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    posted a message on Gesture based casting system (v2.0)

    @aGoomba: Go

    You know he mentions the game by name right in the description...so...yes.

    Posted in: Project Workplace
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    posted a message on What's up with Lights?

    @EternalWraith: Go

    Aye and that stigma about Vista continues to perpetuate among the community, its much like ye ol ancient winME in that it was an OS with much tighter rules on how drivers were to be written and many problems associated with it stemmed from the hardware makers not following the spec and just relying on the lazier 'the OS will handle this' approach that XP had allowed them, to their credit they were also facing a whole new architecture as well so one can only blame them for so much.

    A second big-diss factor was how Nvidia and ATI were entering a fresh competition of performance vs cards and so they played fast and loose to gain the edge and whenever that failed to work you'd get your classic BSOD because something couldn't take the heat so to speak and the blame was falsely put on the OS rather then the card & its driver in question. The other diss for Vista which actually ended up in litigation was how a certain CPU maker's division head coerced a situation where the 'ready for vista' sticker was applied to quite substandard chips that couldn't really handle it despite the protests from the respective companies' engineers. So between the shoddily written drivers and other general hardware makers sketchy practices Vista was doomed from the start.

    Initially things definitely sucked when using the OS but as driver makers followed in line things improved drastically, these days its yah far more stable and capable then initial release. Fortunately win7 got to benefit from that era of driver vs OS dropping backward compatibility happening before its arrival. Sorry for the book, just whenever I see reference to 'vista sucks' it bugs me since it was never really given a chance to thrive. That and I enjoy rooting for the underdogs ;)

    Posted in: Data
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    posted a message on What's up with Lights?

    @Marauderz: Go

    Aye definitely not one of the better suited gaming card around but they do claim to fully support DX10 which would imply they should at least be *trying* to display all those beautiful lighting effects the game is capable of if you ask them to. At this point if you don't see those effects its going to be a matter of increasing those graphics settings in the options menu. I can't remember precisely which mode unlocks which but I seem to remember the settings themselves try to give you an idea of what they're doing. So tinker with those until you see 'em or your card barfs, which ever comes first (my money is on the barf :P)

    Indeed ensure the next system has a stronger card, I highly recommend take a look at some techie sites like even tom's hardware and check out their charts & benchmarks to get an idea of what any card is capable of. Really helps in giving you a nice idea of what to expect from them before you buy 'em.

    @EternalWraith: Go

    Once you get above roughly the 2ghz dualcore/2gb of ram threshold Vista, XP and win7 perform identically as gaming platforms, advantage to Vista & win7 since they support DX10, triple SLI and x64 architecture better as well. I used Vista as a gaming platform for about two years and never had a problem vs XP and enjoyed its adoption of those previously mentioned features, I now use win7 but that's mostly because it was both free for me and my profession somewhat dictates I keep in touch with new windows OSes.

    Posted in: Data
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    posted a message on Notice: "Map of the week" system

    This is a welcome feature.

    BumpInTheNight likes this.

    Posted in: Project Workplace
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    posted a message on Tree as a weapon?

    I would just like to know what steps are required to evoke such a need from the engine. As this is the tutorial section I expect one or more drug dealer(s)' names, locations and inventory along with appropriate google map directions. ;)

    Posted in: Tutorials
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    posted a message on No overkill?

    @BaridBelMedar: Go

    Not sure you're getting what he's saying. The problem is since the damage is instant the target dies when the first one targets on it thus the rest of them don't get a chance to see it come into range and decide on if they want to fire or not(despite the imperceptible time frame involved, only one thing really happens at a time in a game). What you ideally want is some sort of small artificial delay between the first siege tank picking up a target and firing at it and the damage delt so that the rest of them have a chance to pick up the target and start firing as well. You'll likely want to investigate how to make effects and specifically a persistent one that calls the siege tank's damage to replace the tank's weapon's initial effect.

    This is assuming that the visual effects of the siege tank weapon don't heavily rely on the target's presence to show up in the first place, which meh you'll want to look into first.

    Posted in: Data
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    posted a message on [Tutorial] Lagless WASD System using Data Editor

    @SouLCarveRR: Go

    Does any unit gain the abilities of a unit with a command card ability by being in the same group? Same deal. And yah I didn't edit any of the move offsets between them either since it was irrelevant, the key factor is when I pressed a key how quickly would each change directions and far as I can tell it was identical reaction time.

    Posted in: Tutorials
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    posted a message on What's up with Lights?

    If you suspect your video card isn't very good, the likely outcome is that even by telling the game to set those features to ultra the card itself lacks the commands to follow through with those settings and it can't even try.

    Two questions:
    In the campaign map with the infested terrans attacking at night, does the ambient lighting change at all for you? It should.
    Well, what video card do you have? Even something from like 4-5 years ago outta be able to do some basic light changes in that map unless its an especially plain card such as a low end laptop's integrated graphics.

    Posted in: Data
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    posted a message on My omnilights won't work.
    Quote from Adelios: Go

    just set your graphics... to get omni effects you need to have "shaders" on high otherwise you cant see them

    +1, this sounds like what's going on.

    Posted in: Miscellaneous Development
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    posted a message on [Tutorial] Lagless WASD System using Data Editor

    @SouLCarveRR: Go

    ...and you realize that the reason I picked each individually at the start was to show that the one on the right has its data command card abilities disabled and is instead being powered by the trigger based method?

    Posted in: Tutorials
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    posted a message on Tell what region my unit is in.

    @James7285: Go

    my bad you're right I do remember seeing that specific wording as a trigger and yah I'm having an equally difficult time remembering how to get to it.

    ED: Well, I think this is it after all, I mean it does the same thing any ways.

    Posted in: Miscellaneous Development
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    posted a message on Tell what region my unit is in.

    Hey takes some getting used to for sure, btw I just found it: Create a new condition, click on the left most bracket of the condition, when the function list pops up click on the unit group label and it'll be there as "Units in region matching condition". Or if you're seeking the number itself, first 'number of units in unit group' and then specify that 'units in region matching conditions' as the group to acquire the amount of.

    Posted in: Miscellaneous Development
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    posted a message on Tell what region my unit is in.

    @SouLCarveRR: Go

    This...this would be an excellent course of action. Those custom variables are life savers for things like this.

    @James7285: Go

    It'd definitely be initiated by making a comparison condition and then adjusting one side or the other and going to the functions section and looking for it there.

    Posted in: Miscellaneous Development
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    posted a message on Tell what region my unit is in.

    Since regions can over-lap and the game map itself is considered a region I think the best method would be just test against the regions themselves individually. I can't think off hand of a way to definitely return a region that a unit is in but you can definitely check if a unit is in a region, if you get what I'm saying.

    There are a few strategies to do this, one would be events for each region that track and remember all units coming and going from them for instance. Another would be at each request for that info poll all the regions and return the most desirable one that meets the conditions.

    Posted in: Miscellaneous Development
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    posted a message on Get a unit to attack...without issuing an attack order, possible?

    A trigger or preferably a data based solution would be best, but in essence I'm looking for a means of setting a unit's attack target without having to pass through the attack ability to do so. So yah, a method of doing everything the attack ability does but without calling it from the ability. Caveat: having them just scan for a target isn't good enough, need a method of setting the unit's target to another specific unit.

    (This is part of yet another experiment to get around our apparent inability to directly manipulate a turret's facing)

    ED: An even superior thing would be just if anyone's yet figured out how to expose all the functions the attack ability actually calls, then could just skip this messy hack and go right for the function it itself uses to control a unit's turret(s).

    Posted in: Miscellaneous Development
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