Search found 49 matches

by Fuma
Mon Apr 08, 2013 2:58 pm UTC
Forum: General Discussion
Topic: Alpha 14 is here!
Replies: 10
Views: 9575

Re: Alpha 14 is here!

In cases that we can't save the compiled shaders, you can use r_lazyShaders 1 to decrease startup time by delaying compilation until the menu appears. In that case, we will do shader compilation one at a time every so often while you are still interacting with the UI or waiting on the first loading ...
by Fuma
Fri Apr 05, 2013 5:07 am UTC
Forum: Troubleshooting
Topic: Slight problem with the AutoDownload...
Replies: 2
Views: 3311

Re: Slight problem with the AutoDownload...

You are correct, I don't see the option anywhere in the UI. That is a UX bug on our end. We should not be allowing people to turn auto download off because then they will not be able to easily get new maps. You can turn it on manually by pressing ~ and then typing /cl_allowDownload 1 [ ENTER ] and /...
by Fuma
Sat Feb 23, 2013 5:26 am UTC
Forum: Feedback
Topic: Interesting Bot Observations v2.0
Replies: 20
Views: 19334

Re: Interesting Bot Observations v2.0

The bots seem to be standing still on random locations around a map, especially on large maps (Dev server). Only moving to attack when enemies are near them. Sometimes when they are in their base, they don't even move to defend even when enemies are attacking the base. Probably stuck on a navmesh i...
by Fuma
Sat Feb 23, 2013 3:58 am UTC
Forum: Feedback
Topic: Interesting Bot Observations v2.0
Replies: 20
Views: 19334

Re: Interesting Bot Observations v2.0

Why in the world would you include a behaviour that you've specifically identified as being boring and unfair in the default bot decision tree? It isn't in the default bot decision tree. It is an option. There is currently: default.bt ( regular bot behavior, default loaded behavior tree if none is ...
by Fuma
Tue Feb 19, 2013 11:22 pm UTC
Forum: Troubleshooting
Topic: Issues with starting the game
Replies: 2
Views: 3144

Re: Issues with starting the game

Technically, the card itself should be able to run the new renderer without problems. It is just Mac's drivers that are holding it back :( The implementation of GLSL is so bad, it doesn't even give us a compile log so we can see what went wrong........ compile log: After that should have been a list...
by Fuma
Mon Feb 18, 2013 4:27 pm UTC
Forum: Troubleshooting
Topic: FPS Drops
Replies: 15
Views: 11360

Re: FPS Drops

The first post is comparing apples and oranges. Tremulous's acid tubes are a few hundred tris at most, with nothing more than a diffusemap. Our acid tubes are 5000 tris each, and come with diffuse, specular, and normal maps. Additionally, they are skeletal animated models, which is much more taxing ...
by Fuma
Sun Feb 10, 2013 2:01 am UTC
Forum: Troubleshooting
Topic: Adding bots to a dedicated private server.
Replies: 16
Views: 14756

Re: Adding bots to a dedicated private server.

Saying this now so no one has trouble: I just changed the navigation mesh file format again yesterday. This was required to support temporary obstacles. The bots should now not get stuck on buildings anymore. The servers have been updated with this improvement. Since the navmesh file format changed,...
by Fuma
Thu Jan 31, 2013 1:56 am UTC
Forum: Troubleshooting
Topic: Error
Replies: 9
Views: 7989

Re: Error

GLW_StartOpenGL() - could not load OpenGL subsystem: Missing GL version

Update your graphics driver.

That's all I can see since that console log is missing a lot of information....

by Fuma
Mon Jan 28, 2013 9:09 pm UTC
Forum: Models
Topic: Dragoon (1)
Replies: 22
Views: 1362

Re: Draggoon Model

No GPU supports quads natively ( they would just get tessellated into tris before reaching it ), and support for quads in OpenGL was depreciated in 3.0 and removed in 3.1. Therefore, we use tris for rendering. Do you guys smooth or just soften the normals? I'm not sure exactly what you mean by this....
by Fuma
Thu Jan 24, 2013 10:35 am UTC
Forum: Ideas & Suggestions
Topic: Homepage Suggestion
Replies: 19
Views: 13409

Re: Homepage Suggestion

The requirements for running GL3 are extremely low. The bare minimum for getting it to run is support for OpenGL 2.1 that isn't buggy. OpenGL 2.1 is 7 years old now, and is about the feature equivalent of Direct3D9. The GL3 renderer itself is pretty fast. It will easily hit the capped 125fps on even...