Search found 671 matches

by Reg312
24 Feb 2013, 22:55
Forum: Skirmish / Multiplay
Topic: Lag
Replies: 40
Views: 20460

Re: Lag

Originway wrote:are you looking at https://github.com/Warzone2100/warzone2 ... s/bugfixes? are we sure that will be 3.1.1?
version 3.2 (master branch) is more unstable and is not ready for release i think.
so next one should be 3.1.1
by Reg312
24 Feb 2013, 22:41
Forum: Skirmish / Multiplay
Topic: Lag
Replies: 40
Views: 20460

Re: Lag

you are saying the problem is only for slow machines then? Problem is not lags. Problem - increased lags in 3.1.0 without any graphical improvements. This touch slow machines more than fast machines. Anyway, in my tests this problem looks like fixed in futher 3.1.1 version. *** Many players like to...
by Reg312
24 Feb 2013, 22:28
Forum: Skirmish / Multiplay
Topic: Lag
Replies: 40
Views: 20460

Re: Lag

what do you mean? yes tried lan multiplayer and skirmish games Game have 60 fps by default. so you see 60 FPS on any warzone version. No difference. But if you have slow PC then FPS should be different, depending on number and activity of game objects. e.g. you can play 1vs1 games with no problems ...
by Reg312
24 Feb 2013, 22:18
Forum: Skirmish / Multiplay
Topic: Lag
Replies: 40
Views: 20460

Re: Lag

Originway wrote:I have all versions and they all test out the same speed
what kind of computers do you guys have?
How you tested that? do you playing in multiplayer?


I tested on windows.
NoQ tested on linux.
by Reg312
24 Feb 2013, 18:58
Forum: Addon discussions
Topic: More exact time of research
Replies: 4
Views: 7088

Re: More exact time of research

I found typo in my data and now fixed it. In previous version later researches was a bit incorrect. See, here is real exact timings of research :) res_nobases.txt (no bases, infinite number of labs) cross-platform version of ResCalc program (working with research.ini): https://github.com/crabster/wa...
by Reg312
24 Feb 2013, 13:24
Forum: Skirmish / Multiplay
Topic: Lag
Replies: 40
Views: 20460

Re: Lag

You should learn how to build master and test there. That is the current state, and showing where the game is heading. 1) i cannot build master in release mode (something broken) in debug mose program works slower so i cannot use results from debug mode here. (got 5 fps in master version in debug m...
by Reg312
24 Feb 2013, 11:35
Forum: Skirmish / Multiplay
Topic: Lag
Replies: 40
Views: 20460

Re: Lag

I've made test map for testing FPS 10c-NTW_FPStest.wz To run test: 1) Open warzone 2) Select scrimish mode and select test map 3) Set 2 players at poisition 0 and 5 with Nexus AI all another player shold be disabled (closed) 4) Set full bases 5) run game 6) Press Enter and print 'showfps' to see FPS...
by Reg312
22 Feb 2013, 22:27
Forum: Development
Topic: Rate of fire upgrade "50%" actually means add 100% to ROF
Replies: 10
Views: 4550

Re: Rate of fire upgrade "50%" actually means add 100% to RO

Shadow Wolf TJC wrote:Absolutely.
in original warzone dynamics of ROF upgrades is very different than dynamics of damage upgrades.
damage 25% 20% 16% 14%..etc
rof 18% 21% 30%

each next ROF upgrade stronger than previous.
i think it is confusing (at least for me)
by Reg312
22 Feb 2013, 22:14
Forum: Development
Topic: Rate of fire upgrade "50%" actually means add 100% to ROF
Replies: 10
Views: 4550

Re: Rate of fire upgrade "50%" actually means add 100% to RO

Shadow Wolf TJC wrote:Personally, I don't see this as needing any sort of changes anytime soon.
did you calculated real ROF in your mod? to see real effect of upgrades
by Reg312
22 Feb 2013, 21:02
Forum: Development
Topic: Rate of fire upgrade "50%" actually means add 100% to ROF
Replies: 10
Views: 4550

Re: Rate of fire upgrade "50%" actually means add 100% to RO

@Originway again off-topic. i see noone want to dicuss logic of functions stats it was just remark about ticket because i see many tickets with discussions, for me poking in the rules is evil :stressed: and as i said. people is not robots, i have right to some emotions :oops: well i remove sig to no...
by Reg312
22 Feb 2013, 18:47
Forum: Skirmish / Multiplay
Topic: Is this possible
Replies: 11
Views: 15498

Re: Is this possible

note: hardpoints cannot shoot through each other, so line of hardpoints have a 'blind' spots
by Reg312
22 Feb 2013, 10:52
Forum: Development
Topic: Rate of fire upgrade "50%" actually means add 100% to ROF
Replies: 10
Views: 4550

Re: Rate of fire upgrade "50%" actually means add 100% to RO

Better if you answer or comment about topic mentioned, discus rules is not funny. it is just demotivates :(
people is not robots :ninja:
by Reg312
21 Feb 2013, 10:20
Forum: Game related Discussions
Topic: Low popularity of low-oil games (in multiplayer lobby)
Replies: 9
Views: 6329

Re: Low popularity of low-oil games (in multiplayer lobby)

Rommel, your words sounds resonable for me. High amount of maps is one of issues which making low oil worser for beginners. What to to: 1) Do not force players to memorise oil resources. Yes! make oil visible someway. 2) Automate research selection (e.g. if player want 'heavy cannon' then he just cl...
by Reg312
21 Feb 2013, 09:53
Forum: Development
Topic: Rate of fire upgrade "50%" actually means add 100% to ROF
Replies: 10
Views: 4550

Rate of fire upgrade "50%" actually means add 100% to ROF

Just discovered Rate of fire upgrade "50%" actually means "add 100% to rate of fire" 17% upgrade to ROF means 20% increase effect 34% means 51% increase effect 50% means +100% increase effect it works that way because 50% is substracted from FirePause. e.g. 400 firepause minus 50...
by Reg312
21 Feb 2013, 09:48
Forum: Skirmish / Multiplay
Topic: Lag
Replies: 40
Views: 20460

Re: Lag

There weren't any changes that would make the game more 'laggy' than the betas or RC's. (BTW, are we talking Zzz lag, or FPS lag or mental lag ?) i know, but many players confirmed 3.1.0 more laggy than previous beta. in beta version players ping was "vital". Badpingers was making game la...