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Post Re: Beta version 718 (5/27/2012)
No matter how many times my post will be deleted, radar still doesnt work as it should.

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Mon May 28, 2012 8:53 am
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Team: Eminence Front
Main: Jey123456
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Post Re: Beta version 718 (5/27/2012)
your post was not deleted, you were just a noob and made it in the wrong topic XD

(check viewtopic.php?f=116&t=51734) and be ashamed !

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Mon May 28, 2012 1:08 pm
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Team: Dark Traders
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Post Re: Beta version 718 (5/27/2012)
Jey with the burn!

On topic, I played around with the new commands and they seemed to help a bit in Olympus, but I am wondering if we will eventually see them consolidated to be more automatic. It was kind of awkward to type five or six different commands after Olympus just to return to my usual gameplay.

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Mon May 28, 2012 1:13 pm
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Team: Eminence Front
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Post Re: Beta version 718 (5/27/2012)
they are automatic with the lagkiller. If you type /lkc you see their lagkiller range in the form of (lk[0,6]). that mean that if your lagkiller is at 6 then this lkc is at 1., if its at 3 then its 0.5 etc.


I have a auto config using benchmark in work that will fine tune the lagkiller for your specific configuration by running and analysing the profiler from multiple prerecorded scenes. I also have plans for a dedicated lagkiller tab in option with more control than just what /lkc offer right now.

But for now, its the best i can offer.


For uber runs with that client, if your computer is one of those that lag hardcode during runs, just type /lkl 6 to force the lagkiller at the highest level that doesnt actually remove anything important to the gameplay, and youll get most of these optimisations automaticly. You can type /lkl 0 to reset it to normal after the run (beat having to type 6 commands).

Although by design the lagkiller will increase as soon as your fps drop bellow 10 and will decrease once your fps is above 20. So it should automatically stabilize at a value that work for you during a run.

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Mon May 28, 2012 7:12 pm
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Team: Eminence Front
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Post Re: Beta version 718 (5/27/2012)
on a side note, i would love to get some profiler dumps from runs where you lag with /lkl 6 and /lku 6 (the /lku is so the /dp wont cause your lagkiller to go even higher). Would help a lot to improve the other sources of lags.

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Mon May 28, 2012 7:15 pm
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Post Re: Beta version 196 (5/27/2012)
Version 196.922 is out

Please take note that the lasers and radar are still work in progress.

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Wed May 30, 2012 1:14 am
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Post Re: Beta version 196 (5/27/2012)
Confirmed a bug causing the background to become much brighter for a short period when firing, tractoring and other random occurence. Will be fixed for next beta release.

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Wed May 30, 2012 2:04 am
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Team: Bella Morte
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Post Re: Beta version 196 (5/27/2012)
So when do we get to fire nukes ?

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Wed May 30, 2012 2:09 am
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Post Re: Beta version 196 (5/27/2012)
OHL laser color needs to be adjusted. It's the same as the damage bar color, until it goes red, and very confusing when running a swarm of combat slaves.


Wed May 30, 2012 2:28 am
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Post Re: Beta version 196 (5/27/2012)
Using an OHL there is an after shot effect that needs to go by-by its just screen noise and clutter.


Wed May 30, 2012 2:45 am
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Post Re: Beta version 196 (5/27/2012)
Exiting Wormholes new effect YUCK! I want to be able to remove it from my client.


Someone on the dev team needs to be nurfed with a BB BAT labeled KISS


Wed May 30, 2012 2:48 am
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Post Re: Beta version 196 (5/27/2012)
Quote:
Please take note that the lasers and radar are still work in progress.


They are by no mean the final product. I just didnt want to wait till they were done before getting the renderer and lagkiller fix/optimisations in for testing.

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Wed May 30, 2012 2:50 am
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Post Re: Beta version 196 (5/27/2012)
Jey123456 wrote:
Quote:
Please take note that the lasers and radar are still work in progress.


They are by no mean the final product. I just didnt want to wait till they were done before getting the renderer and lagkiller fix/optimisations in for testing.


I know... just getting my comments in B4 they are cast in what draws flys.


Wed May 30, 2012 2:53 am
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Post Re: Beta version 196 (5/27/2012)
I found a way to get rid of most of the artsie crap ... stopped using the beta client.

Now to find a way to get rid of C2 all together.


Wed May 30, 2012 10:39 am
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Post Re: Beta version 196 (5/27/2012)
artsi crap ?

and sure, go ahead and make a skin with 2d version of every ship, replace the background with c1 background, the custom light shader someone else made and you should be pretty close to it.

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Wed May 30, 2012 2:49 pm
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