Nights Edge, can you disable the card (via device manager) and try it again? it would be rather interesting to see what/if effect occurs. [NINJA-EDIT:] actually, can anyone with a ZS2 disable it and post back? (i forgot that everyone also has integrated sound)
BulletMagnet
we needs -ar !!! give it to us, oh mighty, Tyo.
[i]/Sigol wins 1 forum war, and gets +1 rep. from BulletMagnet.[/i]
[quote who="BulletMagnet" reply="1" id="1902326"]this was on an x86 XP+SP3.[/quote] for clarification, that's Windows on my machine.
hmmmz. i just managed to recreate this. ALT+TAB after you first select a spot (and the Choose/Change DG box pops up) and it will not restore properly (gray screen of blank), but it WILL restore between clicking Change DG and actually choosing one. this was on an x86 XP+SP3.
[quote who="nantukoprime" reply="4" id="1902182"]2) Less on screen increases fps...which is really interesting, as in the last build it was the exact opposite. Number of pure individual units still causes fps to stutter with each new wave, and the more units in the wave the less the fps. Most noticeable around giants, but starts with catapultasaurs.[/quote] are you using the in-game framerate (that's forward slash key)? it's actually the render time, not the framerate. so
there's already lots of pieces of information in the beta (as in the actual files) about all the DGs if you ever care to look. heck, some people have even posted scraps of it on this forum.
could it be that recipies add strategy to the game (DotA) where the combat system lacks it? if so, then recipies are an intended gameplay mechanic just like Generals will be for DG. there's no point in complaining as it's up to the artistic vision of the Game Lead and if you disagree with it then just don't play. i prefer combat-oriented strategy over recipies, but that's my personal choice and i don't complain about it.
hmmz, if it was added to your kitty when you pick it up you still have the option of not picking it up and ambushing someone who will. in that sense i suppose it's better not to consume it outright. but it would royally screw over Vamp's tainted drop ability.
just wait around until you need it, that our camp it out and ambush a weak DG making a run for the potion.
this could be modded in rather easily. so long as Tyo agrees to it there'd be no technical issue putting it in.
a minimap can always be modded out, but not modded in, the same goes for Strat. Zoom. so give us both and let us use them under our own devices.
that's also known, i don't think it's a pathing issue but an AI one instead. apathy sets in and the DGs forget to actually go fight.
[quote who="strikersgun" reply="6" id="1898960"]what my fps was was over 30 the entire game even with the -7 sim i was confused as to how that happens but its not my comp for sure[/quote] it is your comp for sure... well partly. we all know of the pathing bug that eats simspeed on the Mine. it's because your CPU can't think fast enough to handle the huge knot that happens near the towers. the Moho Engine was engineered so that issues like that don't kill framerate at the same
with respect to point three; when i first started playing SupCom (oh so many a year ago) i had zero map awareness. my case was terrible, but i rather quickly picked up the use of the scroll wheel and things looked up from there. trust me, you'll get there in due time. it'll take a bit of learning but i'm sure learning to look down at the minimap took practice too.
yup. it's a well known bug, even the dev's said to expect it when 1A was released.
hey, they look like parts of the upgraded strongholds.
[quote who="Mistralok" reply="3" id="1897161"]The problem is the allocation of resourses. There is too much extraneous crap going on. For one, the backgrounds should be static. Once the game begins, you can't even see the waterfalls or lava, yet they are still there, using up cycles. There are other examples also, such as the Torchbearer's cold aura. You can't even see or notice it unless you are zoomed in on him, yet there it is- sucking up resourses. This game needs to go on a se
simspeed is a measure of the rate at which the engine can do all the calculations required for the game. it pretty much equates to the game speed, which IINM isn't manually adjustable in the beta. it's (for the most part) independant of framerate so you can have an awesome simspeed and still have a s*** framerate.
is this using FRAPS, or the in-game meter? because the in-game meter is render time, so higher numbers are worse (sorry if you're already aware of that).
[quote who="Oakwarrior" reply="11" id="1895077"]It's thursday [/quote] give it 35 minutes, and i'll be living in Friday.
deep freeze casts faster, IINM in half the time. it's useful for locking down that low-hp enemy who is charging up their teleporting scroll. i find it only useful there, i typically get enough time to relive the immolation and cast a fireball on the hapless victim before he/she can leg it, or re-cast the scroll.
modeller, texturer, coder. need one of each to make a unit, right? people need to be paid, and this isn't the modding scene so there's no one-man-game-making-nerd-of-the-apocalypse so there's no doubling-up on jobs.
to be perfectly honest, i think the strat. zoom is bordering on the useless side on the waterfall map purely because the map is so darn small! give it a whirl on a large map and it'll come into its own. better still, have a race; time how long it takes to scroll across a huge map, and compare that to the time it takes to zoom there. [EDIT:] until then; quit ya' b****ing.
[quote who="strikersgun" reply="18" id="1891102"]Well Supcom (if we get technical) was about robots so the lag coudlve been from the engine starting up but if u move a character while its in motion it didnt have a problem it was probably an effect they were aiming for[/quote] no, this isn't a case of handwavium. units didn't recieve a/the command and start reacting 500ms later. they got the commands 500ms after they were given! on the subject of the start-your-engines hand-wav