Search found 49 matches
- 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 ...
- 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 /...
- Sat Feb 23, 2013 5:26 am UTC
- Forum: Feedback
- Topic: Interesting Bot Observations v2.0
- Replies: 20
- Views: 19338
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...
- Sat Feb 23, 2013 3:58 am UTC
- Forum: Feedback
- Topic: Interesting Bot Observations v2.0
- Replies: 20
- Views: 19338
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 ...
- 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...
- 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 ...
- 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,...
- 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....
- Mon Jan 28, 2013 9:09 pm UTC
- Forum: Models
- Topic: Dragoon (1)
- Replies: 22
- Views: 1366
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....
- 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...