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Messages - H-Hour

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Bugs in stable version (2.5) / Re: Mission load screen
« on: January 11, 2013, 05:42:21 pm »
I noticed the same. Made a bug report.

Feature Requests / Re: Xash 3D engine
« on: January 11, 2013, 05:40:26 pm »
It doesn't really work like that. There are pages of posts you can find on this topic, so I'll close this thread.

FAQ / Re: Screenshots
« on: January 11, 2013, 02:55:07 pm »

Offtopic / Torque3D raising money to improve Linux development process
« on: January 10, 2013, 10:52:46 pm »
Newly open-sourced game engine Torque3D is raising money to improve its support for game development on Linux. The game engine already supports Linux, but this will raise money to allow developers to work on Linux rather than having to develop the game in Windows.

It's an interesting idea and I hope the general model of funding open-source development this way works.

Discussion / Re: dragging weapons in battlescape?
« on: January 08, 2013, 02:05:53 pm »
I've never tried to do this. I'm guessing it has no function.

Weapons can't be thrown unless they've been designed to be thrown (ie - a firemode and projectile effect has been created for that).

Discussion / Re: dragging weapons in battlescape?
« on: January 08, 2013, 01:05:55 pm »
I don't even know what you're talking about.

Bugs in stable version (2.5) / Re: Smoke grenades rape framerate
« on: January 07, 2013, 07:38:10 pm »
I've just pushed a change to the smoke particle that removes its physics calculations and sets the tps to 6. I found it vastly improved my framerate without any significant change in the visuals or functioning of the smoke grenades. Most importantly, I found I could have 5 smoke grenades going at once without maxing out the allowed particles, which caused other particles (existing smoke or other weapon effects, for instance) to disappear.

The numbers may get changed further, since this is Crystan's field, but this should work until we can find a more permanent solution.

Bugs in stable version (2.5) / Re: Smoke graphic light
« on: January 07, 2013, 07:21:54 pm »
What PNGs are you modifying? I rotated base/pics/smoke/smoke_*.png and couldn't notice any difference...

Mapping / Re: Solar plant RMA map 2.0
« on: January 07, 2013, 07:02:46 pm »
Hi Latino210. I went in to fix this bug, and I noticed that a lot of the objects in your map are poorly aligned to the grid. Have a look at the image of the couch in (attached). Because the areas of the couch so poorly align to the grid, there are a lot of grid spots where a player might think he could put a soldier, but where he shouldn't be able to, because the couch overlaps more than 4 units into that grid. You should try repositioning and resizing the couch so that it fits better into the grid system and provides more expected behaviour on which grids are and are not accessible. You should do this with all the objects in your map.

And then you should add actorclip brushes to make sure soldiers can't stand on top of objects they shouldn't be able to, as shown in the forum post linked at the start of this post.

Discussion / Re: New encumbrance/TU system
« on: January 04, 2013, 12:38:50 am »
I'm not familiar with the code, but I would guess that getting the "true" hit chance (or very close to it) would be computationally intensive (ie - slow).

Discussion / Re: New encumbrance/TU system
« on: January 03, 2013, 08:25:46 pm »
Just a guestimation.

There was just a huge rewrite of the transfer system in the last couple days, so maybe update your game and see if you still have any problems.

Feature Requests / Re: Hospital "mark" on wounded soldiers
« on: January 02, 2013, 11:56:30 am »

Bugs in stable version (2.5) / Re: Map Industrial - tile not passable
« on: January 02, 2013, 11:49:57 am »
The lines with all the +'s.

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