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Re: New master snapshot 20110801 has been released!

Posted: 12 Aug 2011, 00:51
by rockachu2
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.



win 7 x64
high-end system

Re: New master snapshot 20110801 has been released!

Posted: 12 Aug 2011, 03:16
by lav_coyote25
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:

Re: New master snapshot 20110801 has been released!

Posted: 12 Aug 2011, 04:09
by effigy
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 :)

Re: New master snapshot 20110801 has been released!

Posted: 12 Aug 2011, 04:27
by cybersphinx
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.

Re: New master snapshot 20110801 has been released!

Posted: 12 Aug 2011, 05:45
by lav_coyote25
why does this have problems ? and why mostly in windows... what is the governing factors ???

Re: New master snapshot 20110801 has been released!

Posted: 12 Aug 2011, 05:56
by stiv
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.

Re: New master snapshot 20110801 has been released!

Posted: 12 Aug 2011, 06:09
by lav_coyote25
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?

Re: New master snapshot 20110801 has been released!

Posted: 12 Aug 2011, 15:44
by Skirmisher44
Wow! This new release is excellent! Thanks very much

Re: New master snapshot 20110801 has been released!

Posted: 13 Aug 2011, 06:23
by medusa
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.

Re: New master snapshot 20110801 has been released!

Posted: 13 Aug 2011, 11:56
by Asgorath
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

Re: New master snapshot 20110801 has been released!

Posted: 20 Aug 2011, 11:40
by Asgorath
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

Re: New master snapshot 20110801 has been released!

Posted: 20 Aug 2011, 18:43
by milo christiansen
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

Re: New master snapshot 20110801 has been released!

Posted: 20 Aug 2011, 21:11
by lav_coyote25
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.... :)

Re: New master snapshot 20110801 has been released!

Posted: 21 Aug 2011, 02:11
by ODDity
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.

Re: New master snapshot 20110801 has been released!

Posted: 21 Aug 2011, 02:14
by lav_coyote25
:stressed: you just hurt my head!!! thanks. :annoyed: