Search found 729 matches

by Berserk Cyborg
Today, 17:30
Forum: Campaign
Topic: New campaign 4 Delta is coming
Replies: 4
Views: 66

Re: New campaign 4 Delta is coming

I just finished watching the end video scenes for Gamma and it's apparent there's not enough room in the current campaign to squeeze the EB mp tech tree in. Yeah, I had a feeling it would be a challenge to fit the EB tech tree, in full, into the campaign while adhering to the videos. According to t...
by Berserk Cyborg
Yesterday, 22:13
Forum: Addon discussions
Topic: Enhanced Balance Mod for 3.x
Replies: 184
Views: 47965

Re: Enhanced Balance Mod for 3.x

O_o Whoa, that was quick. Overall, the inclusion of all these new weapons and improved stats is a good thing. I think you went a tad bit crazy on the amount of helicopter factories on Alpha 6 (one is on an enemy LZ) and included way too many units in front of the Alpha 8 base... note the trucks won'...
by Berserk Cyborg
Yesterday, 16:52
Forum: Campaign
Topic: no win conditions for cam1a
Replies: 2
Views: 41

Re: no win conditions for cam1a

I thought this was resolved ~2 years ago... the original cause was due to loading saves with partially destroyed bases, which in turn made the campaign library not recognize when those bases were supposed to be flagged as destroyed. On Alpha 1, this was usually going to happen if the player left a "...
by Berserk Cyborg
21 Jul 2019, 16:11
Forum: Campaign
Topic: Merging MP tech tree with Campaign
Replies: 4
Views: 63

Re: Merging MP tech tree with Campaign

I'm putting the mp tech tree in campaign and I'm noticing research upgrades do not automatically become available when prerequisites are complete. For example, the 2nd engine upgrade should become available after the 1st engine upgrade is finished. In mp this is the case but in campaign it is not. ...
by Berserk Cyborg
20 Jul 2019, 16:32
Forum: Campaign
Topic: Perf impact of libcampaign and group management
Replies: 7
Views: 1069

Re: Perf impact of libcampaign and group management

After playing around with cam1a I think there is a fundamental misunderstanding of how groups were intended to work. In FlaMe it shows that cam1a has 2 scavs - players 6 and 7. I think group management was intended to be accomplished through using multiple scav players. I don't see anywhere in camp...
by Berserk Cyborg
19 Jul 2019, 18:21
Forum: Campaign
Topic: Perf impact of libcampaign and group management
Replies: 7
Views: 1069

Re: Perf impact of libcampaign and group management

By "group management" we are talking about controlling units in a group. Or, more simply, what AI bot makers would call "tactics". In campaign this can range from a simple attack order, to compromising a location (LZ), to defending a location, to patrolling certain locations, or following a commande...
by Berserk Cyborg
19 Jul 2019, 17:56
Forum: Campaign
Topic: The Gamma 9 Struggle and VTOL Strike Turrets
Replies: 11
Views: 289

Re: The Gamma 9 Struggle and VTOL Strike Turrets

wait, someone found a use for the VTOL strike turret??? They've never been used in the history of WZ. The campaign AI uses them, just not in the sense of controlling VTOLs. It actually uses them as a regular sensor, and becuase it has a longer range that the plain sensor, it can see you before you ...
by Berserk Cyborg
19 Jul 2019, 06:19
Forum: Campaign
Topic: Perf impact of libcampaign and group management
Replies: 7
Views: 1069

Re: Perf impact of libcampaign and group management

So I was messing around with this again. Turns out it's caused by ordering units to move/scout with orderDroidLoc(). I guess, by extension, any order that makes a unit move is going to cause problems. This can cause unexplained "lag" or "screen choppiness/tearing" while the script perf logs for rele...
by Berserk Cyborg
16 Jul 2019, 03:56
Forum: Addon discussions
Topic: Warzone Expansion Pack
Replies: 10
Views: 268

Re: Warzone Expansion Pack

I like the idea. Basically, large mods cannot be transferred in game so they cannot be played in multiplayer. Also, mods are specific to maps so every time the map changes, the mod needs to be redownloaded. The current method of distributing mods is not very good. Hmm? Hosts send their active mods t...
by Berserk Cyborg
16 Jul 2019, 03:00
Forum: Technical Help / Troubleshooting
Topic: I cannot configure, make or minstall none version of Warzone on Linux!
Replies: 41
Views: 680

Re: I cannot configure, make or minstall none version of Warzone on Linux!

Cyp wrote:
15 Jul 2019, 22:20
Is it getting stuck compiling a different file each time?
Appears so.

How long are you waiting before you stop compiling? Maybe wait 5-10 minutes on the ones it gets stuck on...
by Berserk Cyborg
14 Jul 2019, 20:20
Forum: Technical Help / Troubleshooting
Topic: I cannot configure, make or minstall none version of Warzone on Linux!
Replies: 41
Views: 680

Re: I cannot configure, make or minstall none version of Warzone on Linux!

I am starting to think my CPU is too old for your code. Actually. It would make sense. I posted my HW infor on the first page. Your CPU apparently launched in 2012 which should be sufficient. I think the main requirement is to have hardware capable of supporting OpenGL 2.0, and that was around 2004...
by Berserk Cyborg
14 Jul 2019, 20:09
Forum: Addon discussions
Topic: Art Revolution mod. Latest release: January, 2015
Replies: 219
Views: 123036

Re: Art Revolution mod. Latest release: January, 2015

BenevolentX wrote:
13 Jul 2019, 00:56
Yeah, it definitely seems related to the fact that it tries to download the mod from the host.
Can you try again with the latest dev build and see if you encounter any issues or crash when using Windows? This should be fixed with the merging of PR 441.
by Berserk Cyborg
13 Jul 2019, 16:13
Forum: Technical Help / Troubleshooting
Topic: I cannot configure, make or minstall none version of Warzone on Linux!
Replies: 41
Views: 680

Re: I cannot configure, make or minstall none version of Warzone on Linux!

Can you give us, step by step, everything you are doing so that we may narrow down the issue? And what about when trying to compile with cmake instead of autotools?
by Berserk Cyborg
13 Jul 2019, 02:08
Forum: Coding
Topic: Vulkan support
Replies: 46
Views: 14860

Re: Vulkan support

Thank you for testing! If you have a chance, I'm very interested in performance comparisons vs. the default OpenGL mode. (I like to start a New Campaign - Beta Campaign, and zoom out all the way to get a fairly consistent sample with a decent amount going on.) Note: Vulkan anti-aliasing will differ...
by Berserk Cyborg
13 Jul 2019, 00:52
Forum: Coding
Topic: Vulkan support
Replies: 46
Views: 14860

Re: Vulkan support

Yo, this is pretty slick! I tested the linked build on Windows 10 (upgraded to the latest graphics driver available). Can't say I see much wrong. Performance was good. info |17:24:46: [VkBuf::update:1279] Attempt to upload to buffer more than once per frame info |17:24:46: [VkBuf::update:1279] Asser...