New master snapshot 20110801 has been released!

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rockachu2
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Re: New master snapshot 20110801 has been released!

Post by rockachu2 » 12 Aug 2011, 00:51

Is it just me, or do you have to click when it starts for it to load? If i don't it just returns me to the desktop.



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lav_coyote25
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Re: New master snapshot 20110801 has been released!

Post by lav_coyote25 » 12 Aug 2011, 03:16

effigy wrote:
cybersphinx wrote:Not really solved, just worked around by using different font rendering.
Will the crisper font rendering be returned?

why would they return it??? they just implemented it... :lol2: :lol2: :lol2: :lol2:

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effigy
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Re: New master snapshot 20110801 has been released!

Post by effigy » 12 Aug 2011, 04:09

I assume it was reverted because it proved problematic in some situations. I hope it can be unreverted a running smoothly for all some day :)
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241

cybersphinx
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Re: New master snapshot 20110801 has been released!

Post by cybersphinx » 12 Aug 2011, 04:27

effigy wrote:
cybersphinx wrote:Not really solved, just worked around by using different font rendering.
Will the crisper font rendering be returned?
Maybe, in the (unlikely, since it seems to have mostly problems on Windows) case that someone fixes it.
We want information... information... information.

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lav_coyote25
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Re: New master snapshot 20110801 has been released!

Post by lav_coyote25 » 12 Aug 2011, 05:45

why does this have problems ? and why mostly in windows... what is the governing factors ???

stiv
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Re: New master snapshot 20110801 has been released!

Post by stiv » 12 Aug 2011, 05:56

and why mostly in windows... what is the governing factors ???
Poor support for OpenGL in the Windows drivers is a big factor. ATI's OpenGL drivers would be number 2.

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lav_coyote25
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Re: New master snapshot 20110801 has been released!

Post by lav_coyote25 » 12 Aug 2011, 06:09

stiv wrote:
and why mostly in windows... what is the governing factors ???
Poor support for OpenGL in the Windows drivers is a big factor. ATI's OpenGL drivers would be number 2.
ok... now... i havent seen this problem your reporting... who all had it?

Skirmisher44
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Re: New master snapshot 20110801 has been released!

Post by Skirmisher44 » 12 Aug 2011, 15:44

Wow! This new release is excellent! Thanks very much

medusa
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Re: New master snapshot 20110801 has been released!

Post by medusa » 13 Aug 2011, 06:23

lav_coyote25 wrote:
stiv wrote:
and why mostly in windows... what is the governing factors ???
Poor support for OpenGL in the Windows drivers is a big factor. ATI's OpenGL drivers would be number 2.
ok... now... i havent seen this problem your reporting... who all had it?
the garbled fonts and white text box?
I had it on my 460.

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Asgorath
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Re: New master snapshot 20110801 has been released!

Post by Asgorath » 13 Aug 2011, 11:56

stiv wrote:
and why mostly in windows... what is the governing factors ???
Poor support for OpenGL in the Windows drivers is a big factor. ATI's OpenGL drivers would be number 2.
If I got it right nvidias new driver comes up with better OpenGL support:
Driver 280.26:
"Supports OpenGL 3.3 for GeForce 8-series and later GPUs.
Supports OpenGL 4.1 on GeForce 400 series and later GPUs.
Supports single GPU and NVIDIA SLI technology* on DirectX 9 and OpenGL."
http://www.nvidia.co.uk/object/win7-win ... er-uk.html

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Asgorath
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Re: New master snapshot 20110801 has been released!

Post by Asgorath » 20 Aug 2011, 11:40

Warzone crashed again when loading a savegame :stressed:
But it doesn´t matter, that´s why we are testing :twisted:

http://developer.wz2100.net/ticket/2860

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milo christiansen
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Re: New master snapshot 20110801 has been released!

Post by milo christiansen » 20 Aug 2011, 18:43

I've been thinking about units that don't sit still at their destination and I think I have a good idea

if ([unit within x tiles of dest]) [don't bump other units];
or
if ([unit tries to bump me] && [bumping unit within x tiles of dest]) [don't move];

Not sure if this would work or not and I'm on a trip so I can't easily look for my self :( but its a idea
In general, if you see glowing, pulsating things in the game, you should click on them.
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lav_coyote25
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Re: New master snapshot 20110801 has been released!

Post by lav_coyote25 » 20 Aug 2011, 21:11

milo christiansen wrote:I've been thinking about units that don't sit still at their destination and I think I have a good idea

if ([unit within x tiles of dest]) [don't bump other units];
or
if ([unit tries to bump me] && [bumping unit within x tiles of dest]) [don't move];

Not sure if this would work or not and I'm on a trip so I can't easily look for my self :( but its a idea
thankyou!!!! i knew someone had a possible answer.... :)

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ODDity
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Re: New master snapshot 20110801 has been released!

Post by ODDity » 21 Aug 2011, 02:11

en-mass groups that wont work though, you'll end up with a whole lot of units around the edge of a large group still not within X tiles of destination bumping units also not within X tiles.

Perhaps also what could be taken in to account is to take in to look at the number of units in the group, to get what X tiles should be, in order to sure there are enough tiles to sit on?

Then what happens if you're not in a large, open place but rather valleys and canyons, X tiles from destination could be just the other side of a impassable ridge, accessible via another route. That being the case, another clause to make sure units dont stray more than X tiles away from destination in order to reach it and be still, would be required, and, that that would probably be a more suitable place for them than actually being X *tiles* away, just close enough.

And THEN...

etc

Mind: Blown.

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lav_coyote25
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Re: New master snapshot 20110801 has been released!

Post by lav_coyote25 » 21 Aug 2011, 02:14

:stressed: you just hurt my head!!! thanks. :annoyed:

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