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Games / Re: Guild Wars 2 - RELEASED, Trading Post up.
« on: September 18, 2012, 10:28:42 AM »
That's what you get for having the best looking armor the rest of the time
Take that, medium armor
Take that, medium armor
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My 7850 runs the game on max settings with 60+ fps consistently. Even in high combat zones.So does my 5850. B)
It is completely possible to render interiors and terrains with the new shadows and shaders. But according to the developers, that would take a long time for a tiny team.Of course it's possible. It'd just have been a lot more work to integrate the shader renderer with the old one, so they only implemented DTS/brick shapes in the new renderer.
.dts shape maps have been suggested for a long time, but it seems they'd like them to be made of bricks. That's possible too, but it's certainly not a good idea.I'm not sure if you mean DTS maps or building maps isn't a good idea. You should probably reword that, because if it's the former you're right and the latter makes you a moron. Bricks are quite well optimized render-wise, there's just still a few vehicle collision issues to work out that would make building a map troublesome.
One idea is that we can use game-modes to create a unique .dts shape in the shape of the desired map. Gamemode_MapHills would create a unique .dts entity that looks llike a bunch of hills. The main problem with this is that it would be unbuildable unless it has very flat shapes.The other issue with using a DTS map is that these shapes are comparitively quite slow in terms of performance when compared to bricks.
The next idea is modular setpieces. It is also a good idea to have bricks like modular terrain, with textures on them, and placing them as public bricks. This idea is the very same I am using to recreate the Bedroom. Like the .dts idea, we can place these in a gamemode as public bricks.That's the whole point of it. Build stuff.
I urge you, mappers, to see the latest update did NOT kill mapping, and to continue the great work you've all done to this game.I didn't kill mapping, it simply redefined what constitutes a map. It's not an add-on anymore, it's something built in-game. Funnily enough, for most good servers, this was already the case. Maps only encouraged laziness and a lack of originality in server hosts, because with some five minute cursory building and a bunch of guns you had a formulaic 'good' server. As such, almost nobody was willing to do more. If people would let go of that and actually take this opportunity to learn to build better and actually create some new arenas, they'd all see it's better.
2.4.6 is not a number, M, It's a formatted version.I can't honestly think of a situation where you'd want to present a float so precise it actually loses its precision, in fact I'd never even encountered it on account of never dividing things by >10000
And besides, it was only meant for integers :p
Oh and by the way M, 1.4453e-025 is valid, yet your script doesnt allow it.
if(%c $= "-")
{
if(%sci == -1)
%sci = 1; // Negative powers
else if(%j != 0)
return false; // Negative not the first character
continue;
}
Easily fixed anyway
Let me try to make this more understandable.Somehow I get the feeling that if this topic was about how packages worked, it wouldn't be asking about simulating higher latency.
If we were able to manipulate a ping pong function, this is how we would do it.