, use &amp;quot;Analyze Wait Chain&amp;quot; in the Windows Task Manager on the setup.exe process and close any blocking applications (looking at you Native Instruments and NVIDIA).&lt;br /&gt;
* Change compatibility options for EAGLE.exe to run as administrator.&lt;br /&gt;
&lt;br /&gt;
=== Installing EAX Runtime ===&lt;br /&gt;
&lt;br /&gt;
This step may not be required. I recommend you skip this step first and let me know if you needed to install the runtime. --han&lt;br /&gt;
&lt;br /&gt;
* Install [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4 Unified Redistributable].&lt;br /&gt;
&lt;br /&gt;
=== Setting up DirectSound/EAX emulation for EAGLE ===&lt;br /&gt;
&lt;br /&gt;
==== Option 1: Creative ALchemy ====&lt;br /&gt;
&lt;br /&gt;
* Install [https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;amp;action=submit#ALchemy ALchemy].&lt;br /&gt;
* Use the [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor] on your ALchemy install.&lt;br /&gt;
* Start Creative ALchemy from the start menu.&lt;br /&gt;
* Click the Add button in lower middle.&lt;br /&gt;
* Enter EAGLE 2.0 as Game Title&lt;br /&gt;
* Select Use Game Path and enter the EAGLE 2.0 install directory.&lt;br /&gt;
* Click OK.&lt;br /&gt;
* Select EAGLE 2.0 on the left side and click &amp;gt;&amp;gt; button.&lt;br /&gt;
* EAGLE 2.0 should now show up in the list of ALchemy-enabled Games on the right.&lt;br /&gt;
&lt;br /&gt;
==== Option 2: kcat's DSOAL over OpenAL Soft ====&lt;br /&gt;
&lt;br /&gt;
So far this is untested and requires you to know how to build with cmake. &lt;br /&gt;
&lt;br /&gt;
Instructions are found on it's [https://github.com/kcat/dsoal#usage github] page. Note, that at the time of writing (early March 2022), dsoal switched over from using EFX to EAX, which OpenAL Soft just recently added, but so far has not released a new version/build containing it. So you will also have to build OpenAL Soft from source.&lt;br /&gt;
&lt;br /&gt;
DSOAL is currently broken (mid March 2022), so you should either wait a while or try a few months older version. --han&lt;br /&gt;
&lt;br /&gt;
== Getting started with EAGLE ==&lt;br /&gt;
&lt;br /&gt;
Follow the [https://coding.hanfling.de/launch/mirror/eagle2tutorial.pdf EAGLE 2.0 Tutorial] from the downloads section, and write proper documentation about the process when you are done.&lt;br /&gt;
&lt;br /&gt;
== Using EAGLE environments ==&lt;br /&gt;
&lt;br /&gt;
The *.eal files need be placed inside the YourGame\Eal folder.&lt;br /&gt;
&lt;br /&gt;
== Files ==&lt;br /&gt;
&lt;br /&gt;
===== EAGLE =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLE_v2.0.zip EAGLE_v2.0.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/eagle2tutorial.pdf eagle2tutorial.pdf]&lt;br /&gt;
&lt;br /&gt;
===== ALchemy =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Alchemy.zip Alchemy.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor-1.0.zip]&lt;br /&gt;
&lt;br /&gt;
===== EAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4Unified_redist_4001.exe]&lt;br /&gt;
&lt;br /&gt;
===== Deus Ex =====&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/DeusExGOTYMapsExportedForEAGLE.zip DeusExGOTYMapsExportedForEAGLE.zip]&lt;br /&gt;
&lt;br /&gt;
===== Unreal Tournament =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteax_environments_repacked.zip uteax_environments_repacked.zip]&lt;br /&gt;
&lt;br /&gt;
== Forbidden Files ==&lt;br /&gt;
&lt;br /&gt;
'''DO NOT USE THE FILES.''' These files are only listed for their historic significance. '''YOU DO NOT NEED THESE FILES.'''&lt;br /&gt;
&lt;br /&gt;
===== EAGLE =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLEImport_SDK.zip EAGLEImport_SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Eagle2Tutorial.zip Eagle2Tutorial.zip]&lt;br /&gt;
&lt;br /&gt;
=====  EAX Manager =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAXManager_SDK.zip EAXManager_SDK.zip]&lt;br /&gt;
&lt;br /&gt;
===== EAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX10SDK.zip EAX10SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX20SDK.zip EAX20SDK.zip]&lt;br /&gt;
&lt;br /&gt;
===== UTEAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxsys.zip uteaxsys.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxdm.zip uteaxdm.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxctf.zip uteaxctf.zip]&lt;br /&gt;
&lt;br /&gt;
I know this is a bad idea.&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=193</id>
		<title>EAGLE</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=193"/>
		<updated>2023-11-26T19:04:42Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preamble ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up EAGLE ==&lt;br /&gt;
&lt;br /&gt;
=== Installing EAGLE ===&lt;br /&gt;
&lt;br /&gt;
* Create &amp;quot;C:\Windows\Desktop&amp;quot; directory else EAGLE 2.0 will crash on geometry rebuild.&lt;br /&gt;
* Install [https://coding.hanfling.de/launch/mirror/EAGLE_v2.0.zip EAGLE_v2.0.zip]. In case the installer won't pop up, use &amp;quot;Analyze Wait Chain&amp;quot; in the Windows Task Manager on the setup.exe process and close any blocking applications (looking at you Native Instruments and NVIDIA).&lt;br /&gt;
* Change compatibility options for EAGLE.exe to run as administrator.&lt;br /&gt;
&lt;br /&gt;
=== Installing EAX Runtime ===&lt;br /&gt;
&lt;br /&gt;
This step may not be required. I recommend you skip this step first and let me know if you needed to install the runtime. --han&lt;br /&gt;
&lt;br /&gt;
* Install [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4 Unified Redistributable].&lt;br /&gt;
&lt;br /&gt;
=== Setting up DirectSound/EAX emulation for EAGLE ===&lt;br /&gt;
&lt;br /&gt;
==== Option 1: Creative ALchemy ====&lt;br /&gt;
&lt;br /&gt;
* Install [https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;amp;action=submit#ALchemy ALchemy].&lt;br /&gt;
* Use the [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor] on your ALchemy install.&lt;br /&gt;
* Start Creative ALchemy from the start menu.&lt;br /&gt;
* Click the Add button in lower middle.&lt;br /&gt;
* Enter EAGLE 2.0 as Game Title&lt;br /&gt;
* Select Use Game Path and enter the EAGLE 2.0 install directory.&lt;br /&gt;
* Click OK.&lt;br /&gt;
* Select EAGLE 2.0 on the left side and click &amp;gt;&amp;gt; button.&lt;br /&gt;
* EAGLE 2.0 should now show up in the list of ALchemy-enabled Games on the right.&lt;br /&gt;
&lt;br /&gt;
==== Option 2: kcat's DSOAL over OpenAL Soft ====&lt;br /&gt;
&lt;br /&gt;
So far this is untested and requires you to know how to build with cmake. &lt;br /&gt;
&lt;br /&gt;
Instructions are found on it's [https://github.com/kcat/dsoal#usage github] page. Note, that at the time of writing (early March 2022), dsoal switched over from using EFX to EAX, which OpenAL Soft just recently added, but so far has not released a new version/build containing it. So you will also have to build OpenAL Soft from source.&lt;br /&gt;
&lt;br /&gt;
DSOAL is currently broken (mid March 2022), so you should either wait a while or try a few months older version. --han&lt;br /&gt;
&lt;br /&gt;
== Getting started with EAGLE ==&lt;br /&gt;
&lt;br /&gt;
Follow the [https://coding.hanfling.de/launch/mirror/eagle2tutorial.pdf EAGLE 2.0 Tutorial] from the downloads section, and write proper documentation about the process when you are done.&lt;br /&gt;
&lt;br /&gt;
== Using EAGLE environments ==&lt;br /&gt;
&lt;br /&gt;
The *.eal files need be placed inside the YourGame\Eal folder and the UseEagle option needs to be enabled for Cluster. The support is limited to ingame and is not available inside UnrealEd. Due to the nature of savegame handling in Unreal, KHG, etc. the environments will not work when loading a savegame (DeusEx however is unaffected), but will continue to work again upon visiting the next map. Sadly addressing these issues is likely only possible outside of Cluster.&lt;br /&gt;
&lt;br /&gt;
== Files ==&lt;br /&gt;
&lt;br /&gt;
===== EAGLE =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLE_v2.0.zip EAGLE_v2.0.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/eagle2tutorial.pdf eagle2tutorial.pdf]&lt;br /&gt;
&lt;br /&gt;
===== ALchemy =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Alchemy.zip Alchemy.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor-1.0.zip]&lt;br /&gt;
&lt;br /&gt;
===== EAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4Unified_redist_4001.exe]&lt;br /&gt;
&lt;br /&gt;
===== Deus Ex =====&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/DeusExGOTYMapsExportedForEAGLE.zip DeusExGOTYMapsExportedForEAGLE.zip]&lt;br /&gt;
&lt;br /&gt;
===== Unreal Tournament =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteax_environments_repacked.zip uteax_environments_repacked.zip]&lt;br /&gt;
&lt;br /&gt;
== Forbidden Files ==&lt;br /&gt;
&lt;br /&gt;
'''DO NOT USE THE FILES.''' These files are only listed for their historic significance. '''YOU DO NOT NEED THESE FILES.'''&lt;br /&gt;
&lt;br /&gt;
===== EAGLE =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLEImport_SDK.zip EAGLEImport_SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Eagle2Tutorial.zip Eagle2Tutorial.zip]&lt;br /&gt;
&lt;br /&gt;
=====  EAX Manager =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAXManager_SDK.zip EAXManager_SDK.zip]&lt;br /&gt;
&lt;br /&gt;
===== EAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX10SDK.zip EAX10SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX20SDK.zip EAX20SDK.zip]&lt;br /&gt;
&lt;br /&gt;
===== UTEAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxsys.zip uteaxsys.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxdm.zip uteaxdm.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxctf.zip uteaxctf.zip]&lt;br /&gt;
&lt;br /&gt;
I know this is a bad idea.&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=ListObjectsCommandlet&amp;diff=192</id>
		<title>ListObjectsCommandlet</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=ListObjectsCommandlet&amp;diff=192"/>
		<updated>2023-11-23T01:22:50Z</updated>

		<summary type="html">&lt;p&gt;Nah: Created page with &amp;quot;Placeholder&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Placeholder&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=DumpTextureInfoCommandlet&amp;diff=191</id>
		<title>DumpTextureInfoCommandlet</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=DumpTextureInfoCommandlet&amp;diff=191"/>
		<updated>2023-11-23T01:22:04Z</updated>

		<summary type="html">&lt;p&gt;Nah: Created page with &amp;quot;Placeholder&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Placeholder&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=Cluster&amp;diff=190</id>
		<title>Cluster</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=Cluster&amp;diff=190"/>
		<updated>2023-11-17T17:01:54Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preamble ==&lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
==== Supported Audio Formats ====&lt;br /&gt;
&lt;br /&gt;
Cluster supports most commonly used audio formats including WAV/MP3/WMA/MIDI/OGG/FLAC, the Tracker formats XM/S3M/MOD/IT as well as the PSX2 ADPCM format.&lt;br /&gt;
&lt;br /&gt;
In general there is no separation in support for these formats between either of ''Sound'', ''Music'' or CD emulation, except that PSX2 ADPCM support is not available for CD emulation.&lt;br /&gt;
&lt;br /&gt;
===== Recommended Audio Formats =====&lt;br /&gt;
&lt;br /&gt;
Outside the use of tracker formats, I recommend using the MP3 file format as it's efficiently supported inside FMOD.&lt;br /&gt;
&lt;br /&gt;
===== PSX2 ADPCM Notes =====&lt;br /&gt;
&lt;br /&gt;
The PSX2 Sounds and on disk music files to not contain an identification header in the file data itsself, so Cluster identifies them based on the FileType stored on both &amp;quot;Sound&amp;quot; and &amp;quot;Music&amp;quot; (which is based on the file extension on import).&lt;br /&gt;
&lt;br /&gt;
''Sound'' objects in the PSX2 version were converted with the ''PS2ConvertCommandlet'', which alongside convertion, added a small header and set the FileType to PS2. In case you reimport these files, make sure they still have PS2 as file extension. I recommend using tools which use the stored FileType as extension for the exported file (e.g. fullbatchexport commandlet).&lt;br /&gt;
&lt;br /&gt;
The music for the PSX2 games was stored directly on disk with VGM (Unreal Tournament and Rune) or 000-006 (Deus Ex) file extension. These files do not contain a header and are always encoded in a fixed format. You can import these files as is, and they will be identified by FileType VGM or 000-007. These files are not interchangeable with the FileType PS2 ''Sound'' objects above.&lt;br /&gt;
&lt;br /&gt;
==== CD Music Emulation ====&lt;br /&gt;
&lt;br /&gt;
Games such as Klingon Honor Guard or X-Com: Enforcer shipped used CD music. Cluster emulates this feature by reading the individual music tracks from files within the game directory.&lt;br /&gt;
&lt;br /&gt;
The individual tracks must be placed directly inside the Music directory and named Track&amp;lt;Number&amp;gt;.&amp;lt;Extension&amp;gt;, where &amp;lt;Number&amp;gt; is the at least two digit track number and &amp;lt;Extension&amp;gt; is any of the following file extensions: wav, mp3, wma, asf, ogg or flac. For example &amp;quot;KHG/Music/Track04.mp3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The UseCDMusic option needs to be enabled.&lt;br /&gt;
&lt;br /&gt;
==== EAGLE Environments ====&lt;br /&gt;
&lt;br /&gt;
For five minutes of nostalgia Cluster supports the use of audio environments originally featured in the UT EAX patch made by Creative. See the [[EAGLE]] page for details.&lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
===== UseDigitalMusic =====&lt;br /&gt;
===== UseCDMusic =====&lt;br /&gt;
===== EffectsChannels =====&lt;br /&gt;
===== SoundVolume =====&lt;br /&gt;
===== SpeechVolume (Deus Ex) =====&lt;br /&gt;
===== MusicVolume =====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== CDMusicVolumeFactor =====&lt;br /&gt;
&lt;br /&gt;
== How to obtain ==&lt;br /&gt;
&lt;br /&gt;
===== Deus Ex ===== &lt;br /&gt;
&lt;br /&gt;
Future standalone release and shipping in the future as part of Launch Bag in HX.&lt;br /&gt;
&lt;br /&gt;
===== Klingon Honor Guard =====&lt;br /&gt;
&lt;br /&gt;
Future standalone release.&lt;br /&gt;
&lt;br /&gt;
===== Nerf Arena Blast =====&lt;br /&gt;
&lt;br /&gt;
Shipping as part of Nerf 300 project.&lt;br /&gt;
&lt;br /&gt;
===== Rune Gold =====&lt;br /&gt;
&lt;br /&gt;
Future standalone release.&lt;br /&gt;
&lt;br /&gt;
===== Unreal Gold =====&lt;br /&gt;
&lt;br /&gt;
Future standalone release.&lt;br /&gt;
&lt;br /&gt;
===== Unreal Tournament 436  =====&lt;br /&gt;
&lt;br /&gt;
Future standalone release.&lt;br /&gt;
&lt;br /&gt;
===== X-Com: Enforcer =====&lt;br /&gt;
&lt;br /&gt;
Future standalone release.&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
* FMOD will not reset S3M state such as volume on loop, and will break for S3M files relying on this non standard behaviour.&lt;br /&gt;
&lt;br /&gt;
== Frequently asked questions ==&lt;br /&gt;
&lt;br /&gt;
'''TBD'''.&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=Cluster&amp;diff=189</id>
		<title>Cluster</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=Cluster&amp;diff=189"/>
		<updated>2023-11-17T17:01:04Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preamble ==&lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
==== Supported Audio Formats ====&lt;br /&gt;
&lt;br /&gt;
Cluster supports most commonly used audio formats including WAV/MP3/WMA/MIDI/OGG/FLAC, the Tracker formats XM/S3M/MOD/IT as well as the PSX2 ADPCM format.&lt;br /&gt;
&lt;br /&gt;
In general there is no separation in support for these formats between either of ''Sound'', ''Music'' or CD emulation, except that PSX2 ADPCM support is not available for CD emulation.&lt;br /&gt;
&lt;br /&gt;
===== Recommended Audio Formats =====&lt;br /&gt;
&lt;br /&gt;
Outside the use of tracker formats, I recommend using the MP3 file format as it's efficiently supported inside FMOD.&lt;br /&gt;
&lt;br /&gt;
===== PSX2 ADPCM Notes =====&lt;br /&gt;
&lt;br /&gt;
The PSX2 Sounds and on disk music files to not contain an identification header in the file data itsself, so Cluster identifies them based on the FileType stored on both &amp;quot;Sound&amp;quot; and &amp;quot;Music&amp;quot; (which is based on the file extension on import).&lt;br /&gt;
&lt;br /&gt;
''Sound'' objects in the PSX2 version were converted with the ''PS2ConvertCommandlet'', which alongside convertion, added a small header and set the FileType to PS2. In case you reimport these files, make sure they still have PS2 as file extension. I recommend using tools which use the stored FileType as extension for the exported file (e.g. fullbatchexport commandlet).&lt;br /&gt;
&lt;br /&gt;
The music for the PSX2 games was stored directly on disk with VGM (Unreal Tournament and Rune) or 000-006 (Deus Ex) file extension. These files do not contain a header and are always encoded in a fixed format. You can import these files as is, and they will be identified by FileType VGM or 000-007. These files are not interchangeable with the FileType PS2 ''Sound'' objects above.&lt;br /&gt;
&lt;br /&gt;
==== CD Music Emulation ====&lt;br /&gt;
&lt;br /&gt;
Games such as Klingon Honor Guard or X-Com: Enforcer shipped used CD music. Cluster emulates this feature by reading the individual music tracks from files within the game directory.&lt;br /&gt;
&lt;br /&gt;
The individual tracks must be placed directly inside the Music directory and named Track&amp;lt;Number&amp;gt;.&amp;lt;Extension&amp;gt;, where &amp;lt;Number&amp;gt; is the at least two digit track number and &amp;lt;Extension&amp;gt; is any of the following file extensions: wav, mp3, wma, asf, ogg or flac. For example &amp;quot;KHG/Music/Track04.mp3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The UseCDMusic option needs to be enabled.&lt;br /&gt;
&lt;br /&gt;
==== EAGLE Environments ====&lt;br /&gt;
&lt;br /&gt;
For five minutes of nostalgia Cluster supports the use of audio environments originally featured in the UT EAX patch made by Creative. See the [[EAGLE]] page for details.&lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
===== UseDigitalMusic =====&lt;br /&gt;
===== UseCDMusic =====&lt;br /&gt;
===== EffectsChannels =====&lt;br /&gt;
===== SoundVolume =====&lt;br /&gt;
===== SpeechVolume (Deus Ex) =====&lt;br /&gt;
===== MusicVolume =====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== CDMusicVolumeFactor =====&lt;br /&gt;
&lt;br /&gt;
== How to obtain ==&lt;br /&gt;
&lt;br /&gt;
===== Deus Ex ===== &lt;br /&gt;
&lt;br /&gt;
Future standalone release and shipping in the future as part of Launch Bag in HX.&lt;br /&gt;
&lt;br /&gt;
===== Klingon Honor Guard =====&lt;br /&gt;
&lt;br /&gt;
Future standalone release.&lt;br /&gt;
&lt;br /&gt;
===== Nerf Arena Blast =====&lt;br /&gt;
&lt;br /&gt;
Shipping as part of Nerf 300 project.&lt;br /&gt;
&lt;br /&gt;
===== Rune Gold =====&lt;br /&gt;
&lt;br /&gt;
Future standalone release.&lt;br /&gt;
&lt;br /&gt;
===== Unreal Gold =====&lt;br /&gt;
&lt;br /&gt;
Future standalone release.&lt;br /&gt;
&lt;br /&gt;
===== Unreal 227 &amp;quot;Oldunreal&amp;quot; =====&lt;br /&gt;
&lt;br /&gt;
Not supported.&lt;br /&gt;
&lt;br /&gt;
===== Unreal Tournament 436  =====&lt;br /&gt;
&lt;br /&gt;
Future standalone release.&lt;br /&gt;
&lt;br /&gt;
===== Unreal Tournament 469 &amp;quot;Oldunreal&amp;quot;  =====&lt;br /&gt;
&lt;br /&gt;
An older fork of Cluster is included.&lt;br /&gt;
&lt;br /&gt;
===== X-Com: Enforcer =====&lt;br /&gt;
&lt;br /&gt;
Future standalone release.&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
* FMOD will not reset S3M state such as volume on loop, and will break for S3M files relying on this non standard behaviour.&lt;br /&gt;
&lt;br /&gt;
== Frequently asked questions ==&lt;br /&gt;
&lt;br /&gt;
'''TBD'''.&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=Cluster&amp;diff=188</id>
		<title>Cluster</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=Cluster&amp;diff=188"/>
		<updated>2023-11-17T16:59:13Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preamble ==&lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
==== Supported Audio Formats ====&lt;br /&gt;
&lt;br /&gt;
Cluster supports most commonly used audio formats including WAV/MP3/WMA/MIDI/OGG/FLAC, the Tracker formats XM/S3M/MOD/IT as well as the PSX2 ADPCM format.&lt;br /&gt;
&lt;br /&gt;
In general there is no separation in support for these formats between either of ''Sound'', ''Music'' or CD emulation, except that PSX2 ADPCM support is not available for CD emulation.&lt;br /&gt;
&lt;br /&gt;
===== Recommended Audio Formats =====&lt;br /&gt;
&lt;br /&gt;
Outside the use of tracker formats, I recommend using the MP3 file format as it's efficiently supported inside FMOD.&lt;br /&gt;
&lt;br /&gt;
===== PSX2 ADPCM Notes =====&lt;br /&gt;
&lt;br /&gt;
The PSX2 Sounds and on disk music files to not contain an identification header in the file data itsself, so Cluster identifies them based on the FileType stored on both &amp;quot;Sound&amp;quot; and &amp;quot;Music&amp;quot; (which is based on the file extension on import).&lt;br /&gt;
&lt;br /&gt;
''Sound'' objects in the PSX2 version were converted with the ''PS2ConvertCommandlet'', which alongside convertion, added a small header and set the FileType to PS2. In case you reimport these files, make sure they still have PS2 as file extension. I recommend using tools which use the stored FileType as extension for the exported file (e.g. fullbatchexport commandlet).&lt;br /&gt;
&lt;br /&gt;
The music for the PSX2 games was stored directly on disk with VGM (Unreal Tournament and Rune) or 000-006 (Deus Ex) file extension. These files do not contain a header and are always encoded in a fixed format. You can import these files as is, and they will be identified by FileType VGM or 000-007. These files are not interchangeable with the FileType PS2 ''Sound'' objects above.&lt;br /&gt;
&lt;br /&gt;
==== CD Music Emulation ====&lt;br /&gt;
&lt;br /&gt;
Games such as Klingon Honor Guard or X-Com: Enforcer shipped used CD music. Cluster emulates this feature by reading the individual music tracks from files within the game directory.&lt;br /&gt;
&lt;br /&gt;
The individual tracks must be placed directly inside the Music directory and named Track&amp;lt;Number&amp;gt;.&amp;lt;Extension&amp;gt;, where &amp;lt;Number&amp;gt; is the at least two digit track number and &amp;lt;Extension&amp;gt; is any of the following file extensions: wav, mp3, wma, asf, ogg or flac. For example &amp;quot;KHG/Music/Track04.mp3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The UseCDMusic option needs to be enabled.&lt;br /&gt;
&lt;br /&gt;
==== EAGLE Environments ====&lt;br /&gt;
&lt;br /&gt;
For five minutes of nostalgia Cluster supports the use of audio environments originally featured in the UT EAX patch made by Creative. See the [[EAGLE]] page for details.&lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
===== UseDigitalMusic =====&lt;br /&gt;
===== UseCDMusic =====&lt;br /&gt;
===== EffectsChannels =====&lt;br /&gt;
===== SoundVolume =====&lt;br /&gt;
===== SpeechVolume (Deus Ex) =====&lt;br /&gt;
===== MusicVolume =====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== CDMusicVolumeFactor =====&lt;br /&gt;
&lt;br /&gt;
== How to obtain ==&lt;br /&gt;
&lt;br /&gt;
===== Deus Ex ===== &lt;br /&gt;
&lt;br /&gt;
Future standalone release and shipping in the future as part of Launch Bag in HX.&lt;br /&gt;
&lt;br /&gt;
===== Klingon Honor Guard =====&lt;br /&gt;
&lt;br /&gt;
Future standalone release.&lt;br /&gt;
&lt;br /&gt;
===== Nerf Arena Blast =====&lt;br /&gt;
&lt;br /&gt;
Shipping as part of Nerf 300 project.&lt;br /&gt;
&lt;br /&gt;
===== Rune 1.07 =====&lt;br /&gt;
&lt;br /&gt;
Future standalone release.&lt;br /&gt;
&lt;br /&gt;
===== Rune Classic =====&lt;br /&gt;
&lt;br /&gt;
Future standalone release.&lt;br /&gt;
&lt;br /&gt;
===== Unreal Gold =====&lt;br /&gt;
&lt;br /&gt;
Future standalone release.&lt;br /&gt;
&lt;br /&gt;
===== Unreal 226f =====&lt;br /&gt;
&lt;br /&gt;
Future standalone release and shipping in the future as part of Project Velora and Project Vendora.&lt;br /&gt;
&lt;br /&gt;
===== Unreal 227 &amp;quot;Oldunreal&amp;quot; =====&lt;br /&gt;
&lt;br /&gt;
Not supported.&lt;br /&gt;
&lt;br /&gt;
===== Unreal Tournament 436  =====&lt;br /&gt;
&lt;br /&gt;
Future standalone release.&lt;br /&gt;
&lt;br /&gt;
===== Unreal Tournament 440-451 &amp;quot;UTPG&amp;quot; =====&lt;br /&gt;
&lt;br /&gt;
Not supported.&lt;br /&gt;
&lt;br /&gt;
===== Unreal Tournament 469 &amp;quot;Oldunreal&amp;quot;  =====&lt;br /&gt;
&lt;br /&gt;
A modified version of Cluster is included.&lt;br /&gt;
&lt;br /&gt;
===== X-Com: Enforcer =====&lt;br /&gt;
&lt;br /&gt;
Future standalone release.&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
* FMOD will not reset S3M state such as volume on loop, and will break for S3M files relying on this non standard behaviour.&lt;br /&gt;
&lt;br /&gt;
== Frequently asked questions ==&lt;br /&gt;
&lt;br /&gt;
'''TBD'''.&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=187</id>
		<title>EAGLE</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=187"/>
		<updated>2022-03-14T03:35:10Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preamble ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up EAGLE ==&lt;br /&gt;
&lt;br /&gt;
=== Installing EAGLE ===&lt;br /&gt;
&lt;br /&gt;
* Create &amp;quot;C:\Windows\Desktop&amp;quot; directory else EAGLE 2.0 will crash on geometry rebuild.&lt;br /&gt;
* Install [https://coding.hanfling.de/launch/mirror/EAGLE_v2.0.zip EAGLE_v2.0.zip]. In case the installer won't pop up, use &amp;quot;Analyze Wait Chain&amp;quot; in the Windows Task Manager on the setup.exe process and close any blocking applications (looking at you Native Instruments and NVIDIA).&lt;br /&gt;
* Change compatibility options for EAGLE.exe to run as administrator.&lt;br /&gt;
&lt;br /&gt;
=== Installing EAX Runtime ===&lt;br /&gt;
&lt;br /&gt;
This step may not be required. I recommend you skip this step first and let me know if you needed to install the runtime. --han&lt;br /&gt;
&lt;br /&gt;
* Install [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4 Unified Redistributable].&lt;br /&gt;
&lt;br /&gt;
=== Setting up DirectSound/EAX emulation for EAGLE ===&lt;br /&gt;
&lt;br /&gt;
==== Option 1: Creative ALchemy ====&lt;br /&gt;
&lt;br /&gt;
* Install [https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;amp;action=submit#ALchemy ALchemy].&lt;br /&gt;
* Use the [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor] on your ALchemy install.&lt;br /&gt;
* Start Creative ALchemy from the start menu.&lt;br /&gt;
* Click the Add button in lower middle.&lt;br /&gt;
* Enter EAGLE 2.0 as Game Title&lt;br /&gt;
* Select Use Game Path and enter the EAGLE 2.0 install directory.&lt;br /&gt;
* Click OK.&lt;br /&gt;
* Select EAGLE 2.0 on the left side and click &amp;gt;&amp;gt; button.&lt;br /&gt;
* EAGLE 2.0 should now show up in the list of ALchemy-enabled Games on the right.&lt;br /&gt;
&lt;br /&gt;
==== Option 2: kcat's DSOAL over OpenAL Soft ====&lt;br /&gt;
&lt;br /&gt;
So far this is untested and requires you to know how to build with cmake. &lt;br /&gt;
&lt;br /&gt;
Instructions are found on it's [https://github.com/kcat/dsoal#usage github] page. Note, that at the time of writing (early March 2022), dsoal switched over from using EFX to EAX, which OpenAL Soft just recently added, but so far has not released a new version/build containing it. So you will also have to build OpenAL Soft from source.&lt;br /&gt;
&lt;br /&gt;
DSOAL is currently broken (mid March 2022), so you should either wait a while or try a few months older version. --han&lt;br /&gt;
&lt;br /&gt;
== Setting up Cluster ==&lt;br /&gt;
&lt;br /&gt;
You need a version of [[Cluster]] for your game supporting the eal environments.&lt;br /&gt;
&lt;br /&gt;
'''SO YOU ARE BASICALLY FUCKED RIGHT NOW'''.&lt;br /&gt;
&lt;br /&gt;
== Exporting maps for EAGLE ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting started with EAGLE ==&lt;br /&gt;
&lt;br /&gt;
Follow the [https://coding.hanfling.de/launch/mirror/eagle2tutorial.pdf EAGLE 2.0 Tutorial] from the downloads section, and write proper documentation about the process when you are done.&lt;br /&gt;
&lt;br /&gt;
== Using EAGLE environments ==&lt;br /&gt;
&lt;br /&gt;
The *.eal files need be placed inside the YourGame\Eal folder and the UseEagle option needs to be enabled for Cluster. The support is limited to ingame and is not available inside UnrealEd. Due to the nature of savegame handling in Unreal, KHG, etc. the environments will not work when loading a savegame (DeusEx however is unaffected), but will continue to work again upon visiting the next map. Sadly addressing these issues is likely only possible outside of Cluster.&lt;br /&gt;
&lt;br /&gt;
== Files ==&lt;br /&gt;
&lt;br /&gt;
===== EAGLE =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLE_v2.0.zip EAGLE_v2.0.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/eagle2tutorial.pdf eagle2tutorial.pdf]&lt;br /&gt;
&lt;br /&gt;
===== ALchemy =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Alchemy.zip Alchemy.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor-1.0.zip]&lt;br /&gt;
&lt;br /&gt;
===== EAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4Unified_redist_4001.exe]&lt;br /&gt;
&lt;br /&gt;
===== Deus Ex =====&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/DeusExGOTYMapsExportedForEAGLE.zip DeusExGOTYMapsExportedForEAGLE.zip]&lt;br /&gt;
&lt;br /&gt;
===== Unreal Tournament =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteax_environments_repacked.zip uteax_environments_repacked.zip]&lt;br /&gt;
&lt;br /&gt;
== Forbidden Files ==&lt;br /&gt;
&lt;br /&gt;
'''DO NOT USE THE FILES.''' These files are only listed for their historic significance. '''YOU DO NOT NEED THESE FILES.'''&lt;br /&gt;
&lt;br /&gt;
===== EAGLE =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLEImport_SDK.zip EAGLEImport_SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Eagle2Tutorial.zip Eagle2Tutorial.zip]&lt;br /&gt;
&lt;br /&gt;
=====  EAX Manager =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAXManager_SDK.zip EAXManager_SDK.zip]&lt;br /&gt;
&lt;br /&gt;
===== EAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX10SDK.zip EAX10SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX20SDK.zip EAX20SDK.zip]&lt;br /&gt;
&lt;br /&gt;
===== UTEAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxsys.zip uteaxsys.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxdm.zip uteaxdm.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxctf.zip uteaxctf.zip]&lt;br /&gt;
&lt;br /&gt;
I know this is a bad idea.&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=186</id>
		<title>EAGLE</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=186"/>
		<updated>2022-03-14T03:29:44Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preamble ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up EAGLE ==&lt;br /&gt;
&lt;br /&gt;
=== Installing EAGLE ===&lt;br /&gt;
&lt;br /&gt;
* Create &amp;quot;C:\Windows\Desktop&amp;quot; directory else EAGLE 2.0 will crash on geometry rebuild.&lt;br /&gt;
* Install [https://coding.hanfling.de/launch/mirror/EAGLE_v2.0.zip EAGLE_v2.0.zip]. In case the installer won't pop up, use &amp;quot;Analyze Wait Chain&amp;quot; in the Windows Task Manager on the setup.exe process and close any blocking applications (looking at you Native Instruments and NVIDIA).&lt;br /&gt;
* Change compatibility options for EAGLE.exe to run as administrator.&lt;br /&gt;
&lt;br /&gt;
=== Installing EAX Runtime ===&lt;br /&gt;
&lt;br /&gt;
This step may not be required. I recommend you skip this step first and let me know if you needed to install the runtime. --han&lt;br /&gt;
&lt;br /&gt;
* Install [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4 Unified Redistributable].&lt;br /&gt;
&lt;br /&gt;
=== Setting up DirectSound/EAX emulation for EAGLE ===&lt;br /&gt;
&lt;br /&gt;
==== Option 1: Creative ALchemy ====&lt;br /&gt;
&lt;br /&gt;
* Install [https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;amp;action=submit#ALchemy ALchemy].&lt;br /&gt;
* Use the [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor] on your ALchemy install.&lt;br /&gt;
* Start Creative ALchemy from the start menu.&lt;br /&gt;
* Click the Add button in lower middle.&lt;br /&gt;
* Enter EAGLE 2.0 as Game Title&lt;br /&gt;
* Select Use Game Path and enter the EAGLE 2.0 install directory.&lt;br /&gt;
* Click OK.&lt;br /&gt;
* Select EAGLE 2.0 on the left side and click &amp;gt;&amp;gt; button.&lt;br /&gt;
* EAGLE 2.0 should now show up in the list of ALchemy-enabled Games on the right.&lt;br /&gt;
&lt;br /&gt;
==== Option 2: kcat's DSOAL over OpenAL Soft ====&lt;br /&gt;
&lt;br /&gt;
So far this is untested and requires you to know how to build with cmake. &lt;br /&gt;
&lt;br /&gt;
Instructions are found on it's [https://github.com/kcat/dsoal#usage github] page. Note, that at the time of writing (early March 2022), dsoal switched over from using EFX to EAX, which OpenAL Soft just recently added, but so far has not released a new version/build containing it. So you will also have to build OpenAL Soft from source.&lt;br /&gt;
&lt;br /&gt;
== Setting up Cluster ==&lt;br /&gt;
&lt;br /&gt;
You need a version of [[Cluster]] for your game supporting the eal environments.&lt;br /&gt;
&lt;br /&gt;
'''SO YOU ARE BASICALLY FUCKED RIGHT NOW'''.&lt;br /&gt;
&lt;br /&gt;
== Exporting maps for EAGLE ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting started with EAGLE ==&lt;br /&gt;
&lt;br /&gt;
Follow the [https://coding.hanfling.de/launch/mirror/eagle2tutorial.pdf EAGLE 2.0 Tutorial] from the downloads section, and write proper documentation about the process when you are done.&lt;br /&gt;
&lt;br /&gt;
== Using EAGLE environments ==&lt;br /&gt;
&lt;br /&gt;
The *.eal files need be placed inside the YourGame\Eal folder and the UseEagle option needs to be enabled for Cluster. The support is limited to ingame and is not available inside UnrealEd. Due to the nature of savegame handling in Unreal, KHG, etc. the environments will not work when loading a savegame (DeusEx however is unaffected), but will continue to work again upon visiting the next map. Sadly addressing these issues is likely only possible outside of Cluster.&lt;br /&gt;
&lt;br /&gt;
== Files ==&lt;br /&gt;
&lt;br /&gt;
===== EAGLE =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLE_v2.0.zip EAGLE_v2.0.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/eagle2tutorial.pdf eagle2tutorial.pdf]&lt;br /&gt;
&lt;br /&gt;
===== ALchemy =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Alchemy.zip Alchemy.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor-1.0.zip]&lt;br /&gt;
&lt;br /&gt;
===== EAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4Unified_redist_4001.exe]&lt;br /&gt;
&lt;br /&gt;
===== Deus Ex =====&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/DeusExGOTYMapsExportedForEAGLE.zip DeusExGOTYMapsExportedForEAGLE.zip]&lt;br /&gt;
&lt;br /&gt;
===== Unreal Tournament =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteax_environments_repacked.zip uteax_environments_repacked.zip]&lt;br /&gt;
&lt;br /&gt;
== Forbidden Files ==&lt;br /&gt;
&lt;br /&gt;
'''DO NOT USE THE FILES.''' These files are only listed for their historic significance. '''YOU DO NOT NEED THESE FILES.'''&lt;br /&gt;
&lt;br /&gt;
===== EAGLE =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLEImport_SDK.zip EAGLEImport_SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Eagle2Tutorial.zip Eagle2Tutorial.zip]&lt;br /&gt;
&lt;br /&gt;
=====  EAX Manager =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAXManager_SDK.zip EAXManager_SDK.zip]&lt;br /&gt;
&lt;br /&gt;
===== EAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX10SDK.zip EAX10SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX20SDK.zip EAX20SDK.zip]&lt;br /&gt;
&lt;br /&gt;
===== UTEAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxsys.zip uteaxsys.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxdm.zip uteaxdm.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxctf.zip uteaxctf.zip]&lt;br /&gt;
&lt;br /&gt;
I know this is a bad idea.&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=185</id>
		<title>EAGLE</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=185"/>
		<updated>2022-03-07T22:20:32Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preamble ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up EAGLE ==&lt;br /&gt;
&lt;br /&gt;
=== Installing EAGLE ===&lt;br /&gt;
&lt;br /&gt;
* Create &amp;quot;C:\Windows\Desktop&amp;quot; directory else EAGLE 2.0 will crash on geometry rebuild.&lt;br /&gt;
* Install [https://coding.hanfling.de/launch/mirror/EAGLE_v2.0.zip EAGLE_v2.0.zip]. In case the installer won't pop up, use &amp;quot;Analyze Wait Chain&amp;quot; in the Windows Task Manager on the setup.exe process and close any blocking applications (looking at you Native Instruments and NVIDIA).&lt;br /&gt;
* Change compatibility options for EAGLE.exe to run as administrator.&lt;br /&gt;
&lt;br /&gt;
=== Installing EAX Runtime ===&lt;br /&gt;
&lt;br /&gt;
This step may not be required. I recommend you skip this step first and let me know if you needed to install the runtime. --han&lt;br /&gt;
&lt;br /&gt;
* Install [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4 Unified Redistributable].&lt;br /&gt;
&lt;br /&gt;
=== Setting up DirectSound/EAX emulation for EAGLE ===&lt;br /&gt;
&lt;br /&gt;
==== Option 1: Creative ALchemy ====&lt;br /&gt;
&lt;br /&gt;
* Install [https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;amp;action=submit#ALchemy ALchemy].&lt;br /&gt;
* Use the [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor] on your ALchemy install.&lt;br /&gt;
* Start Creative ALchemy from the start menu.&lt;br /&gt;
* Click the Add button in lower middle.&lt;br /&gt;
* Enter EAGLE 2.0 as Game Title&lt;br /&gt;
* Select Use Game Path and enter the EAGLE 2.0 install directory.&lt;br /&gt;
* Click OK.&lt;br /&gt;
* Select EAGLE 2.0 on the left side and click &amp;gt;&amp;gt; button.&lt;br /&gt;
* EAGLE 2.0 should now show up in the list of ALchemy-enabled Games on the right.&lt;br /&gt;
&lt;br /&gt;
==== Option 2: kcat's DSOAL over OpenAL Soft ====&lt;br /&gt;
&lt;br /&gt;
So far this is untested and requires you to know how to build with cmake. &lt;br /&gt;
&lt;br /&gt;
Instructions are found on it's [https://github.com/kcat/dsoal#usage github] page. Note, that at the time of writing (early March 2022), dsoal switched over from using EFX to EAX, which OpenAL Soft just recently added, but so far has not released a new version/build containing it. So you will also have to build OpenAL Soft from source.&lt;br /&gt;
&lt;br /&gt;
== Setting up Cluster ==&lt;br /&gt;
&lt;br /&gt;
You need a version of [[Cluster]] for your game supporting the eal environments.&lt;br /&gt;
&lt;br /&gt;
'''SO YOU ARE BASICALLY FUCKED RIGHT NOW'''.&lt;br /&gt;
&lt;br /&gt;
== Exporting maps for EAGLE ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting started with EAGLE ==&lt;br /&gt;
&lt;br /&gt;
Follow the [https://coding.hanfling.de/launch/mirror/eagle2tutorial.pdf EAGLE 2.0 Tutorial] from the downloads section, and write proper documentation about the process when you are done.&lt;br /&gt;
&lt;br /&gt;
== Using EAGLE environments ==&lt;br /&gt;
&lt;br /&gt;
The *.eal files need be placed inside the YourGame\Eal folder and the UseEagle option needs to be enabled for Cluster. The support is limited to ingame and is not available inside UnrealEd. Due to the nature of savegame handling in Unreal, KHG, etc. the environments will not work when loading a savegame (DeusEx however is unaffected), but will continue to work again upon visiting the next map. Sadly addressing these issues is likely only possible outside of Cluster.&lt;br /&gt;
&lt;br /&gt;
== Files ==&lt;br /&gt;
&lt;br /&gt;
===== EAGLE =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLE_v2.0.zip EAGLE_v2.0.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/eagle2tutorial.pdf eagle2tutorial.pdf]&lt;br /&gt;
&lt;br /&gt;
===== ALchemy =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Alchemy.zip Alchemy.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor-1.0.zip]&lt;br /&gt;
&lt;br /&gt;
===== EAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4Unified_redist_4001.exe]&lt;br /&gt;
&lt;br /&gt;
===== Deus Ex =====&lt;br /&gt;
&lt;br /&gt;
* Soon (TM)&lt;br /&gt;
&lt;br /&gt;
===== Unreal Tournament =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteax_environments_repacked.zip uteax_environments_repacked.zip]&lt;br /&gt;
&lt;br /&gt;
== Forbidden Files ==&lt;br /&gt;
&lt;br /&gt;
'''DO NOT USE THE FILES.''' These files are only listed for their historic significance. '''YOU DO NOT NEED THESE FILES.'''&lt;br /&gt;
&lt;br /&gt;
===== EAGLE =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLEImport_SDK.zip EAGLEImport_SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Eagle2Tutorial.zip Eagle2Tutorial.zip]&lt;br /&gt;
&lt;br /&gt;
=====  EAX Manager =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAXManager_SDK.zip EAXManager_SDK.zip]&lt;br /&gt;
&lt;br /&gt;
===== EAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX10SDK.zip EAX10SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX20SDK.zip EAX20SDK.zip]&lt;br /&gt;
&lt;br /&gt;
===== UTEAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxsys.zip uteaxsys.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxdm.zip uteaxdm.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxctf.zip uteaxctf.zip]&lt;br /&gt;
&lt;br /&gt;
I know this is a bad idea.&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=184</id>
		<title>EAGLE</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=184"/>
		<updated>2022-03-07T07:57:15Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preamble ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up EAGLE ==&lt;br /&gt;
&lt;br /&gt;
=== Installing EAGLE ===&lt;br /&gt;
&lt;br /&gt;
* Create &amp;quot;C:\Windows\Desktop&amp;quot; directory else EAGLE 2.0 will crash on geometry rebuild.&lt;br /&gt;
* Install [https://coding.hanfling.de/launch/mirror/EAGLE_v2.0.zip EAGLE_v2.0.zip]. In case the installer won't pop up, use &amp;quot;Analyze Wait Chain&amp;quot; in the Windows Task Manager on the setup.exe process and close any blocking applications (looking at you Native Instruments and NVIDIA).&lt;br /&gt;
* Change compatibility options for EAGLE.exe to run as administrator.&lt;br /&gt;
&lt;br /&gt;
=== Installing EAX Runtime ===&lt;br /&gt;
&lt;br /&gt;
This step may not be required. I recommend you skip this step first and let me know if you needed to install the runtime. --han&lt;br /&gt;
&lt;br /&gt;
* Install [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4 Unified Redistributable].&lt;br /&gt;
&lt;br /&gt;
=== Setting up DirectSound/EAX emulation for EAGLE ===&lt;br /&gt;
&lt;br /&gt;
==== Option 1: Creative ALchemy ====&lt;br /&gt;
&lt;br /&gt;
* Install [https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;amp;action=submit#ALchemy ALchemy].&lt;br /&gt;
* Use the [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor] on your ALchemy install.&lt;br /&gt;
* Start Creative ALchemy from the start menu.&lt;br /&gt;
* Click the Add button in lower middle.&lt;br /&gt;
* Enter EAGLE 2.0 as Game Title&lt;br /&gt;
* Select Use Game Path and enter the EAGLE 2.0 install directory.&lt;br /&gt;
* Click OK.&lt;br /&gt;
* Select EAGLE 2.0 on the left side and click &amp;gt;&amp;gt; button.&lt;br /&gt;
* EAGLE 2.0 should now show up in the list of ALchemy-enabled Games on the right.&lt;br /&gt;
&lt;br /&gt;
==== Option 2: kcat's DSOAL over OpenAL Soft ====&lt;br /&gt;
&lt;br /&gt;
So far this is untested and requires you to know how to build with cmake. &lt;br /&gt;
&lt;br /&gt;
Instructions are found on it's [https://github.com/kcat/dsoal#usage github] page. Note, that at the time of writing (early March 2022), dsoal switched over from using EFX to EAX, which OpenAL Soft just recently added, but so far has not released a new version/build containing it. So you will also have to build OpenAL Soft from source.&lt;br /&gt;
&lt;br /&gt;
== Setting up Cluster ==&lt;br /&gt;
&lt;br /&gt;
You need a version of [[Cluster]] for your game supporting the eal environments.&lt;br /&gt;
&lt;br /&gt;
'''SO YOU ARE BASICALLY FUCKED RIGHT NOW'''.&lt;br /&gt;
&lt;br /&gt;
== Exporting maps for EAGLE ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting started with EAGLE ==&lt;br /&gt;
&lt;br /&gt;
Follow the [https://coding.hanfling.de/launch/mirror/eagle2tutorial.pdf EAGLE 2.0 Tutorial] from the downloads section, and write proper documentation about the process when you are done.&lt;br /&gt;
&lt;br /&gt;
== Using EAGLE environments ==&lt;br /&gt;
&lt;br /&gt;
The *.eal files need be placed inside the YourGame\Eal folder and the UseEagle option needs to be enabled for Cluster. The support is limited to ingame and is not available inside UnrealEd. Due to the nature of savegame handling in Unreal, KHG, etc. the environments will not work when loading a savegame (DeusEx however is unaffected), but will continue to work again upon visiting the next map. Sadly, addressing these issues is likely only possible outside of Cluster.&lt;br /&gt;
&lt;br /&gt;
== Files ==&lt;br /&gt;
&lt;br /&gt;
===== EAGLE =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLE_v2.0.zip EAGLE_v2.0.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/eagle2tutorial.pdf eagle2tutorial.pdf]&lt;br /&gt;
&lt;br /&gt;
===== ALchemy =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Alchemy.zip Alchemy.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor-1.0.zip]&lt;br /&gt;
&lt;br /&gt;
===== EAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4Unified_redist_4001.exe]&lt;br /&gt;
&lt;br /&gt;
===== Deus Ex =====&lt;br /&gt;
&lt;br /&gt;
* Soon (TM)&lt;br /&gt;
&lt;br /&gt;
===== Unreal Tournament =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteax_environments_repacked.zip uteax_environments_repacked.zip]&lt;br /&gt;
&lt;br /&gt;
== Forbidden Files ==&lt;br /&gt;
&lt;br /&gt;
'''DO NOT USE THE FILES.''' These files are only listed for their historic significance. '''YOU DO NOT NEED THESE FILES.'''&lt;br /&gt;
&lt;br /&gt;
===== EAGLE =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLEImport_SDK.zip EAGLEImport_SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Eagle2Tutorial.zip Eagle2Tutorial.zip]&lt;br /&gt;
&lt;br /&gt;
=====  EAX Manager =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAXManager_SDK.zip EAXManager_SDK.zip]&lt;br /&gt;
&lt;br /&gt;
===== EAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX10SDK.zip EAX10SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX20SDK.zip EAX20SDK.zip]&lt;br /&gt;
&lt;br /&gt;
===== UTEAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxsys.zip uteaxsys.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxdm.zip uteaxdm.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxctf.zip uteaxctf.zip]&lt;br /&gt;
&lt;br /&gt;
I know this is a bad idea.&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=183</id>
		<title>EAGLE</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=183"/>
		<updated>2022-03-07T07:52:09Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preamble ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up EAGLE ==&lt;br /&gt;
&lt;br /&gt;
=== Installing EAGLE ===&lt;br /&gt;
&lt;br /&gt;
* Create &amp;quot;C:\Windows\Desktop&amp;quot; directory else EAGLE 2.0 will crash on geometry rebuild.&lt;br /&gt;
* Install [https://coding.hanfling.de/launch/mirror/EAGLE_v2.0.zip EAGLE_v2.0.zip]. In case the installer won't pop up, use &amp;quot;Analyze Wait Chain&amp;quot; in the Windows Task Manager on the setup.exe process and close any blocking applications (looking at you Native Instruments and NVIDIA).&lt;br /&gt;
&lt;br /&gt;
=== Installing EAX Runtime ===&lt;br /&gt;
&lt;br /&gt;
This step may not be required. I recommend you skip this step first and let me know if you needed to install the runtime. --han&lt;br /&gt;
&lt;br /&gt;
* Install [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4 Unified Redistributable].&lt;br /&gt;
&lt;br /&gt;
=== Setting up DirectSound/EAX emulation for EAGLE ===&lt;br /&gt;
&lt;br /&gt;
==== Option 1: Creative ALchemy ====&lt;br /&gt;
&lt;br /&gt;
* Install [https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;amp;action=submit#ALchemy ALchemy].&lt;br /&gt;
* Use the [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor] on your ALchemy install.&lt;br /&gt;
* Start Creative ALchemy from the start menu.&lt;br /&gt;
* Click the Add button in lower middle.&lt;br /&gt;
* Enter EAGLE 2.0 as Game Title&lt;br /&gt;
* Select Use Game Path and enter the EAGLE 2.0 install directory.&lt;br /&gt;
* Click OK.&lt;br /&gt;
* Select EAGLE 2.0 on the left side and click &amp;gt;&amp;gt; button.&lt;br /&gt;
* EAGLE 2.0 should now show up in the list of ALchemy-enabled Games on the right.&lt;br /&gt;
&lt;br /&gt;
==== Option 2: kcat's DSOAL over OpenAL Soft ====&lt;br /&gt;
&lt;br /&gt;
So far this is untested and requires you to know how to build with cmake. &lt;br /&gt;
&lt;br /&gt;
Instructions are found on it's [https://github.com/kcat/dsoal#usage github] page. Note, that at the time of writing (early March 2022), dsoal switched over from using EFX to EAX, which OpenAL Soft just recently added, but so far has not released a new version/build containing it. So you will also have to build OpenAL Soft from source.&lt;br /&gt;
&lt;br /&gt;
== Setting up Cluster ==&lt;br /&gt;
&lt;br /&gt;
You need a version of [[Cluster]] for your game supporting the eal environments.&lt;br /&gt;
&lt;br /&gt;
'''SO YOU ARE BASICALLY FUCKED RIGHT NOW'''.&lt;br /&gt;
&lt;br /&gt;
== Exporting maps for EAGLE ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting started with EAGLE ==&lt;br /&gt;
&lt;br /&gt;
Follow the [https://coding.hanfling.de/launch/mirror/eagle2tutorial.pdf EAGLE 2.0 Tutorial] from the downloads section, and write proper documentation about the process when you are done.&lt;br /&gt;
&lt;br /&gt;
== Using EAGLE environments ==&lt;br /&gt;
&lt;br /&gt;
The *.eal files need be placed inside the YourGame\Eal folder and the UseEagle option needs to be enabled for Cluster. The support is limited to ingame and is not available inside UnrealEd. Due to the nature of savegame handling in Unreal, KHG, etc. the environments will not work when loading a savegame (DeusEx however is unaffected), but will continue to work again upon visiting the next map. Sadly, addressing these issues is likely only possible outside of Cluster.&lt;br /&gt;
&lt;br /&gt;
== Files ==&lt;br /&gt;
&lt;br /&gt;
===== EAGLE =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLE_v2.0.zip EAGLE_v2.0.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/eagle2tutorial.pdf eagle2tutorial.pdf]&lt;br /&gt;
&lt;br /&gt;
===== ALchemy =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Alchemy.zip Alchemy.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor-1.0.zip]&lt;br /&gt;
&lt;br /&gt;
===== EAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4Unified_redist_4001.exe]&lt;br /&gt;
&lt;br /&gt;
===== Deus Ex =====&lt;br /&gt;
&lt;br /&gt;
* Soon (TM)&lt;br /&gt;
&lt;br /&gt;
===== Unreal Tournament =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteax_environments_repacked.zip uteax_environments_repacked.zip]&lt;br /&gt;
&lt;br /&gt;
== Forbidden Files ==&lt;br /&gt;
&lt;br /&gt;
'''DO NOT USE THE FILES.''' These files are only listed for their historic significance. '''YOU DO NOT NEED THESE FILES.'''&lt;br /&gt;
&lt;br /&gt;
===== EAGLE =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLEImport_SDK.zip EAGLEImport_SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Eagle2Tutorial.zip Eagle2Tutorial.zip]&lt;br /&gt;
&lt;br /&gt;
=====  EAX Manager =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAXManager_SDK.zip EAXManager_SDK.zip]&lt;br /&gt;
&lt;br /&gt;
===== EAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX10SDK.zip EAX10SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX20SDK.zip EAX20SDK.zip]&lt;br /&gt;
&lt;br /&gt;
===== UTEAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxsys.zip uteaxsys.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxdm.zip uteaxdm.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxctf.zip uteaxctf.zip]&lt;br /&gt;
&lt;br /&gt;
I know this is a bad idea.&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=182</id>
		<title>EAGLE</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=182"/>
		<updated>2022-03-07T07:51:47Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preamble ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up EAGLE ==&lt;br /&gt;
&lt;br /&gt;
=== Installing EAGLE ===&lt;br /&gt;
&lt;br /&gt;
* Install [https://coding.hanfling.de/launch/mirror/EAGLE_v2.0.zip EAGLE_v2.0.zip]. In case the installer won't pop up, use &amp;quot;Analyze Wait Chain&amp;quot; in the Windows Task Manager on the setup.exe process and close any blocking applications (looking at you Native Instruments and NVIDIA).&lt;br /&gt;
* Create &amp;quot;C:\Windows\Desktop&amp;quot; directory else EAGLE 2.0 will crash on geometry rebuild.&lt;br /&gt;
&lt;br /&gt;
=== Installing EAX Runtime ===&lt;br /&gt;
&lt;br /&gt;
This step may not be required. I recommend you skip this step first and let me know if you needed to install the runtime. --han&lt;br /&gt;
&lt;br /&gt;
* Install [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4 Unified Redistributable].&lt;br /&gt;
&lt;br /&gt;
=== Setting up DirectSound/EAX emulation for EAGLE ===&lt;br /&gt;
&lt;br /&gt;
==== Option 1: Creative ALchemy ====&lt;br /&gt;
&lt;br /&gt;
* Install [https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;amp;action=submit#ALchemy ALchemy].&lt;br /&gt;
* Use the [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor] on your ALchemy install.&lt;br /&gt;
* Start Creative ALchemy from the start menu.&lt;br /&gt;
* Click the Add button in lower middle.&lt;br /&gt;
* Enter EAGLE 2.0 as Game Title&lt;br /&gt;
* Select Use Game Path and enter the EAGLE 2.0 install directory.&lt;br /&gt;
* Click OK.&lt;br /&gt;
* Select EAGLE 2.0 on the left side and click &amp;gt;&amp;gt; button.&lt;br /&gt;
* EAGLE 2.0 should now show up in the list of ALchemy-enabled Games on the right.&lt;br /&gt;
&lt;br /&gt;
==== Option 2: kcat's DSOAL over OpenAL Soft ====&lt;br /&gt;
&lt;br /&gt;
So far this is untested and requires you to know how to build with cmake. &lt;br /&gt;
&lt;br /&gt;
Instructions are found on it's [https://github.com/kcat/dsoal#usage github] page. Note, that at the time of writing (early March 2022), dsoal switched over from using EFX to EAX, which OpenAL Soft just recently added, but so far has not released a new version/build containing it. So you will also have to build OpenAL Soft from source.&lt;br /&gt;
&lt;br /&gt;
== Setting up Cluster ==&lt;br /&gt;
&lt;br /&gt;
You need a version of [[Cluster]] for your game supporting the eal environments.&lt;br /&gt;
&lt;br /&gt;
'''SO YOU ARE BASICALLY FUCKED RIGHT NOW'''.&lt;br /&gt;
&lt;br /&gt;
== Exporting maps for EAGLE ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting started with EAGLE ==&lt;br /&gt;
&lt;br /&gt;
Follow the [https://coding.hanfling.de/launch/mirror/eagle2tutorial.pdf EAGLE 2.0 Tutorial] from the downloads section, and write proper documentation about the process when you are done.&lt;br /&gt;
&lt;br /&gt;
== Using EAGLE environments ==&lt;br /&gt;
&lt;br /&gt;
The *.eal files need be placed inside the YourGame\Eal folder and the UseEagle option needs to be enabled for Cluster. The support is limited to ingame and is not available inside UnrealEd. Due to the nature of savegame handling in Unreal, KHG, etc. the environments will not work when loading a savegame (DeusEx however is unaffected), but will continue to work again upon visiting the next map. Sadly, addressing these issues is likely only possible outside of Cluster.&lt;br /&gt;
&lt;br /&gt;
== Files ==&lt;br /&gt;
&lt;br /&gt;
===== EAGLE =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLE_v2.0.zip EAGLE_v2.0.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/eagle2tutorial.pdf eagle2tutorial.pdf]&lt;br /&gt;
&lt;br /&gt;
===== ALchemy =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Alchemy.zip Alchemy.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor-1.0.zip]&lt;br /&gt;
&lt;br /&gt;
===== EAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4Unified_redist_4001.exe]&lt;br /&gt;
&lt;br /&gt;
===== Deus Ex =====&lt;br /&gt;
&lt;br /&gt;
* Soon (TM)&lt;br /&gt;
&lt;br /&gt;
===== Unreal Tournament =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteax_environments_repacked.zip uteax_environments_repacked.zip]&lt;br /&gt;
&lt;br /&gt;
== Forbidden Files ==&lt;br /&gt;
&lt;br /&gt;
'''DO NOT USE THE FILES.''' These files are only listed for their historic significance. '''YOU DO NOT NEED THESE FILES.'''&lt;br /&gt;
&lt;br /&gt;
===== EAGLE =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLEImport_SDK.zip EAGLEImport_SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Eagle2Tutorial.zip Eagle2Tutorial.zip]&lt;br /&gt;
&lt;br /&gt;
=====  EAX Manager =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAXManager_SDK.zip EAXManager_SDK.zip]&lt;br /&gt;
&lt;br /&gt;
===== EAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX10SDK.zip EAX10SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX20SDK.zip EAX20SDK.zip]&lt;br /&gt;
&lt;br /&gt;
===== UTEAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxsys.zip uteaxsys.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxdm.zip uteaxdm.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxctf.zip uteaxctf.zip]&lt;br /&gt;
&lt;br /&gt;
I know this is a bad idea.&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=181</id>
		<title>EAGLE</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=181"/>
		<updated>2022-03-07T07:07:05Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preamble ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up EAGLE ==&lt;br /&gt;
&lt;br /&gt;
=== Installing EAGLE ===&lt;br /&gt;
&lt;br /&gt;
* Install [https://coding.hanfling.de/launch/mirror/EAGLE_v2.0.zip EAGLE_v2.0.zip]. In case the installer won't pop up, use &amp;quot;Analyze Wait Chain&amp;quot; in the Windows Task Manager on the setup.exe process and close any blocking applications (looking at you Native Instruments and NVIDIA).&lt;br /&gt;
&lt;br /&gt;
=== Installing EAX Runtime ===&lt;br /&gt;
&lt;br /&gt;
This step may not be required. I recommend you skip this step first and let me know if you needed to install the runtime. --han&lt;br /&gt;
&lt;br /&gt;
* Install [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4 Unified Redistributable].&lt;br /&gt;
&lt;br /&gt;
=== Setting up DirectSound/EAX emulation for EAGLE ===&lt;br /&gt;
&lt;br /&gt;
==== Option 1: Creative ALchemy ====&lt;br /&gt;
&lt;br /&gt;
* Install [https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;amp;action=submit#ALchemy ALchemy].&lt;br /&gt;
* Use the [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor] on your ALchemy install.&lt;br /&gt;
* Start Creative ALchemy from the start menu.&lt;br /&gt;
* Click the Add button in lower middle.&lt;br /&gt;
* Enter EAGLE 2.0 as Game Title&lt;br /&gt;
* Select Use Game Path and enter the EAGLE 2.0 install directory.&lt;br /&gt;
* Click OK.&lt;br /&gt;
* Select EAGLE 2.0 on the left side and click &amp;gt;&amp;gt; button.&lt;br /&gt;
* EAGLE 2.0 should now show up in the list of ALchemy-enabled Games on the right.&lt;br /&gt;
&lt;br /&gt;
==== Option 2: kcat's DSOAL over OpenAL Soft ====&lt;br /&gt;
&lt;br /&gt;
So far this is untested and requires you to know how to build with cmake. &lt;br /&gt;
&lt;br /&gt;
Instructions are found on it's [https://github.com/kcat/dsoal#usage github] page. Note, that at the time of writing (early March 2022), dsoal switched over from using EFX to EAX, which OpenAL Soft just recently added, but so far has not released a new version/build containing it. So you will also have to build OpenAL Soft from source.&lt;br /&gt;
&lt;br /&gt;
== Setting up Cluster ==&lt;br /&gt;
&lt;br /&gt;
You need a version of [[Cluster]] for your game supporting the eal environments.&lt;br /&gt;
&lt;br /&gt;
'''SO YOU ARE BASICALLY FUCKED RIGHT NOW'''.&lt;br /&gt;
&lt;br /&gt;
== Exporting maps for EAGLE ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting started with EAGLE ==&lt;br /&gt;
&lt;br /&gt;
Follow the [https://coding.hanfling.de/launch/mirror/eagle2tutorial.pdf EAGLE 2.0 Tutorial] from the downloads section, and write proper documentation about the process when you are done.&lt;br /&gt;
&lt;br /&gt;
== Using EAGLE environments ==&lt;br /&gt;
&lt;br /&gt;
The *.eal files need be placed inside the YourGame\Eal folder and the UseEagle option needs to be enabled for Cluster. The support is limited to ingame and is not available inside UnrealEd. Due to the nature of savegame handling in Unreal, KHG, etc. the environments will not work when loading a savegame (DeusEx however is unaffected), but will continue to work again upon visiting the next map. Sadly, addressing these issues is likely only possible outside of Cluster.&lt;br /&gt;
&lt;br /&gt;
== Files ==&lt;br /&gt;
&lt;br /&gt;
===== EAGLE =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLE_v2.0.zip EAGLE_v2.0.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/eagle2tutorial.pdf eagle2tutorial.pdf]&lt;br /&gt;
&lt;br /&gt;
===== ALchemy =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Alchemy.zip Alchemy.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor-1.0.zip]&lt;br /&gt;
&lt;br /&gt;
===== EAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4Unified_redist_4001.exe]&lt;br /&gt;
&lt;br /&gt;
===== Deus Ex =====&lt;br /&gt;
&lt;br /&gt;
* Soon (TM)&lt;br /&gt;
&lt;br /&gt;
===== Unreal Tournament =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteax_environments_repacked.zip uteax_environments_repacked.zip]&lt;br /&gt;
&lt;br /&gt;
== Forbidden Files ==&lt;br /&gt;
&lt;br /&gt;
'''DO NOT USE THE FILES.''' These files are only listed for their historic significance. '''YOU DO NOT NEED THESE FILES.'''&lt;br /&gt;
&lt;br /&gt;
===== EAGLE =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLEImport_SDK.zip EAGLEImport_SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Eagle2Tutorial.zip Eagle2Tutorial.zip]&lt;br /&gt;
&lt;br /&gt;
=====  EAX Manager =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAXManager_SDK.zip EAXManager_SDK.zip]&lt;br /&gt;
&lt;br /&gt;
===== EAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX10SDK.zip EAX10SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX20SDK.zip EAX20SDK.zip]&lt;br /&gt;
&lt;br /&gt;
===== UTEAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxsys.zip uteaxsys.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxdm.zip uteaxdm.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxctf.zip uteaxctf.zip]&lt;br /&gt;
&lt;br /&gt;
I know this is a bad idea.&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=180</id>
		<title>EAGLE</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=180"/>
		<updated>2022-03-07T07:06:27Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preamble ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up EAGLE ==&lt;br /&gt;
&lt;br /&gt;
=== Installing EAGLE ===&lt;br /&gt;
&lt;br /&gt;
* Install [https://coding.hanfling.de/launch/mirror/EAGLE_v2.0.zip EAGLE_v2.0.zip].&lt;br /&gt;
* In case the installer won't open up, use &amp;quot;Analyze Wait Chain&amp;quot; in the Windows Task Manager on the setup.exe process and close any blocking applications (looking at you Native Instruments and NVIDIA).&lt;br /&gt;
&lt;br /&gt;
=== Installing EAX Runtime ===&lt;br /&gt;
&lt;br /&gt;
This step may not be required. I recommend you skip this step first and let me know if you needed to install the runtime. --han&lt;br /&gt;
&lt;br /&gt;
* Install [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4 Unified Redistributable].&lt;br /&gt;
&lt;br /&gt;
=== Setting up DirectSound/EAX emulation for EAGLE ===&lt;br /&gt;
&lt;br /&gt;
==== Option 1: Creative ALchemy ====&lt;br /&gt;
&lt;br /&gt;
* Install [https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;amp;action=submit#ALchemy ALchemy].&lt;br /&gt;
* Use the [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor] on your ALchemy install.&lt;br /&gt;
* Start Creative ALchemy from the start menu.&lt;br /&gt;
* Click the Add button in lower middle.&lt;br /&gt;
* Enter EAGLE 2.0 as Game Title&lt;br /&gt;
* Select Use Game Path and enter the EAGLE 2.0 install directory.&lt;br /&gt;
* Click OK.&lt;br /&gt;
* Select EAGLE 2.0 on the left side and click &amp;gt;&amp;gt; button.&lt;br /&gt;
* EAGLE 2.0 should now show up in the list of ALchemy-enabled Games on the right.&lt;br /&gt;
&lt;br /&gt;
==== Option 2: kcat's DSOAL over OpenAL Soft ====&lt;br /&gt;
&lt;br /&gt;
So far this is untested and requires you to know how to build with cmake. &lt;br /&gt;
&lt;br /&gt;
Instructions are found on it's [https://github.com/kcat/dsoal#usage github] page. Note, that at the time of writing (early March 2022), dsoal switched over from using EFX to EAX, which OpenAL Soft just recently added, but so far has not released a new version/build containing it. So you will also have to build OpenAL Soft from source.&lt;br /&gt;
&lt;br /&gt;
== Setting up Cluster ==&lt;br /&gt;
&lt;br /&gt;
You need a version of [[Cluster]] for your game supporting the eal environments.&lt;br /&gt;
&lt;br /&gt;
'''SO YOU ARE BASICALLY FUCKED RIGHT NOW'''.&lt;br /&gt;
&lt;br /&gt;
== Exporting maps for EAGLE ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting started with EAGLE ==&lt;br /&gt;
&lt;br /&gt;
Follow the [https://coding.hanfling.de/launch/mirror/eagle2tutorial.pdf EAGLE 2.0 Tutorial] from the downloads section, and write proper documentation about the process when you are done.&lt;br /&gt;
&lt;br /&gt;
== Using EAGLE environments ==&lt;br /&gt;
&lt;br /&gt;
The *.eal files need be placed inside the YourGame\Eal folder and the UseEagle option needs to be enabled for Cluster. The support is limited to ingame and is not available inside UnrealEd. Due to the nature of savegame handling in Unreal, KHG, etc. the environments will not work when loading a savegame (DeusEx however is unaffected), but will continue to work again upon visiting the next map. Sadly, addressing these issues is likely only possible outside of Cluster.&lt;br /&gt;
&lt;br /&gt;
== Files ==&lt;br /&gt;
&lt;br /&gt;
===== EAGLE =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLE_v2.0.zip EAGLE_v2.0.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/eagle2tutorial.pdf eagle2tutorial.pdf]&lt;br /&gt;
&lt;br /&gt;
===== ALchemy =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Alchemy.zip Alchemy.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor-1.0.zip]&lt;br /&gt;
&lt;br /&gt;
===== EAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4Unified_redist_4001.exe]&lt;br /&gt;
&lt;br /&gt;
===== Deus Ex =====&lt;br /&gt;
&lt;br /&gt;
* Soon (TM)&lt;br /&gt;
&lt;br /&gt;
===== Unreal Tournament =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteax_environments_repacked.zip uteax_environments_repacked.zip]&lt;br /&gt;
&lt;br /&gt;
== Forbidden Files ==&lt;br /&gt;
&lt;br /&gt;
'''DO NOT USE THE FILES.''' These files are only listed for their historic significance. '''YOU DO NOT NEED THESE FILES.'''&lt;br /&gt;
&lt;br /&gt;
===== EAGLE =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLEImport_SDK.zip EAGLEImport_SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Eagle2Tutorial.zip Eagle2Tutorial.zip]&lt;br /&gt;
&lt;br /&gt;
=====  EAX Manager =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAXManager_SDK.zip EAXManager_SDK.zip]&lt;br /&gt;
&lt;br /&gt;
===== EAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX10SDK.zip EAX10SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX20SDK.zip EAX20SDK.zip]&lt;br /&gt;
&lt;br /&gt;
===== UTEAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxsys.zip uteaxsys.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxdm.zip uteaxdm.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxctf.zip uteaxctf.zip]&lt;br /&gt;
&lt;br /&gt;
I know this is a bad idea.&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=Main_Page&amp;diff=179</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=Main_Page&amp;diff=179"/>
		<updated>2022-03-06T22:37:04Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Getting Started]]&lt;br /&gt;
&lt;br /&gt;
[[Editing]]&lt;br /&gt;
&lt;br /&gt;
[[Cluster]]&lt;br /&gt;
&lt;br /&gt;
[[Commandlets]]&lt;br /&gt;
&lt;br /&gt;
[[FAQ]]&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=Commandlets&amp;diff=178</id>
		<title>Commandlets</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=Commandlets&amp;diff=178"/>
		<updated>2022-03-06T22:36:36Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== List of Commandlets ==&lt;br /&gt;
&lt;br /&gt;
=== Editing ===&lt;br /&gt;
&lt;br /&gt;
==== Build ====&lt;br /&gt;
&lt;br /&gt;
* [[BuildCommandlet]]&lt;br /&gt;
* [[MakeCommandlet]]&lt;br /&gt;
* [[TaggedPackageCommandlet]]&lt;br /&gt;
&lt;br /&gt;
==== Export ====&lt;br /&gt;
&lt;br /&gt;
* [[BatchExportCommandlet]]&lt;br /&gt;
* [[EagleBatchMapExportCommandlet]]&lt;br /&gt;
* [[EagleMapExportCommandlet]]&lt;br /&gt;
* [[ExportCommandlet]]&lt;br /&gt;
* [[FullBatchExportCommandlet]]&lt;br /&gt;
* [[SaveEmbeddedCommandlet]]&lt;br /&gt;
&lt;br /&gt;
==== Development Aid ====&lt;br /&gt;
&lt;br /&gt;
* [[DumpFontInfoCommandlet]]&lt;br /&gt;
* [[DumpMeshInfoCommandlet]]&lt;br /&gt;
* [[DumpTextureInfoCommandlet]]&lt;br /&gt;
* [[GestureDiffCommandlet]]&lt;br /&gt;
* [[ListObjectsCommandlet]] *hot*&lt;br /&gt;
&lt;br /&gt;
==== ScriptRays ====&lt;br /&gt;
&lt;br /&gt;
* [[ResRaysCommandlet]]&lt;br /&gt;
* [[ScriptRaysCommandlet]]&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
&lt;br /&gt;
* [[BlackAndWhiteCommandlet]]&lt;br /&gt;
* [[HalfLifeWadConvertCommandlet]]&lt;br /&gt;
&lt;br /&gt;
=== Server ===&lt;br /&gt;
&lt;br /&gt;
* [[ServerCommandlet]]&lt;br /&gt;
&lt;br /&gt;
=== HX ===&lt;br /&gt;
&lt;br /&gt;
* [[HXCreateLocalizedNamesCommandlet]]&lt;br /&gt;
* [[HXDumpConDataVaultImagesCommandlet]]&lt;br /&gt;
* [[HXDumpConGoalsCommandlet]]&lt;br /&gt;
* [[HXDumpConVoiceOverTrainingDataCommandlet]]&lt;br /&gt;
* [[HXDumpDataVaultImagesCommandlet]]&lt;br /&gt;
* [[HXDumpModifiedLightingCommandlet]]&lt;br /&gt;
* [[HXDumpModifiedNamesCommandlet]]&lt;br /&gt;
* [[HXDumpNanoKeysCommandlet]]&lt;br /&gt;
* [[HXDumpParticleGeneratorsCommandlet]]&lt;br /&gt;
* [[HXSpewCoopStartsCommandlet]]&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=Commandlets&amp;diff=177</id>
		<title>Commandlets</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=Commandlets&amp;diff=177"/>
		<updated>2022-03-06T22:35:53Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== List of Commandlets ==&lt;br /&gt;
&lt;br /&gt;
=== Editing ===&lt;br /&gt;
&lt;br /&gt;
==== Build ====&lt;br /&gt;
&lt;br /&gt;
* [[BuildCommandlet]]&lt;br /&gt;
* [[MakeCommandlet]]&lt;br /&gt;
* [[TaggedPackageCommandlet]]&lt;br /&gt;
&lt;br /&gt;
==== Export ====&lt;br /&gt;
&lt;br /&gt;
* [[BatchExportCommandlet]]&lt;br /&gt;
* [[ExportCommandlet]]&lt;br /&gt;
* [[FullBatchExportCommandlet]]&lt;br /&gt;
* [[SaveEmbeddedCommandlet]]&lt;br /&gt;
&lt;br /&gt;
==== Development Aid ====&lt;br /&gt;
&lt;br /&gt;
* [[DumpFontInfoCommandlet]]&lt;br /&gt;
* [[DumpMeshInfoCommandlet]]&lt;br /&gt;
* [[DumpTextureInfoCommandlet]]&lt;br /&gt;
* [[GestureDiffCommandlet]]&lt;br /&gt;
* [[ListObjectsCommandlet]] *hot*&lt;br /&gt;
&lt;br /&gt;
==== ScriptRays ====&lt;br /&gt;
&lt;br /&gt;
* [[ResRaysCommandlet]]&lt;br /&gt;
* [[ScriptRaysCommandlet]]&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
&lt;br /&gt;
* [[BlackAndWhiteCommandlet]]&lt;br /&gt;
* [[HalfLifeWadConvertCommandlet]]&lt;br /&gt;
&lt;br /&gt;
=== Server ===&lt;br /&gt;
&lt;br /&gt;
* [[ServerCommandlet]]&lt;br /&gt;
&lt;br /&gt;
=== Cluster ===&lt;br /&gt;
&lt;br /&gt;
* [[EagleBatchMapExportCommandlet]]&lt;br /&gt;
* [[EagleMapExportCommandlet]]&lt;br /&gt;
&lt;br /&gt;
=== HX ===&lt;br /&gt;
&lt;br /&gt;
* [[HXCreateLocalizedNamesCommandlet]]&lt;br /&gt;
* [[HXDumpConDataVaultImagesCommandlet]]&lt;br /&gt;
* [[HXDumpConGoalsCommandlet]]&lt;br /&gt;
* [[HXDumpConVoiceOverTrainingDataCommandlet]]&lt;br /&gt;
* [[HXDumpDataVaultImagesCommandlet]]&lt;br /&gt;
* [[HXDumpModifiedLightingCommandlet]]&lt;br /&gt;
* [[HXDumpModifiedNamesCommandlet]]&lt;br /&gt;
* [[HXDumpNanoKeysCommandlet]]&lt;br /&gt;
* [[HXDumpParticleGeneratorsCommandlet]]&lt;br /&gt;
* [[HXSpewCoopStartsCommandlet]]&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=Commandlets&amp;diff=176</id>
		<title>Commandlets</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=Commandlets&amp;diff=176"/>
		<updated>2022-03-06T22:35:22Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== List of Commandlets ==&lt;br /&gt;
&lt;br /&gt;
=== Editing ===&lt;br /&gt;
&lt;br /&gt;
==== Build ====&lt;br /&gt;
&lt;br /&gt;
* [[BuildCommandlet]]&lt;br /&gt;
* [[MakeCommandlet]]&lt;br /&gt;
* [[TaggedPackageCommandlet]]&lt;br /&gt;
&lt;br /&gt;
==== Export ====&lt;br /&gt;
&lt;br /&gt;
* [[BatchExportCommandlet]]&lt;br /&gt;
* [[ExportCommandlet]]&lt;br /&gt;
* [[FullBatchExportCommandlet]]&lt;br /&gt;
* [[SaveEmbeddedCommandlet]]&lt;br /&gt;
&lt;br /&gt;
==== Development Aid ====&lt;br /&gt;
&lt;br /&gt;
* [[DumpFontInfoCommandlet]]&lt;br /&gt;
* [[DumpMeshInfoCommandlet]]&lt;br /&gt;
* [[DumpTextureInfoCommandlet]]&lt;br /&gt;
* [[GestureDiffCommandlet]]&lt;br /&gt;
* [[ListObjectsCommandlet]] *hot*&lt;br /&gt;
&lt;br /&gt;
=== ScriptRays ===&lt;br /&gt;
&lt;br /&gt;
* [[ResRaysCommandlet]]&lt;br /&gt;
* [[ScriptRaysCommandlet]]&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
&lt;br /&gt;
* [[BlackAndWhiteCommandlet]]&lt;br /&gt;
* [[HalfLifeWadConvertCommandlet]]&lt;br /&gt;
&lt;br /&gt;
=== Server ===&lt;br /&gt;
&lt;br /&gt;
* [[ServerCommandlet]]&lt;br /&gt;
&lt;br /&gt;
=== Cluster ===&lt;br /&gt;
&lt;br /&gt;
* [[EagleBatchMapExportCommandlet]]&lt;br /&gt;
* [[EagleMapExportCommandlet]]&lt;br /&gt;
&lt;br /&gt;
=== HX ===&lt;br /&gt;
&lt;br /&gt;
* [[HXCreateLocalizedNamesCommandlet]]&lt;br /&gt;
* [[HXDumpConDataVaultImagesCommandlet]]&lt;br /&gt;
* [[HXDumpConGoalsCommandlet]]&lt;br /&gt;
* [[HXDumpConVoiceOverTrainingDataCommandlet]]&lt;br /&gt;
* [[HXDumpDataVaultImagesCommandlet]]&lt;br /&gt;
* [[HXDumpModifiedLightingCommandlet]]&lt;br /&gt;
* [[HXDumpModifiedNamesCommandlet]]&lt;br /&gt;
* [[HXDumpNanoKeysCommandlet]]&lt;br /&gt;
* [[HXDumpParticleGeneratorsCommandlet]]&lt;br /&gt;
* [[HXSpewCoopStartsCommandlet]]&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=Commandlets&amp;diff=175</id>
		<title>Commandlets</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=Commandlets&amp;diff=175"/>
		<updated>2022-03-06T22:35:03Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== List of Commandlets ==&lt;br /&gt;
&lt;br /&gt;
=== Editing ===&lt;br /&gt;
&lt;br /&gt;
==== Build ====&lt;br /&gt;
&lt;br /&gt;
* [[BuildCommandlet]]&lt;br /&gt;
* [[MakeCommandlet]]&lt;br /&gt;
* [[TaggedPackageCommandlet]]&lt;br /&gt;
&lt;br /&gt;
==== Export ====&lt;br /&gt;
&lt;br /&gt;
* [[BatchExportCommandlet]]&lt;br /&gt;
* [[ExportCommandlet]]&lt;br /&gt;
* [[FullBatchExportCommandlet]]&lt;br /&gt;
* [[SaveEmbeddedCommandlet]]&lt;br /&gt;
&lt;br /&gt;
==== Development Aid ====&lt;br /&gt;
&lt;br /&gt;
* [[DumpFontInfoCommandlet]]&lt;br /&gt;
* [[DumpMeshInfoCommandlet]]&lt;br /&gt;
* [[DumpTextureInfoCommandlet]]&lt;br /&gt;
* [[GestureDiffCommandlet]]&lt;br /&gt;
* [[ListObjectsCommandlet]] *HOT*&lt;br /&gt;
&lt;br /&gt;
=== ScriptRays ===&lt;br /&gt;
&lt;br /&gt;
* [[ResRaysCommandlet]]&lt;br /&gt;
* [[ScriptRaysCommandlet]]&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
&lt;br /&gt;
* [[BlackAndWhiteCommandlet]]&lt;br /&gt;
* [[HalfLifeWadConvertCommandlet]]&lt;br /&gt;
&lt;br /&gt;
=== Server ===&lt;br /&gt;
&lt;br /&gt;
* [[ServerCommandlet]]&lt;br /&gt;
&lt;br /&gt;
=== Cluster ===&lt;br /&gt;
&lt;br /&gt;
* [[EagleBatchMapExportCommandlet]]&lt;br /&gt;
* [[EagleMapExportCommandlet]]&lt;br /&gt;
&lt;br /&gt;
=== HX ===&lt;br /&gt;
&lt;br /&gt;
* [[HXCreateLocalizedNamesCommandlet]]&lt;br /&gt;
* [[HXDumpConDataVaultImagesCommandlet]]&lt;br /&gt;
* [[HXDumpConGoalsCommandlet]]&lt;br /&gt;
* [[HXDumpConVoiceOverTrainingDataCommandlet]]&lt;br /&gt;
* [[HXDumpDataVaultImagesCommandlet]]&lt;br /&gt;
* [[HXDumpModifiedLightingCommandlet]]&lt;br /&gt;
* [[HXDumpModifiedNamesCommandlet]]&lt;br /&gt;
* [[HXDumpNanoKeysCommandlet]]&lt;br /&gt;
* [[HXDumpParticleGeneratorsCommandlet]]&lt;br /&gt;
* [[HXSpewCoopStartsCommandlet]]&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=Commandlets&amp;diff=174</id>
		<title>Commandlets</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=Commandlets&amp;diff=174"/>
		<updated>2022-03-06T22:22:02Z</updated>

		<summary type="html">&lt;p&gt;Nah: Created page with &amp;quot;EagleBatchMapExportCommandlet  EagleMapExportCommandlet&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[EagleBatchMapExportCommandlet]]&lt;br /&gt;
&lt;br /&gt;
[[EagleMapExportCommandlet]]&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=EagleBatchMapExportCommandlet&amp;diff=173</id>
		<title>EagleBatchMapExportCommandlet</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=EagleBatchMapExportCommandlet&amp;diff=173"/>
		<updated>2022-03-06T22:20:11Z</updated>

		<summary type="html">&lt;p&gt;Nah: Redirected page to EagleMapExportCommandlet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[EagleMapExportCommandlet]]&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=EagleMapExportCommandlet&amp;diff=172</id>
		<title>EagleMapExportCommandlet</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=EagleMapExportCommandlet&amp;diff=172"/>
		<updated>2022-03-06T22:19:17Z</updated>

		<summary type="html">&lt;p&gt;Nah: Created page with &amp;quot;TODO&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TODO&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=171</id>
		<title>EAGLE</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=171"/>
		<updated>2022-03-06T21:40:29Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preamble ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up EAGLE ==&lt;br /&gt;
&lt;br /&gt;
=== Installing EAGLE ===&lt;br /&gt;
&lt;br /&gt;
* Install [https://coding.hanfling.de/launch/mirror/EAGLE_v2.0.zip EAGLE_v2.0.zip].&lt;br /&gt;
&lt;br /&gt;
=== Installing EAX Runtime ===&lt;br /&gt;
&lt;br /&gt;
This step may not be required. I recommend you skip this step first and let me know if you needed to install the runtime. --han&lt;br /&gt;
&lt;br /&gt;
* Install [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4 Unified Redistributable].&lt;br /&gt;
&lt;br /&gt;
=== Setting up DirectSound/EAX emulation for EAGLE ===&lt;br /&gt;
&lt;br /&gt;
==== Option 1: Creative ALchemy ====&lt;br /&gt;
&lt;br /&gt;
* Install [https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;amp;action=submit#ALchemy ALchemy].&lt;br /&gt;
* Use the [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor] on your ALchemy install.&lt;br /&gt;
* Start Creative ALchemy from the start menu.&lt;br /&gt;
* Click the Add button in lower middle.&lt;br /&gt;
* Enter EAGLE 2.0 as Game Title&lt;br /&gt;
* Select Use Game Path and enter the EAGLE 2.0 install directory.&lt;br /&gt;
* Click OK.&lt;br /&gt;
* Select EAGLE 2.0 on the left side and click &amp;gt;&amp;gt; button.&lt;br /&gt;
* EAGLE 2.0 should now show up in the list of ALchemy-enabled Games on the right.&lt;br /&gt;
&lt;br /&gt;
==== Option 2: kcat's DSOAL over OpenAL Soft ====&lt;br /&gt;
&lt;br /&gt;
So far this is untested and requires you to know how to build with cmake. &lt;br /&gt;
&lt;br /&gt;
Instructions are found on it's [https://github.com/kcat/dsoal#usage github] page. Note, that at the time of writing (early March 2022), dsoal switched over from using EFX to EAX, which OpenAL Soft just recently added, but so far has not released a new version/build containing it. So you will also have to build OpenAL Soft from source.&lt;br /&gt;
&lt;br /&gt;
== Setting up Cluster ==&lt;br /&gt;
&lt;br /&gt;
You need a version of [[Cluster]] for your game supporting the eal environments.&lt;br /&gt;
&lt;br /&gt;
'''SO YOU ARE BASICALLY FUCKED RIGHT NOW'''.&lt;br /&gt;
&lt;br /&gt;
== Exporting maps for EAGLE ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting started with EAGLE ==&lt;br /&gt;
&lt;br /&gt;
Follow the [https://coding.hanfling.de/launch/mirror/eagle2tutorial.pdf EAGLE 2.0 Tutorial] from the downloads section, and write proper documentation about the process when you are done.&lt;br /&gt;
&lt;br /&gt;
== Using EAGLE environments ==&lt;br /&gt;
&lt;br /&gt;
The *.eal files need be placed inside the YourGame\Eal folder and the UseEagle option needs to be enabled for Cluster. The support is limited to ingame and is not available inside UnrealEd. Due to the nature of savegame handling in Unreal, KHG, etc. the environments will not work when loading a savegame (DeusEx however is unaffected), but will continue to work again upon visiting the next map. Sadly, addressing these issues is likely only possible outside of Cluster.&lt;br /&gt;
&lt;br /&gt;
== Files ==&lt;br /&gt;
&lt;br /&gt;
===== EAGLE =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLE_v2.0.zip EAGLE_v2.0.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/eagle2tutorial.pdf eagle2tutorial.pdf]&lt;br /&gt;
&lt;br /&gt;
===== ALchemy =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Alchemy.zip Alchemy.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor-1.0.zip]&lt;br /&gt;
&lt;br /&gt;
===== EAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4Unified_redist_4001.exe]&lt;br /&gt;
&lt;br /&gt;
===== Deus Ex =====&lt;br /&gt;
&lt;br /&gt;
* Soon (TM)&lt;br /&gt;
&lt;br /&gt;
===== Unreal Tournament =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteax_environments_repacked.zip uteax_environments_repacked.zip]&lt;br /&gt;
&lt;br /&gt;
== Forbidden Files ==&lt;br /&gt;
&lt;br /&gt;
'''DO NOT USE THE FILES.''' These files are only listed for their historic significance. '''YOU DO NOT NEED THESE FILES.'''&lt;br /&gt;
&lt;br /&gt;
===== EAGLE =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLEImport_SDK.zip EAGLEImport_SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Eagle2Tutorial.zip Eagle2Tutorial.zip]&lt;br /&gt;
&lt;br /&gt;
=====  EAX Manager =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAXManager_SDK.zip EAXManager_SDK.zip]&lt;br /&gt;
&lt;br /&gt;
===== EAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX10SDK.zip EAX10SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX20SDK.zip EAX20SDK.zip]&lt;br /&gt;
&lt;br /&gt;
===== UTEAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxsys.zip uteaxsys.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxdm.zip uteaxdm.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxctf.zip uteaxctf.zip]&lt;br /&gt;
&lt;br /&gt;
I know this is a bad idea.&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=170</id>
		<title>EAGLE</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=170"/>
		<updated>2022-03-06T14:27:38Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preamble ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up EAGLE ==&lt;br /&gt;
&lt;br /&gt;
=== Installing EAGLE ===&lt;br /&gt;
&lt;br /&gt;
* Install [https://coding.hanfling.de/launch/mirror/EAGLE_v2.0.zip EAGLE_v2.0.zip].&lt;br /&gt;
&lt;br /&gt;
=== Installing EAX Runtime ===&lt;br /&gt;
&lt;br /&gt;
This step may not be required. I recommend you skip this step first and let me know if you needed to install the runtime. --han&lt;br /&gt;
&lt;br /&gt;
* Install [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4 Unified Redistributable].&lt;br /&gt;
&lt;br /&gt;
=== Setting up DirectSound/EAX emulation for EAGLE ===&lt;br /&gt;
&lt;br /&gt;
==== Option 1: Creative ALchemy ====&lt;br /&gt;
&lt;br /&gt;
* Install [https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;amp;action=submit#ALchemy ALchemy].&lt;br /&gt;
* Use the [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor] on your ALchemy install.&lt;br /&gt;
* Start Creative ALchemy from the start menu.&lt;br /&gt;
* Click the Add button in lower middle.&lt;br /&gt;
* Enter EAGLE 2.0 as Game Title&lt;br /&gt;
* Select Use Game Path and enter the EAGLE 2.0 install directory.&lt;br /&gt;
* Click OK.&lt;br /&gt;
* Select EAGLE 2.0 on the left side and click &amp;gt;&amp;gt; button.&lt;br /&gt;
* EAGLE 2.0 should now show up in the list of ALchemy-enabled Games on the right.&lt;br /&gt;
&lt;br /&gt;
==== Option 2: kcat's DSOAL over OpenAL Soft ====&lt;br /&gt;
&lt;br /&gt;
So far this is untested and requires you to know how to build with cmake. &lt;br /&gt;
&lt;br /&gt;
Instructions are found on it's [https://github.com/kcat/dsoal#usage github] page. Note, that at the time of writing (early March 2022), dsoal switched over from using EFX to EAX, which OpenAL Soft just recently added, but so far has not released a new version/build containing it. So you will also have to build OpenAL Soft from source.&lt;br /&gt;
&lt;br /&gt;
== Setting up Cluster ==&lt;br /&gt;
&lt;br /&gt;
You need a version of [[Cluster]] for your game supporting the eal environments.&lt;br /&gt;
&lt;br /&gt;
'''SO YOU ARE BASICALLY FUCKED RIGHT NOW'''.&lt;br /&gt;
&lt;br /&gt;
== Exporting maps for EAGLE ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting started with EAGLE ==&lt;br /&gt;
&lt;br /&gt;
Follow the [https://coding.hanfling.de/launch/mirror/eagle2tutorial.pdf EAGLE 2.0 Tutorial] from the downloads section, and write proper documentation about the process when you are done.&lt;br /&gt;
&lt;br /&gt;
== Using EAGLE environments ==&lt;br /&gt;
&lt;br /&gt;
The *.eal files need be placed inside the YourGame\Eal folder and the UseEagle option needs to be enabled for Cluster. The support is limited to ingame and is not available inside UnrealEd. Due to the nature of savegame handling in Unreal, KHG, etc. the environments will not work when loading a savegame (DeusEx however is unaffected), but will continue to work again upon visiting the next map. Sadyling, addressing these issues is likely only possible outside of Cluster.&lt;br /&gt;
&lt;br /&gt;
== Files ==&lt;br /&gt;
&lt;br /&gt;
===== EAGLE =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLE_v2.0.zip EAGLE_v2.0.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/eagle2tutorial.pdf eagle2tutorial.pdf]&lt;br /&gt;
&lt;br /&gt;
===== ALchemy =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Alchemy.zip Alchemy.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor-1.0.zip]&lt;br /&gt;
&lt;br /&gt;
===== EAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4Unified_redist_4001.exe]&lt;br /&gt;
&lt;br /&gt;
===== Deus Ex =====&lt;br /&gt;
&lt;br /&gt;
* Soon (TM)&lt;br /&gt;
&lt;br /&gt;
===== Unreal Tournament =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteax_environments_repacked.zip uteax_environments_repacked.zip]&lt;br /&gt;
&lt;br /&gt;
== Forbidden Files ==&lt;br /&gt;
&lt;br /&gt;
'''DO NOT USE THE FILES.''' These files are only listed for their historic significance. '''YOU DO NOT NEED THESE FILES.'''&lt;br /&gt;
&lt;br /&gt;
===== EAGLE =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLEImport_SDK.zip EAGLEImport_SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Eagle2Tutorial.zip Eagle2Tutorial.zip]&lt;br /&gt;
&lt;br /&gt;
=====  EAX Manager =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAXManager_SDK.zip EAXManager_SDK.zip]&lt;br /&gt;
&lt;br /&gt;
===== EAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX10SDK.zip EAX10SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX20SDK.zip EAX20SDK.zip]&lt;br /&gt;
&lt;br /&gt;
===== UTEAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxsys.zip uteaxsys.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxdm.zip uteaxdm.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxctf.zip uteaxctf.zip]&lt;br /&gt;
&lt;br /&gt;
I know this is a bad idea.&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=169</id>
		<title>EAGLE</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=169"/>
		<updated>2022-03-06T14:25:46Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preamble ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up EAGLE ==&lt;br /&gt;
&lt;br /&gt;
=== Installing EAGLE ===&lt;br /&gt;
&lt;br /&gt;
* Install [https://coding.hanfling.de/launch/mirror/EAGLE_v2.0.zip EAGLE_v2.0.zip].&lt;br /&gt;
&lt;br /&gt;
=== Installing EAX Runtime ===&lt;br /&gt;
&lt;br /&gt;
This step may not be required. I recommend you skip this step first and let me know if you needed to install the runtime. --han&lt;br /&gt;
&lt;br /&gt;
* Install [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4 Unified Redistributable].&lt;br /&gt;
&lt;br /&gt;
=== Setting up DirectSound/EAX emulation for EAGLE ===&lt;br /&gt;
&lt;br /&gt;
==== Option 1: Creative ALchemy ====&lt;br /&gt;
&lt;br /&gt;
* Install [https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;amp;action=submit#ALchemy ALchemy].&lt;br /&gt;
* Use the [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor] on your ALchemy install.&lt;br /&gt;
* Start Creative ALchemy from the start menu.&lt;br /&gt;
* Click the Add button in lower middle.&lt;br /&gt;
* Enter EAGLE 2.0 as Game Title&lt;br /&gt;
* Select Use Game Path and enter the EAGLE 2.0 install directory.&lt;br /&gt;
* Click OK.&lt;br /&gt;
* Select EAGLE 2.0 on the left side and click &amp;gt;&amp;gt; button.&lt;br /&gt;
* EAGLE 2.0 should now show up in the list of ALchemy-enabled Games on the right.&lt;br /&gt;
&lt;br /&gt;
==== Option 2: kcat's DSOAL over OpenAL Soft ====&lt;br /&gt;
&lt;br /&gt;
So far this is untested and requires you to know how to build with cmake. &lt;br /&gt;
&lt;br /&gt;
Instructions are found on it's [https://github.com/kcat/dsoal#usage github] page. Note, that at the time of writing (early March 2022), dsoal switched over from using EFX to EAX, which OpenAL Soft just recently added, but so far has not released a new version/build containing it. So you will also have to build OpenAL Soft from source.&lt;br /&gt;
&lt;br /&gt;
== Setting up Cluster ==&lt;br /&gt;
&lt;br /&gt;
You need a version of [[Cluster]] for your game supporting the eal environments.&lt;br /&gt;
&lt;br /&gt;
'''SO YOU ARE BASICALLY FUCKED RIGHT NOW'''.&lt;br /&gt;
&lt;br /&gt;
== Exporting maps for EAGLE ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting started with EAGLE ==&lt;br /&gt;
&lt;br /&gt;
Follow the [https://coding.hanfling.de/launch/mirror/eagle2tutorial.pdf EAGLE 2.0 Tutorial] from the downloads section, and write proper documentation about the process when you are done.&lt;br /&gt;
&lt;br /&gt;
== Using EAGLE environments ==&lt;br /&gt;
&lt;br /&gt;
The *.eal files need be placed inside the YourGame\Eal folder and the UseEagle option needs to be enabled for Cluster. The support is limited to ingame and is not available inside UnrealEd. Due to the nature of savegame handling in Unreal, KHG, etc. the environments will not work when loading a savegame (DeusEx however is unaffected), but will continue to work again upon visiting the next map. Sadyling, addressing these issues is likely only possible outside of Cluster.&lt;br /&gt;
&lt;br /&gt;
== Files ==&lt;br /&gt;
&lt;br /&gt;
===== EAGLE =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLE_v2.0.zip EAGLE_v2.0.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/eagle2tutorial.pdf eagle2tutorial.pdf]&lt;br /&gt;
&lt;br /&gt;
===== ALchemy =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Alchemy.zip Alchemy.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor-1.0.zip]&lt;br /&gt;
&lt;br /&gt;
===== EAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4Unified_redist_4001.exe]&lt;br /&gt;
&lt;br /&gt;
===== Deus Ex =====&lt;br /&gt;
&lt;br /&gt;
* Soon (TM)&lt;br /&gt;
&lt;br /&gt;
===== Unreal Tournament =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteax_environments_repacked.zip uteax_environments_repacked.zip]&lt;br /&gt;
&lt;br /&gt;
== Forbidden Files ==&lt;br /&gt;
&lt;br /&gt;
'''DO NOT USE THE FILES.''' These files are only listed for their historic significance. '''YOU DO NOT NEED THESE FILES.'''&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLEImport_SDK.zip EAGLEImport_SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAXManager_SDK.zip EAXManager_SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Eagle2Tutorial.zip Eagle2Tutorial.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX10SDK.zip EAX10SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX20SDK.zip EAX20SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxsys.zip uteaxsys.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxdm.zip uteaxdm.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxctf.zip uteaxctf.zip]&lt;br /&gt;
&lt;br /&gt;
I know this is a bad idea.&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=168</id>
		<title>EAGLE</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=168"/>
		<updated>2022-03-06T07:00:22Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preamble ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up EAGLE ==&lt;br /&gt;
&lt;br /&gt;
=== Installing EAGLE ===&lt;br /&gt;
&lt;br /&gt;
* Install [https://coding.hanfling.de/launch/mirror/EAGLE_v2.0.zip EAGLE_v2.0.zip].&lt;br /&gt;
&lt;br /&gt;
=== Installing EAX Runtime ===&lt;br /&gt;
&lt;br /&gt;
This step may not be required. I recommend you skip this step first and let me know if you needed to install the runtime. --han&lt;br /&gt;
&lt;br /&gt;
* Install [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4 Unified Redistributable].&lt;br /&gt;
&lt;br /&gt;
=== Setting up DirectSound/EAX emulation for EAGLE ===&lt;br /&gt;
&lt;br /&gt;
==== Option 1: Creative ALchemy ====&lt;br /&gt;
&lt;br /&gt;
* Install [https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;amp;action=submit#ALchemy ALchemy].&lt;br /&gt;
* Use the [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor] on your ALchemy install.&lt;br /&gt;
* Start Creative ALchemy from the start menu.&lt;br /&gt;
* Click the Add button in lower middle.&lt;br /&gt;
* Enter EAGLE 2.0 as Game Title&lt;br /&gt;
* Select Use Game Path and enter the EAGLE 2.0 install directory.&lt;br /&gt;
* Click OK.&lt;br /&gt;
* Select EAGLE 2.0 on the left side and click &amp;gt;&amp;gt; button.&lt;br /&gt;
* EAGLE 2.0 should now show up in the list of ALchemy-enabled Games on the right.&lt;br /&gt;
&lt;br /&gt;
==== Option 2: kcat's DSOAL over OpenAL Soft ====&lt;br /&gt;
&lt;br /&gt;
So far this is untested and requires you to know how to build with cmake. &lt;br /&gt;
&lt;br /&gt;
Instructions are found on it's [https://github.com/kcat/dsoal#usage github] page. Note, that at the time of writing (early March 2022), dsoal switched over from using EFX to EAX, which OpenAL Soft just recently added, but so far has not released a new version/build containing it. So you will also have to build OpenAL Soft from source.&lt;br /&gt;
&lt;br /&gt;
== Setting up Cluster ==&lt;br /&gt;
&lt;br /&gt;
You need a version of [[Cluster]] for your game supporting the eal environments.&lt;br /&gt;
&lt;br /&gt;
'''SO YOU ARE BASICALLY FUCKED RIGHT NOW'''.&lt;br /&gt;
&lt;br /&gt;
== Exporting maps for EAGLE ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting started with EAGLE ==&lt;br /&gt;
&lt;br /&gt;
Follow the [https://coding.hanfling.de/launch/mirror/eagle2tutorial.pdf EAGLE 2.0 Tutorial] from the downloads section, and write proper documentation about the process when you are done.&lt;br /&gt;
&lt;br /&gt;
== Using EAGLE environments ==&lt;br /&gt;
&lt;br /&gt;
The *.eal files need be placed inside the YourGame\Eal folder and the UseEagle option needs to be enabled for Cluster. The support is limited to ingame and is not available inside UnrealEd. Due to the nature of savegame handling in Unreal, KHG, etc. the environments will not work when loading a savegame (DeusEx however is unaffected), but will continue to work again upon visiting the next map. Sadyling, addressing these issues is likely only possible outside of Cluster.&lt;br /&gt;
&lt;br /&gt;
== Files ==&lt;br /&gt;
&lt;br /&gt;
===== EAGLE =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLE_v2.0.zip EAGLE_v2.0.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/eagle2tutorial.pdf eagle2tutorial.pdf]&lt;br /&gt;
&lt;br /&gt;
===== ALchemy =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Alchemy.zip Alchemy.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor-1.0.zip]&lt;br /&gt;
&lt;br /&gt;
===== EAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4Unified_redist_4001.exe]&lt;br /&gt;
&lt;br /&gt;
===== Deus Ex =====&lt;br /&gt;
&lt;br /&gt;
* Soon (TM)&lt;br /&gt;
&lt;br /&gt;
===== Unreal Tournament =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteax_environments_repacked.zip uteax_environments_repacked.zip]&lt;br /&gt;
&lt;br /&gt;
== Forbidden Files ==&lt;br /&gt;
&lt;br /&gt;
'''DO NOT USE THE FILES.''' These files are listed  only for their historic significance. '''YOU DO NOT NEED THESE FILES.'''&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLEImport_SDK.zip EAGLEImport_SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAXManager_SDK.zip EAXManager_SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Eagle2Tutorial.zip Eagle2Tutorial.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX10SDK.zip EAX10SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX20SDK.zip EAX20SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxsys.zip uteaxsys.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxdm.zip uteaxdm.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxctf.zip uteaxctf.zip]&lt;br /&gt;
&lt;br /&gt;
I know this is a bad idea.&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=167</id>
		<title>EAGLE</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=167"/>
		<updated>2022-03-06T06:55:32Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preamble ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up EAGLE ==&lt;br /&gt;
&lt;br /&gt;
=== Installing EAGLE ===&lt;br /&gt;
&lt;br /&gt;
=== Installing EAX Runtime ===&lt;br /&gt;
&lt;br /&gt;
This step may not be required. I recommend you skip this step first and let me know if you needed to install the runtime. --han&lt;br /&gt;
&lt;br /&gt;
* Install [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4 Unified Redistributable].&lt;br /&gt;
&lt;br /&gt;
=== Setting up DirectSound/EAX emulation for EAGLE ===&lt;br /&gt;
&lt;br /&gt;
==== Option 1: Creative ALchemy ====&lt;br /&gt;
&lt;br /&gt;
* Install [https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;amp;action=submit#ALchemy ALchemy].&lt;br /&gt;
* Use the [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor] on your ALchemy install.&lt;br /&gt;
* Start Creative ALchemy from the start menu.&lt;br /&gt;
* Click the Add button in lower middle.&lt;br /&gt;
* Enter EAGLE 2.0 as Game Title&lt;br /&gt;
* Select Use Game Path and enter the EAGLE 2.0 install directory.&lt;br /&gt;
* Click OK.&lt;br /&gt;
* Select EAGLE 2.0 on the left side and click &amp;gt;&amp;gt; button.&lt;br /&gt;
* EAGLE 2.0 should now show up in the list of ALchemy-enabled Games on the right.&lt;br /&gt;
&lt;br /&gt;
==== Option 2: kcat's DSOAL over OpenAL Soft ====&lt;br /&gt;
&lt;br /&gt;
So far this is untested and requires you to know how to build with cmake. &lt;br /&gt;
&lt;br /&gt;
Instructions are found on it's [https://github.com/kcat/dsoal#usage github] page. Note, that at the time of writing (early March 2022), dsoal switched over from using EFX to EAX, which OpenAL Soft just recently added, but so far has not released a new version/build containing it. So you will also have to build OpenAL Soft from source.&lt;br /&gt;
&lt;br /&gt;
== Setting up Cluster ==&lt;br /&gt;
&lt;br /&gt;
You need a version of [[Cluster]] for your game supporting the eal environments.&lt;br /&gt;
&lt;br /&gt;
'''SO YOU ARE BASICALLY FUCKED RIGHT NOW'''.&lt;br /&gt;
&lt;br /&gt;
== Exporting maps for EAGLE ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting started with EAGLE ==&lt;br /&gt;
&lt;br /&gt;
Follow the [https://coding.hanfling.de/launch/mirror/eagle2tutorial.pdf EAGLE 2.0 Tutorial] from the downloads section, and write proper documentation about the process when you are done.&lt;br /&gt;
&lt;br /&gt;
== Using EAGLE environments ==&lt;br /&gt;
&lt;br /&gt;
The *.eal files need be placed inside the YourGame\Eal folder and the UseEagle option needs to be enabled for Cluster. The support is limited to ingame and is not available inside UnrealEd. Due to the nature of savegame handling in Unreal, KHG, etc. the environments will not work when loading a savegame (DeusEx however is unaffected), but will continue to work again upon visiting the next map. Sadyling, addressing these issues is likely only possible outside of Cluster.&lt;br /&gt;
&lt;br /&gt;
== Files ==&lt;br /&gt;
&lt;br /&gt;
===== EAGLE =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLE_v2.0.zip EAGLE_v2.0.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/eagle2tutorial.pdf eagle2tutorial.pdf]&lt;br /&gt;
&lt;br /&gt;
===== ALchemy =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Alchemy.zip Alchemy.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor-1.0.zip]&lt;br /&gt;
&lt;br /&gt;
===== EAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4Unified_redist_4001.exe]&lt;br /&gt;
&lt;br /&gt;
===== Deus Ex =====&lt;br /&gt;
&lt;br /&gt;
* Soon (TM)&lt;br /&gt;
&lt;br /&gt;
===== Unreal Tournament =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteax_environments_repacked.zip uteax_environments_repacked.zip]&lt;br /&gt;
&lt;br /&gt;
== Forbidden Files ==&lt;br /&gt;
&lt;br /&gt;
'''DO NOT USE THE FILES.''' These files are listed  only for their historic significance. '''YOU DO NOT NEED THESE FILES.'''&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLEImport_SDK.zip EAGLEImport_SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAXManager_SDK.zip EAXManager_SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Eagle2Tutorial.zip Eagle2Tutorial.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX10SDK.zip EAX10SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX20SDK.zip EAX20SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxsys.zip uteaxsys.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxdm.zip uteaxdm.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxctf.zip uteaxctf.zip]&lt;br /&gt;
&lt;br /&gt;
I know this is a bad idea.&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=166</id>
		<title>EAGLE</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=166"/>
		<updated>2022-03-06T06:55:15Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preamble ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up EAGLE ==&lt;br /&gt;
&lt;br /&gt;
=== Installing EAGLE ===&lt;br /&gt;
&lt;br /&gt;
=== Installing EAX Runtime ===&lt;br /&gt;
&lt;br /&gt;
This step may not be required. I recommend you skip this step first and let me know if you needed to install the runtime. --han&lt;br /&gt;
&lt;br /&gt;
* Install [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4 Unified Redistributable].&lt;br /&gt;
&lt;br /&gt;
=== Setting up DirectSound/EAX emulation for EAGLE ===&lt;br /&gt;
&lt;br /&gt;
==== Option 1: Creative ALchemy ====&lt;br /&gt;
&lt;br /&gt;
* Install [https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;amp;action=submit#ALchemy ALchemy].&lt;br /&gt;
* Use the [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor] on your ALchemy install.&lt;br /&gt;
* Start Creative ALchemy from the start menu.&lt;br /&gt;
* Click the Add button in lower middle.&lt;br /&gt;
* Enter EAGLE 2.0 as Game Title&lt;br /&gt;
* Select Use Game Path and enter the EAGLE 2.0 install directory.&lt;br /&gt;
* Click OK.&lt;br /&gt;
* Select EAGLE 2.0 on the left side and click &amp;gt;&amp;gt; button.&lt;br /&gt;
* EAGLE 2.0 should now show up in the list of ALchemy-enabled Games on the right.&lt;br /&gt;
&lt;br /&gt;
==== Option 2: kcat's DSOAL over OpenAL Soft ====&lt;br /&gt;
&lt;br /&gt;
So far this is untested and requires you to know how to build with cmake. &lt;br /&gt;
&lt;br /&gt;
Instructions are found on it's [https://github.com/kcat/dsoal#usage github] page. Note, that at the time of writing (early March 2022), dsoal switched over from using EFX to EAX, which OpenAL Soft just recently added, but so far has not released a new version/build containing it. So you will also have to build OpenAL Soft from source.&lt;br /&gt;
&lt;br /&gt;
== Setting up Cluster ==&lt;br /&gt;
&lt;br /&gt;
You need a version of [[Cluster]] for your game supporting the eal environments.&lt;br /&gt;
&lt;br /&gt;
 '''SO YOU ARE BASICALLY FUCKED RIGHT NOW'''.&lt;br /&gt;
&lt;br /&gt;
== Exporting maps for EAGLE ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting started with EAGLE ==&lt;br /&gt;
&lt;br /&gt;
Follow the [https://coding.hanfling.de/launch/mirror/eagle2tutorial.pdf EAGLE 2.0 Tutorial] from the downloads section, and write proper documentation about the process when you are done.&lt;br /&gt;
&lt;br /&gt;
== Using EAGLE environments ==&lt;br /&gt;
&lt;br /&gt;
The *.eal files need be placed inside the YourGame\Eal folder and the UseEagle option needs to be enabled for Cluster. The support is limited to ingame and is not available inside UnrealEd. Due to the nature of savegame handling in Unreal, KHG, etc. the environments will not work when loading a savegame (DeusEx however is unaffected), but will continue to work again upon visiting the next map. Sadyling, addressing these issues is likely only possible outside of Cluster.&lt;br /&gt;
&lt;br /&gt;
== Files ==&lt;br /&gt;
&lt;br /&gt;
===== EAGLE =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLE_v2.0.zip EAGLE_v2.0.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/eagle2tutorial.pdf eagle2tutorial.pdf]&lt;br /&gt;
&lt;br /&gt;
===== ALchemy =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Alchemy.zip Alchemy.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor-1.0.zip]&lt;br /&gt;
&lt;br /&gt;
===== EAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4Unified_redist_4001.exe]&lt;br /&gt;
&lt;br /&gt;
===== Deus Ex =====&lt;br /&gt;
&lt;br /&gt;
* Soon (TM)&lt;br /&gt;
&lt;br /&gt;
===== Unreal Tournament =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteax_environments_repacked.zip uteax_environments_repacked.zip]&lt;br /&gt;
&lt;br /&gt;
== Forbidden Files ==&lt;br /&gt;
&lt;br /&gt;
'''DO NOT USE THE FILES.''' These files are listed  only for their historic significance. '''YOU DO NOT NEED THESE FILES.'''&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLEImport_SDK.zip EAGLEImport_SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAXManager_SDK.zip EAXManager_SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Eagle2Tutorial.zip Eagle2Tutorial.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX10SDK.zip EAX10SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX20SDK.zip EAX20SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxsys.zip uteaxsys.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxdm.zip uteaxdm.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxctf.zip uteaxctf.zip]&lt;br /&gt;
&lt;br /&gt;
I know this is a bad idea.&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=165</id>
		<title>EAGLE</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=165"/>
		<updated>2022-03-06T06:04:42Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preamble ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up EAGLE ==&lt;br /&gt;
&lt;br /&gt;
=== Installing EAGLE ===&lt;br /&gt;
&lt;br /&gt;
=== Installing EAX Runtime ===&lt;br /&gt;
&lt;br /&gt;
This step may not be required. I recommend you skip this step first and let me know if you needed to install the runtime. --han&lt;br /&gt;
&lt;br /&gt;
* Install [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4 Unified Redistributable].&lt;br /&gt;
&lt;br /&gt;
=== Setting up DirectSound/EAX emulation for EAGLE ===&lt;br /&gt;
&lt;br /&gt;
==== Option 1: Creative ALchemy ====&lt;br /&gt;
&lt;br /&gt;
* Install [https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;amp;action=submit#ALchemy ALchemy].&lt;br /&gt;
* Use the [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor] on your ALchemy install.&lt;br /&gt;
* Start Creative ALchemy from the start menu.&lt;br /&gt;
* Click the Add button in lower middle.&lt;br /&gt;
* Enter EAGLE 2.0 as Game Title&lt;br /&gt;
* Select Use Game Path and enter the EAGLE 2.0 install directory.&lt;br /&gt;
* Click OK.&lt;br /&gt;
* Select EAGLE 2.0 on the left side and click &amp;gt;&amp;gt; button.&lt;br /&gt;
* EAGLE 2.0 should now show up in the list of ALchemy-enabled Games on the right.&lt;br /&gt;
&lt;br /&gt;
==== Option 2: kcat's DSOAL over OpenAL Soft ====&lt;br /&gt;
&lt;br /&gt;
So far this is untested and requires you to know how to build with cmake. &lt;br /&gt;
&lt;br /&gt;
Instructions are found on it's [https://github.com/kcat/dsoal#usage github] page. Note, that at the time of writing (early March 2022), dsoal switched over from using EFX to EAX, which OpenAL Soft just recently added, but so far has not released a new version/build containing it. So you will also have to build OpenAL Soft from source.&lt;br /&gt;
&lt;br /&gt;
== Setting up Cluster ==&lt;br /&gt;
&lt;br /&gt;
You need a version of [[Cluster]] for your game supporting the eal environments -- '''SO YOU ARE BASICALLY FUCKED RIGHT NOW'''.&lt;br /&gt;
&lt;br /&gt;
== Exporting maps for EAGLE ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting started with EAGLE ==&lt;br /&gt;
&lt;br /&gt;
Follow the [https://coding.hanfling.de/launch/mirror/eagle2tutorial.pdf EAGLE 2.0 Tutorial] from the downloads section, and write proper documentation about the process when you are done.&lt;br /&gt;
&lt;br /&gt;
== Using EAGLE environments ==&lt;br /&gt;
&lt;br /&gt;
The *.eal files need be placed inside the YourGame\Eal folder and the UseEagle option needs to be enabled for Cluster. The support is limited to ingame and is not available inside UnrealEd. Due to the nature of savegame handling in Unreal, KHG, etc. the environments will not work when loading a savegame (DeusEx however is unaffected), but will continue to work again upon visiting the next map. Sadyling, addressing these issues is likely only possible outside of Cluster.&lt;br /&gt;
&lt;br /&gt;
== Files ==&lt;br /&gt;
&lt;br /&gt;
===== EAGLE =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLE_v2.0.zip EAGLE_v2.0.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/eagle2tutorial.pdf eagle2tutorial.pdf]&lt;br /&gt;
&lt;br /&gt;
===== ALchemy =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Alchemy.zip Alchemy.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor-1.0.zip]&lt;br /&gt;
&lt;br /&gt;
===== EAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4Unified_redist_4001.exe]&lt;br /&gt;
&lt;br /&gt;
===== Deus Ex =====&lt;br /&gt;
&lt;br /&gt;
* Soon (TM)&lt;br /&gt;
&lt;br /&gt;
===== Unreal Tournament =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteax_environments_repacked.zip uteax_environments_repacked.zip]&lt;br /&gt;
&lt;br /&gt;
== Forbidden Files ==&lt;br /&gt;
&lt;br /&gt;
'''DO NOT USE THE FILES.''' These files are listed  only for their historic significance. '''YOU DO NOT NEED THESE FILES.'''&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLEImport_SDK.zip EAGLEImport_SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAXManager_SDK.zip EAXManager_SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Eagle2Tutorial.zip Eagle2Tutorial.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX10SDK.zip EAX10SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX20SDK.zip EAX20SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxsys.zip uteaxsys.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxdm.zip uteaxdm.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxctf.zip uteaxctf.zip]&lt;br /&gt;
&lt;br /&gt;
I know this is a bad idea.&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=164</id>
		<title>EAGLE</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=164"/>
		<updated>2022-03-06T05:49:18Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preamble ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up EAGLE ==&lt;br /&gt;
&lt;br /&gt;
=== Installing EAGLE ===&lt;br /&gt;
&lt;br /&gt;
=== Installing EAX Runtime ===&lt;br /&gt;
&lt;br /&gt;
This step may not be required. I recommend you skip this step first and let me know if you needed to install the runtime. --han&lt;br /&gt;
&lt;br /&gt;
* Install [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4 Unified Redistributable].&lt;br /&gt;
&lt;br /&gt;
=== Setting up DirectSound/EAX emulation for EAGLE ===&lt;br /&gt;
&lt;br /&gt;
==== Option 1: Creative ALchemy ====&lt;br /&gt;
&lt;br /&gt;
* Install [https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;amp;action=submit#ALchemy ALchemy].&lt;br /&gt;
* Use the [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor] on your ALchemy install.&lt;br /&gt;
* Start Creative ALchemy from the start menu.&lt;br /&gt;
* Click the Add button in lower middle.&lt;br /&gt;
* Enter EAGLE 2.0 as Game Title&lt;br /&gt;
* Select Use Game Path and enter the EAGLE 2.0 install directory.&lt;br /&gt;
* Click OK.&lt;br /&gt;
* Select EAGLE 2.0 on the left side and click &amp;gt;&amp;gt; button.&lt;br /&gt;
* EAGLE 2.0 should now show up in the list of ALchemy-enabled Games on the right.&lt;br /&gt;
&lt;br /&gt;
==== Option 2: kcat's DSOAL over OpenAL Soft ====&lt;br /&gt;
&lt;br /&gt;
So far this is untested and requires you to know how to build with cmake. &lt;br /&gt;
&lt;br /&gt;
Instructions are found on it's [https://github.com/kcat/dsoal#usage github] page. Note, that at the time of writing (early March 2022), dsoal switched over from using EFX to EAX, which OpenAL Soft just recently added, but so far has not released a new version/build containing it. So you will also have to build OpenAL Soft from source.&lt;br /&gt;
&lt;br /&gt;
== Setting up Cluster ==&lt;br /&gt;
&lt;br /&gt;
You need a version of [[Cluster]] for your game supporting the eal environments -- '''SO YOU ARE BASICALLY FUCKED RIGHT NOW'''.&lt;br /&gt;
&lt;br /&gt;
== Exporting maps for EAGLE ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting started with EAGLE ==&lt;br /&gt;
&lt;br /&gt;
Follow the EAGLE tutorial from the downloads section, and write proper documentation about the process when you are done.&lt;br /&gt;
&lt;br /&gt;
== Using EAGLE environments ==&lt;br /&gt;
&lt;br /&gt;
The *.eal files need be placed inside the YourGame\Eal folder and the UseEagle option needs to be enabled for Cluster. The support is limited to ingame and is not available inside UnrealEd. Due to the nature of savegame handling in Unreal, KHG, etc. the environments will not work when loading a savegame (DeusEx however is unaffected), but will continue to work again upon visiting the next map. Sadyling, addressing these issues is likely only possible outside of Cluster.&lt;br /&gt;
&lt;br /&gt;
== Files ==&lt;br /&gt;
&lt;br /&gt;
===== EAGLE =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLE_v2.0.zip EAGLE_v2.0.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/eagle2tutorial.pdf eagle2tutorial.pdf]&lt;br /&gt;
&lt;br /&gt;
===== ALchemy =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Alchemy.zip Alchemy.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor-1.0.zip]&lt;br /&gt;
&lt;br /&gt;
===== EAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4Unified_redist_4001.exe]&lt;br /&gt;
&lt;br /&gt;
===== Deus Ex =====&lt;br /&gt;
&lt;br /&gt;
* Soon (TM)&lt;br /&gt;
&lt;br /&gt;
===== Unreal Tournament =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteax_environments_repacked.zip uteax_environments_repacked.zip]&lt;br /&gt;
&lt;br /&gt;
== Forbidden Files ==&lt;br /&gt;
&lt;br /&gt;
'''DO NOT USE THE FILES.''' These files are listed  only for their historic significance. '''YOU DO NOT NEED THESE FILES.'''&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLEImport_SDK.zip EAGLEImport_SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAXManager_SDK.zip EAXManager_SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Eagle2Tutorial.zip Eagle2Tutorial.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX10SDK.zip EAX10SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX20SDK.zip EAX20SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxsys.zip uteaxsys.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxdm.zip uteaxdm.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxctf.zip uteaxctf.zip]&lt;br /&gt;
&lt;br /&gt;
I know this is a bad idea.&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=163</id>
		<title>EAGLE</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=163"/>
		<updated>2022-03-06T05:42:44Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preamble ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up EAGLE ==&lt;br /&gt;
&lt;br /&gt;
=== Installing EAGLE ===&lt;br /&gt;
&lt;br /&gt;
=== Installing EAX Runtime ===&lt;br /&gt;
&lt;br /&gt;
This step may not be required. I recommend you skip this step first and let me know if you needed to install the runtime. --han&lt;br /&gt;
&lt;br /&gt;
* Install [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4 Unified Redistributable].&lt;br /&gt;
&lt;br /&gt;
=== Setting up DirectSound/EAX emulation for EAGLE ===&lt;br /&gt;
&lt;br /&gt;
==== Option 1: Creative ALchemy ====&lt;br /&gt;
&lt;br /&gt;
* Install [https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;amp;action=submit#ALchemy ALchemy].&lt;br /&gt;
* Use the [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor] on your ALchemy install.&lt;br /&gt;
* Start Creative ALchemy from the start menu.&lt;br /&gt;
* Click the Add button in lower middle.&lt;br /&gt;
* Enter EAGLE 2.0 as Game Title&lt;br /&gt;
* Select Use Game Path and enter the EAGLE 2.0 install directory.&lt;br /&gt;
* Click OK.&lt;br /&gt;
* Select EAGLE 2.0 on the left side and click &amp;gt;&amp;gt; button.&lt;br /&gt;
* EAGLE 2.0 should now show up in the list of ALchemy-enabled Games on the right.&lt;br /&gt;
&lt;br /&gt;
==== Option 2: kcat's DSOAL over OpenAL Soft ====&lt;br /&gt;
&lt;br /&gt;
So far this is untested and requires you to know how to build with cmake. &lt;br /&gt;
&lt;br /&gt;
Instructions are found on it's [https://github.com/kcat/dsoal#usage github] page. Note, that at the time of writing (early March 2022), dsoal switched over from using EFX to EAX, which OpenAL Soft just recently added, but so far has not released a new version/build containing it. So you will also have to build OpenAL Soft from source.&lt;br /&gt;
&lt;br /&gt;
== Setting up Cluster ==&lt;br /&gt;
&lt;br /&gt;
You need a version of [[Cluster]] for your game supporting the eal environments -- '''SO YOU ARE BASICALLY FUCKED RIGHT NOW'''.&lt;br /&gt;
&lt;br /&gt;
== Exporting maps for EAGLE ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting started with EAGLE ==&lt;br /&gt;
&lt;br /&gt;
Follow the EAGLE tutorial from the downloads section, and write proper documentation about the process when you are done.&lt;br /&gt;
&lt;br /&gt;
== Using EAGLE environments ==&lt;br /&gt;
&lt;br /&gt;
The *.eal files need be placed inside the YourGame\Eal folder and the UseEagle option needs to be enabled for Cluster. The support is limited to ingame and is not available inside UnrealEd. Due to the nature of savegame handling in Unreal, KHG, etc. the environments will not work when loading a savegame (DeusEx however is unaffected), but will continue to work again upon visiting the next map. Sadyling, addressing these issues is likely only possible outside of Cluster.&lt;br /&gt;
&lt;br /&gt;
== Files ==&lt;br /&gt;
&lt;br /&gt;
===== EAGLE =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLE_v2.0.zip EAGLE_v2.0.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/eagle2tutorial.pdf eagle2tutorial.pdf]&lt;br /&gt;
&lt;br /&gt;
===== ALchemy =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Alchemy.zip Alchemy.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor-1.0.zip]&lt;br /&gt;
&lt;br /&gt;
===== EAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4Unified_redist_4001.exe]&lt;br /&gt;
&lt;br /&gt;
===== Deus Ex =====&lt;br /&gt;
&lt;br /&gt;
* Soon (TM)&lt;br /&gt;
&lt;br /&gt;
===== Unreal Tournament =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteax_environments_repacked.zip uteax_environments_repacked.zip]&lt;br /&gt;
&lt;br /&gt;
== Forbidden Files ==&lt;br /&gt;
&lt;br /&gt;
'''DO NOT USE THE FILES.''' These files arelisted  only for their historic significance. '''YOU DO NOT NEED THESE FILES.'''&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLEImport_SDK.zip EAGLEImport_SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAXManager_SDK.zip EAXManager_SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Eagle2Tutorial.zip Eagle2Tutorial.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX10SDK.zip EAX10SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX20SDK.zip EAX20SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxsys.zip uteaxsys.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxdm.zip uteaxdm.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxctf.zip uteaxctf.zip]&lt;br /&gt;
&lt;br /&gt;
I know this is a bad idea.&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=162</id>
		<title>EAGLE</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=162"/>
		<updated>2022-03-06T05:41:45Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preamble ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up EAGLE ==&lt;br /&gt;
&lt;br /&gt;
=== Installing EAGLE ===&lt;br /&gt;
&lt;br /&gt;
=== Installing EAX Runtime ===&lt;br /&gt;
&lt;br /&gt;
This step may not be required. I recommend you skip this step first and let me know if you needed to install the runtime. --han&lt;br /&gt;
&lt;br /&gt;
* Install [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4 Unified Redistributable].&lt;br /&gt;
&lt;br /&gt;
=== Setting up DirectSound/EAX emulation for EAGLE ===&lt;br /&gt;
&lt;br /&gt;
==== Option 1: Creative ALchemy ====&lt;br /&gt;
&lt;br /&gt;
* Install [https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;amp;action=submit#ALchemy ALchemy].&lt;br /&gt;
* Use the [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor] on your ALchemy install.&lt;br /&gt;
* Start Creative ALchemy from the start menu.&lt;br /&gt;
* Click the Add button in lower middle.&lt;br /&gt;
* Enter EAGLE 2.0 as Game Title&lt;br /&gt;
* Select Use Game Path and enter the EAGLE 2.0 install directory.&lt;br /&gt;
* Click OK.&lt;br /&gt;
* Select EAGLE 2.0 on the left side and click &amp;gt;&amp;gt; button.&lt;br /&gt;
* EAGLE 2.0 should now show up in the list of ALchemy-enabled Games on the right.&lt;br /&gt;
&lt;br /&gt;
==== Option 2: kcat's DSOAL over OpenAL Soft ====&lt;br /&gt;
&lt;br /&gt;
So far this is untested and requires you to know how to build with cmake. &lt;br /&gt;
&lt;br /&gt;
Instructions are found on it's [https://github.com/kcat/dsoal#usage github] page. Note, that at the time of writing (early March 2022), dsoal switched over from using EFX to EAX, which OpenAL Soft just recently added, but so far has not released a new version/build containing it. So you will also have to build OpenAL Soft from source.&lt;br /&gt;
&lt;br /&gt;
== Setting up Cluster ==&lt;br /&gt;
&lt;br /&gt;
You need a version of Cluster for your game supporting the eal environments -- '''SO YOU ARE BASICALLY FUCKED RIGHT NOW'''.&lt;br /&gt;
&lt;br /&gt;
== Exporting maps for EAGLE ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting started with EAGLE ==&lt;br /&gt;
&lt;br /&gt;
Follow the EAGLE tutorial from the downloads section, and write proper documentation about the process when you are done.&lt;br /&gt;
&lt;br /&gt;
== Using EAGLE environments ==&lt;br /&gt;
&lt;br /&gt;
The *.eal files need be placed inside the YourGame\Eal folder and the UseEagle option needs to be enabled for Cluster. The support is limited to ingame and is not available inside UnrealEd. Due to the nature of savegame handling in Unreal, KHG, etc. the environments will not work when loading a savegame (DeusEx however is unaffected), but will continue to work again upon visiting the next map. Sadyling, addressing these issues is likely only possible outside of Cluster.&lt;br /&gt;
&lt;br /&gt;
== Files ==&lt;br /&gt;
&lt;br /&gt;
===== EAGLE =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLE_v2.0.zip EAGLE_v2.0.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/eagle2tutorial.pdf eagle2tutorial.pdf]&lt;br /&gt;
&lt;br /&gt;
===== ALchemy =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Alchemy.zip Alchemy.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor-1.0.zip]&lt;br /&gt;
&lt;br /&gt;
===== EAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4Unified_redist_4001.exe]&lt;br /&gt;
&lt;br /&gt;
===== Deus Ex =====&lt;br /&gt;
&lt;br /&gt;
* Soon (TM)&lt;br /&gt;
&lt;br /&gt;
===== Unreal Tournament =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteax_environments_repacked.zip uteax_environments_repacked.zip]&lt;br /&gt;
&lt;br /&gt;
== Forbidden Files ==&lt;br /&gt;
&lt;br /&gt;
'''DO NOT USE THE FILES.''' These files arelisted  only for their historic significance. '''YOU DO NOT NEED THESE FILES.'''&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLEImport_SDK.zip EAGLEImport_SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAXManager_SDK.zip EAXManager_SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Eagle2Tutorial.zip Eagle2Tutorial.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX10SDK.zip EAX10SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX20SDK.zip EAX20SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxsys.zip uteaxsys.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxdm.zip uteaxdm.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxctf.zip uteaxctf.zip]&lt;br /&gt;
&lt;br /&gt;
I know this is a bad idea.&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=161</id>
		<title>EAGLE</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=161"/>
		<updated>2022-03-06T05:40:16Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preamble ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up EAGLE ==&lt;br /&gt;
&lt;br /&gt;
=== Installing EAGLE ===&lt;br /&gt;
&lt;br /&gt;
=== Installing EAX Runtime ===&lt;br /&gt;
&lt;br /&gt;
This step may not be required. I recommend you skip this step first and let me know if you needed to install the runtime. --han&lt;br /&gt;
&lt;br /&gt;
* Install [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4 Unified Redistributable].&lt;br /&gt;
&lt;br /&gt;
=== Setting up DirectSound emulation for EAGLE ===&lt;br /&gt;
&lt;br /&gt;
==== Option 1: Creative ALchemy ====&lt;br /&gt;
&lt;br /&gt;
* Install [https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;amp;action=submit#ALchemy ALchemy].&lt;br /&gt;
* Use the [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor] on your ALchemy install.&lt;br /&gt;
* Start Creative ALchemy from the start menu.&lt;br /&gt;
* Click the Add button in lower middle.&lt;br /&gt;
* Enter EAGLE 2.0 as Game Title&lt;br /&gt;
* Select Use Game Path and enter the EAGLE 2.0 install directory.&lt;br /&gt;
* Click OK.&lt;br /&gt;
* Select EAGLE 2.0 on the left side and click &amp;gt;&amp;gt; button.&lt;br /&gt;
* EAGLE 2.0 should now show up in the list of ALchemy-enabled Games on the right.&lt;br /&gt;
&lt;br /&gt;
==== Option 2: kcat's DSOAL over OpenAL Soft ====&lt;br /&gt;
&lt;br /&gt;
So far this is untested and requires you to know how to build with cmake. &lt;br /&gt;
&lt;br /&gt;
Instructions are found on it's [https://github.com/kcat/dsoal#usage github] page. Note, that at the time of writing (early March 2022), dsoal switched over from using EFX to EAX, which OpenAL Soft just recently added, but so far has not released a new version/build containing it. So you will also have to build OpenAL Soft from source.&lt;br /&gt;
&lt;br /&gt;
== Setting up Cluster ==&lt;br /&gt;
&lt;br /&gt;
You need a version of Cluster for your game supporting the eal environments -- '''SO YOU ARE BASICALLY FUCKED RIGHT NOW'''.&lt;br /&gt;
&lt;br /&gt;
== Exporting maps for EAGLE ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting started with EAGLE ==&lt;br /&gt;
&lt;br /&gt;
Follow the EAGLE tutorial from the downloads section, and write proper documentation about the process when you are done.&lt;br /&gt;
&lt;br /&gt;
== Using EAGLE environments ==&lt;br /&gt;
&lt;br /&gt;
The *.eal files need be placed inside the YourGame\Eal folder and the UseEagle option needs to be enabled for Cluster. The support is limited to ingame and is not available inside UnrealEd. Due to the nature of savegame handling in Unreal, KHG, etc. the environments will not work when loading a savegame (DeusEx however is unaffected), but will continue to work again upon visiting the next map. Sadyling, addressing these issues is likely only possible outside of Cluster.&lt;br /&gt;
&lt;br /&gt;
== Files ==&lt;br /&gt;
&lt;br /&gt;
===== EAGLE =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLE_v2.0.zip EAGLE_v2.0.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/eagle2tutorial.pdf eagle2tutorial.pdf]&lt;br /&gt;
&lt;br /&gt;
===== ALchemy =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Alchemy.zip Alchemy.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor-1.0.zip]&lt;br /&gt;
&lt;br /&gt;
===== EAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4Unified_redist_4001.exe]&lt;br /&gt;
&lt;br /&gt;
===== Deus Ex =====&lt;br /&gt;
&lt;br /&gt;
* Soon (TM)&lt;br /&gt;
&lt;br /&gt;
===== Unreal Tournament =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteax_environments_repacked.zip uteax_environments_repacked.zip]&lt;br /&gt;
&lt;br /&gt;
== Forbidden Files ==&lt;br /&gt;
&lt;br /&gt;
'''DO NOT USE THE FILES.''' These files arelisted  only for their historic significance. '''YOU DO NOT NEED THESE FILES.'''&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLEImport_SDK.zip EAGLEImport_SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAXManager_SDK.zip EAXManager_SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Eagle2Tutorial.zip Eagle2Tutorial.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX10SDK.zip EAX10SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX20SDK.zip EAX20SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxsys.zip uteaxsys.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxdm.zip uteaxdm.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxctf.zip uteaxctf.zip]&lt;br /&gt;
&lt;br /&gt;
I know this is a bad idea.&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=160</id>
		<title>EAGLE</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=160"/>
		<updated>2022-03-06T05:39:59Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preamble ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up EAGLE ==&lt;br /&gt;
&lt;br /&gt;
=== Installing EAGLE ===&lt;br /&gt;
&lt;br /&gt;
=== Installing EAX Runtime ===&lt;br /&gt;
&lt;br /&gt;
This step may not be required. I recommend you skip this step first and let me know if you needed to install the runtime. --han&lt;br /&gt;
&lt;br /&gt;
* Install [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4 Unified Redistributable].&lt;br /&gt;
&lt;br /&gt;
=== Setting up DirectSound emulation for EAGLE ===&lt;br /&gt;
&lt;br /&gt;
==== Option 1: Creative ALchemy ====&lt;br /&gt;
&lt;br /&gt;
* Install [https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;amp;action=submit#ALchemy ALchemy].&lt;br /&gt;
* Use the [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor] on your ALchemy install.&lt;br /&gt;
* Start Creative ALchemy from the start menu.&lt;br /&gt;
* Click the Add button in lower middle.&lt;br /&gt;
* Enter EAGLE 2.0 as Game Title&lt;br /&gt;
* Select Use Game Path and enter the EAGLE 2.0 install directory.&lt;br /&gt;
* Click OK.&lt;br /&gt;
* Select EAGLE 2.0 on the left side and click &amp;gt;&amp;gt; button.&lt;br /&gt;
* EAGLE 2.0 should now show up in the list of ALchemy-enabled Games on the right.&lt;br /&gt;
&lt;br /&gt;
==== Option 2: kcat's DSOAL over OpenAL Soft ====&lt;br /&gt;
&lt;br /&gt;
So far this is untested and requires you to know how to build with cmake. &lt;br /&gt;
&lt;br /&gt;
Instructions are found on it's [https://github.com/kcat/dsoal#usage github] page. Note, that at the time of writing (early March 2022), dsoal switched over from using EFX to EAX, which OpenAL Soft just recently added, but so far has not released a new version/build containing it. So you will also have to build OpenAL Soft from source.&lt;br /&gt;
&lt;br /&gt;
== Setting up Cluster ==&lt;br /&gt;
&lt;br /&gt;
You need a version of Cluster for your game supporting the eal environments -- '''SO YOU ARE BASICALLY FUCKED RIGHT NOW'''.&lt;br /&gt;
&lt;br /&gt;
== Exporting maps for EAGLE ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting started with EAGLE ==&lt;br /&gt;
&lt;br /&gt;
Follow the EAGLE tutorial from the downloads section, and write proper documentation about the process when you are done.&lt;br /&gt;
&lt;br /&gt;
== Using EAGLE environments ==&lt;br /&gt;
&lt;br /&gt;
The *.eal files need be placed inside the YourGame\Eal folder and the UseEagle option needs to be enabled for Cluster. The support is limited to ingame and is not available inside UnrealEd. Due to the nature of savegame handling in Unreal, KHG, etc. the environments will not work when loading a savegame (DeusEx however is unaffected), but will continue to work again upon visiting the next map. Sadyling, addressing these issues is likely only possible outside of Cluster.&lt;br /&gt;
&lt;br /&gt;
== Files ==&lt;br /&gt;
&lt;br /&gt;
===== EAGLE =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLE_v2.0.zip EAGLE_v2.0.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/eagle2tutorial.pdf eagle2tutorial.pdf]&lt;br /&gt;
&lt;br /&gt;
===== ALchemy =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Alchemy.zip Alchemy.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor-1.0.zip]&lt;br /&gt;
&lt;br /&gt;
===== EAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4Unified_redist_4001.exe]&lt;br /&gt;
&lt;br /&gt;
===== Deus Ex =====&lt;br /&gt;
&lt;br /&gt;
* Soon (TM)&lt;br /&gt;
&lt;br /&gt;
===== Unreal Tournament =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteax_environments_repacked.zip uteax_environments_repacked.zip]&lt;br /&gt;
&lt;br /&gt;
== Forbidden Files ==&lt;br /&gt;
&lt;br /&gt;
'''DO NOT USE THE FILES.''' These files are only listed for their historic significance. '''YOU DO NOT NEED THESE FILES.'''&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLEImport_SDK.zip EAGLEImport_SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAXManager_SDK.zip EAXManager_SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Eagle2Tutorial.zip Eagle2Tutorial.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX10SDK.zip EAX10SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX20SDK.zip EAX20SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxsys.zip uteaxsys.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxdm.zip uteaxdm.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxctf.zip uteaxctf.zip]&lt;br /&gt;
&lt;br /&gt;
I know this is a bad idea.&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=159</id>
		<title>EAGLE</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=159"/>
		<updated>2022-03-06T05:39:30Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preamble ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up EAGLE ==&lt;br /&gt;
&lt;br /&gt;
=== Installing EAGLE ===&lt;br /&gt;
&lt;br /&gt;
=== Installing EAX Runtime ===&lt;br /&gt;
&lt;br /&gt;
This step may not be required. I recommend you skip this step first and let me know if you needed to install the runtime. --han&lt;br /&gt;
&lt;br /&gt;
* Install [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4 Unified Redistributable].&lt;br /&gt;
&lt;br /&gt;
=== Setting up DirectSound emulation for EAGLE ===&lt;br /&gt;
&lt;br /&gt;
==== Option 1: Creative ALchemy ====&lt;br /&gt;
&lt;br /&gt;
* Install [https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;amp;action=submit#ALchemy ALchemy].&lt;br /&gt;
* Use the [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor] on your ALchemy install.&lt;br /&gt;
* Start Creative ALchemy from the start menu.&lt;br /&gt;
* Click the Add button in lower middle.&lt;br /&gt;
* Enter EAGLE 2.0 as Game Title&lt;br /&gt;
* Select Use Game Path and enter the EAGLE 2.0 install directory.&lt;br /&gt;
* Click OK.&lt;br /&gt;
* Select EAGLE 2.0 on the left side and click &amp;gt;&amp;gt; button.&lt;br /&gt;
* EAGLE 2.0 should now show up in the list of ALchemy-enabled Games on the right.&lt;br /&gt;
&lt;br /&gt;
==== Option 2: kcat's DSOAL over OpenAL Soft ====&lt;br /&gt;
&lt;br /&gt;
So far this is untested and requires you to know how to build with cmake. &lt;br /&gt;
&lt;br /&gt;
Instructions are found on it's [https://github.com/kcat/dsoal#usage github] page. Note, that at the time of writing (early March 2022), dsoal switched over from using EFX to EAX, which OpenAL Soft just recently added, but so far has not released a new version/build containing it. So you will also have to build OpenAL Soft from source.&lt;br /&gt;
&lt;br /&gt;
== Setting up Cluster ==&lt;br /&gt;
&lt;br /&gt;
You need a version of Cluster for your game supporting the eal environments -- '''SO YOU ARE BASICALLY FUCKED RIGHT NOW'''.&lt;br /&gt;
&lt;br /&gt;
== Exporting maps for EAGLE ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting started with EAGLE ==&lt;br /&gt;
&lt;br /&gt;
Follow the EAGLE tutorial from the downloads section, and write proper documentation about the process when you are done.&lt;br /&gt;
&lt;br /&gt;
== Using EAGLE environments ==&lt;br /&gt;
&lt;br /&gt;
The *.eal files need be placed inside the YourGame\Eal folder and the UseEagle option needs to be enabled for Cluster. The support is limited to ingame and is not available inside UnrealEd. Due to the nature of savegame handling in Unreal, KHG, etc. the environments will not work when loading a savegame (DeusEx however is unaffected), but will continue to work again upon visiting the next map. Sadyling, addressing these issues is likely only possible outside of Cluster.&lt;br /&gt;
&lt;br /&gt;
== Files ==&lt;br /&gt;
&lt;br /&gt;
===== EAGLE =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLE_v2.0.zip EAGLE_v2.0.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/eagle2tutorial.pdf eagle2tutorial.pdf]&lt;br /&gt;
&lt;br /&gt;
===== ALchemy =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Alchemy.zip Alchemy.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor-1.0.zip]&lt;br /&gt;
&lt;br /&gt;
===== EAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4Unified_redist_4001.exe]&lt;br /&gt;
&lt;br /&gt;
===== Deus Ex =====&lt;br /&gt;
&lt;br /&gt;
* Soon (TM)&lt;br /&gt;
&lt;br /&gt;
===== Unreal Tournament =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteax_environments_repacked.zip uteax_environments_repacked.zip]&lt;br /&gt;
&lt;br /&gt;
== Forbidden Files ==&lt;br /&gt;
&lt;br /&gt;
'''DO NOT USE THE FILES.''' These files are only listed for their historic significance. '''YOU DO NOT NEED THESE FILES.''' I know this is a bad idea.&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLEImport_SDK.zip EAGLEImport_SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAXManager_SDK.zip EAXManager_SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Eagle2Tutorial.zip Eagle2Tutorial.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX10SDK.zip EAX10SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX20SDK.zip EAX20SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxsys.zip uteaxsys.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxdm.zip uteaxdm.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxctf.zip uteaxctf.zip]&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=158</id>
		<title>EAGLE</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=158"/>
		<updated>2022-03-06T05:39:17Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preamble ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up EAGLE ==&lt;br /&gt;
&lt;br /&gt;
=== Installing EAGLE ===&lt;br /&gt;
&lt;br /&gt;
=== Installing EAX Runtime ===&lt;br /&gt;
&lt;br /&gt;
This step may not be required. I recommend you skip this step first and let me know if you needed to install the runtime. --han&lt;br /&gt;
&lt;br /&gt;
* Install [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4 Unified Redistributable].&lt;br /&gt;
&lt;br /&gt;
=== Setting up DirectSound emulation for EAGLE ===&lt;br /&gt;
&lt;br /&gt;
==== Option 1: Creative ALchemy ====&lt;br /&gt;
&lt;br /&gt;
* Install [https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;amp;action=submit#ALchemy ALchemy].&lt;br /&gt;
* Use the [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor] on your ALchemy install.&lt;br /&gt;
* Start Creative ALchemy from the start menu.&lt;br /&gt;
* Click the Add button in lower middle.&lt;br /&gt;
* Enter EAGLE 2.0 as Game Title&lt;br /&gt;
* Select Use Game Path and enter the EAGLE 2.0 install directory.&lt;br /&gt;
* Click OK.&lt;br /&gt;
* Select EAGLE 2.0 on the left side and click &amp;gt;&amp;gt; button.&lt;br /&gt;
* EAGLE 2.0 should now show up in the list of ALchemy-enabled Games on the right.&lt;br /&gt;
&lt;br /&gt;
==== Option 2: kcat's DSOAL over OpenAL Soft ====&lt;br /&gt;
&lt;br /&gt;
So far this is untested and requires you to know how to build with cmake. &lt;br /&gt;
&lt;br /&gt;
Instructions are found on it's [https://github.com/kcat/dsoal#usage github] page. Note, that at the time of writing (early March 2022), dsoal switched over from using EFX to EAX, which OpenAL Soft just recently added, but so far has not released a new version/build containing it. So you will also have to build OpenAL Soft from source.&lt;br /&gt;
&lt;br /&gt;
== Setting up Cluster ==&lt;br /&gt;
&lt;br /&gt;
You need a version of Cluster for your game supporting the eal environments -- '''SO YOU ARE BASICALLY FUCKED RIGHT NOW'''.&lt;br /&gt;
&lt;br /&gt;
== Exporting maps for EAGLE ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting started with EAGLE ==&lt;br /&gt;
&lt;br /&gt;
Follow the EAGLE tutorial from the downloads section, and write proper documentation about the process when you are done.&lt;br /&gt;
&lt;br /&gt;
== Using EAGLE environments ==&lt;br /&gt;
&lt;br /&gt;
The *.eal files need be placed inside the YourGame\Eal folder and the UseEagle option needs to be enabled for Cluster. The support is limited to ingame and is not available inside UnrealEd. Due to the nature of savegame handling in Unreal, KHG, etc. the environments will not work when loading a savegame (DeusEx however is unaffected), but will continue to work again upon visiting the next map. Sadyling, addressing these issues is likely only possible outside of Cluster.&lt;br /&gt;
&lt;br /&gt;
== Files ==&lt;br /&gt;
&lt;br /&gt;
===== EAGLE =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLE_v2.0.zip EAGLE_v2.0.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/eagle2tutorial.pdf eagle2tutorial.pdf]&lt;br /&gt;
&lt;br /&gt;
===== ALchemy =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Alchemy.zip Alchemy.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor-1.0.zip]&lt;br /&gt;
&lt;br /&gt;
===== EAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4Unified_redist_4001.exe]&lt;br /&gt;
&lt;br /&gt;
===== Deus Ex =====&lt;br /&gt;
&lt;br /&gt;
* Soon (TM)&lt;br /&gt;
&lt;br /&gt;
===== Unreal Tournament =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteax_environments_repacked.zip uteax_environments_repacked.zip]&lt;br /&gt;
&lt;br /&gt;
== Forbidden Files ==&lt;br /&gt;
&lt;br /&gt;
'''DO NOT USE THE FILES.''' These files are only listed for their historic significance. '''YOU DO NOT NEED THESE FILES.'''&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLEImport_SDK.zip EAGLEImport_SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAXManager_SDK.zip EAXManager_SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Eagle2Tutorial.zip Eagle2Tutorial.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX10SDK.zip EAX10SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX20SDK.zip EAX20SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxsys.zip uteaxsys.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxdm.zip uteaxdm.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxctf.zip uteaxctf.zip]&lt;br /&gt;
&lt;br /&gt;
I know this is a bad idea.&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=157</id>
		<title>EAGLE</title>
		<link rel="alternate" type="text/html" href="https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;diff=157"/>
		<updated>2022-03-06T05:38:38Z</updated>

		<summary type="html">&lt;p&gt;Nah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preamble ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up EAGLE ==&lt;br /&gt;
&lt;br /&gt;
=== Installing EAGLE ===&lt;br /&gt;
&lt;br /&gt;
=== Installing EAX Runtime ===&lt;br /&gt;
&lt;br /&gt;
This step may not be required. I recommend you skip this step first and let me know if you needed to install the runtime. --han&lt;br /&gt;
&lt;br /&gt;
* Install [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4 Unified Redistributable].&lt;br /&gt;
&lt;br /&gt;
=== Setting up DirectSound emulation for EAGLE ===&lt;br /&gt;
&lt;br /&gt;
==== Option 1: Creative ALchemy ====&lt;br /&gt;
&lt;br /&gt;
* Install [https://wiki.deusexcoop.com/index.php?title=EAGLE&amp;amp;action=submit#ALchemy ALchemy].&lt;br /&gt;
* Use the [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor] on your ALchemy install.&lt;br /&gt;
* Start Creative ALchemy from the start menu.&lt;br /&gt;
* Click the Add button in lower middle.&lt;br /&gt;
* Enter EAGLE 2.0 as Game Title&lt;br /&gt;
* Select Use Game Path and enter the EAGLE 2.0 install directory.&lt;br /&gt;
* Click OK.&lt;br /&gt;
* Select EAGLE 2.0 on the left side and click &amp;gt;&amp;gt; button.&lt;br /&gt;
* EAGLE 2.0 should now show up in the list of ALchemy-enabled Games on the right.&lt;br /&gt;
&lt;br /&gt;
==== Option 2: kcat's DSOAL over OpenAL Soft ====&lt;br /&gt;
&lt;br /&gt;
So far this is untested and requires you to know how to build with cmake. &lt;br /&gt;
&lt;br /&gt;
Instructions are found on it's [https://github.com/kcat/dsoal#usage github] page. Note, that at the time of writing (early March 2022), dsoal switched over from using EFX to EAX, which OpenAL Soft just recently added, but so far has not released a new version/build containing it. So you will also have to build OpenAL Soft from source.&lt;br /&gt;
&lt;br /&gt;
== Setting up Cluster ==&lt;br /&gt;
&lt;br /&gt;
You need a version of Cluster for your game supporting the eal environments -- '''SO YOU ARE BASICALLY FUCKED RIGHT NOW'''.&lt;br /&gt;
&lt;br /&gt;
== Exporting maps for EAGLE ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting started with EAGLE ==&lt;br /&gt;
&lt;br /&gt;
Follow the EAGLE tutorial from the downloads section, and write proper documentation about the process when you are done.&lt;br /&gt;
&lt;br /&gt;
== Using EAGLE environments ==&lt;br /&gt;
&lt;br /&gt;
The *.eal files need be placed inside the YourGame\Eal folder and the UseEagle option needs to be enabled for Cluster. The support is limited to ingame and is not available inside UnrealEd. Due to the nature of savegame handling in Unreal, KHG, etc. the environments will not work when loading a savegame (DeusEx however is unaffected), but will continue to work again upon visiting the next map. Sadyling, addressing these issues is likely only possible outside of Cluster.&lt;br /&gt;
&lt;br /&gt;
== Files ==&lt;br /&gt;
&lt;br /&gt;
===== EAGLE =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLE_v2.0.zip EAGLE_v2.0.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/eagle2tutorial.pdf eagle2tutorial.pdf]&lt;br /&gt;
&lt;br /&gt;
===== ALchemy =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Alchemy.zip Alchemy.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/GenericALchemyDerestrictor-1.0.zip GenericALchemyDerestrictor-1.0.zip]&lt;br /&gt;
&lt;br /&gt;
===== EAX =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX4Unified_redist_4001.exe EAX4Unified_redist_4001.exe]&lt;br /&gt;
&lt;br /&gt;
===== Deus Ex =====&lt;br /&gt;
&lt;br /&gt;
* Soon (TM)&lt;br /&gt;
&lt;br /&gt;
===== Unreal Tournament =====&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteax_environments_repacked.zip uteax_environments_repacked.zip]&lt;br /&gt;
&lt;br /&gt;
== Forbidden Files ==&lt;br /&gt;
&lt;br /&gt;
'''DO NOT USE THE FILES.''' These files are only listed for their historic significance. '''YOU DO NOT NEED THESE FILES.''' If it ever comes to my attention that someone broke their Unreal Tournament install with this, I will remove this section. '''JUST NO.'''&lt;br /&gt;
&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAGLEImport_SDK.zip EAGLEImport_SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAXManager_SDK.zip EAXManager_SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/Eagle2Tutorial.zip Eagle2Tutorial.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX10SDK.zip EAX10SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/EAX20SDK.zip EAX20SDK.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxsys.zip uteaxsys.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxdm.zip uteaxdm.zip]&lt;br /&gt;
* [https://coding.hanfling.de/launch/mirror/uteaxctf.zip uteaxctf.zip]&lt;br /&gt;
&lt;br /&gt;
I know this is a bad idea.&lt;/div&gt;</summary>
		<author><name>Nah</name></author>
		
	</entry>
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