[quote who="cronos23325" reply="8" id="1872031"]i can play spore no problem,but this game wont even start [/quote] Post a DxDiag. A GMA 950 runs Source games, a game known for its excellent scalability, at 15FPS on the lowest esttings. If you have a GMA 950 and claim to play Spore fine, then you don't a GMA 950 or the game has no textures or modern shader technologies.
NwExilon
I'd like the enemy and ally HP/MP/DPS to be visible. When stun lock and other op'd skills are revised, it would be nice to know what you're fighting or it will just become a guessing game.
[quote who="Mythor" reply="8" id="1870089"] if you manage to kill something important you'll probably have to reboot. [/quote] The system will just reboot on you because of a BSOD.
I doubt any hard drives are that slow since most assets are preloaded, and he would lag playing by himself.. I think it's just network latency causing stutters or him running out of upload bandwidth.
Right now, I believe Demigod is sorely lacking at giving players information. Other than the statistics about your own Demigod, one virutally knows nothing but the HP of his enemies and even allies. While I prefer the numbers laid out and apparently some don't, I think we can all agree that adding a clock to the game along with a bar indicating the progression of your war level and the enemy's war level will be helpful.
By "skip every second," do you mean that the animation paused? Or is it that the animation jumped around?
You can boot it up for when your pretentious Mac friends come over.
[quote who="TheLovelyBones" reply="5" id="1869255"]Did you refer to your HDD as he?[/quote] L2 Romance language. EVERYTHING HAS A GENDER. [e digicons]X|[/e]
But at least your Demigod doesn't follow them back to their base.
[quote quoting="post"] There is a very noticable speed increase in 64 bit games. [/quote] ...No. 64bit executable is just going to be more work for little gain. The large address aware header for 64bit OSes is more than enough to offset the 32bit virtual addressing space disadvantage, and Demigod isn't going to use 4GB of addressing space in the forseeable future.
It's fine on my Vistax64 without any special modifications. I turned UAC off and Demigod is in firewall exceptions. Try creating another profile.
Hey kryo, does Demigod still use XACT as its sound system? IIRC, XACT caused alot of problems with hard drive usage and surround.
I.... don't think this is a bug. It's rather pretty cool.
Nope, you can "juke" enemy heroes by climbing up a hill and disappearing from LOS for a split second.
From your description and some other cases where user had very, very low VRAM available, I would guess the 16x AA exceeded the amount of VRAM available, causing errors. In SupCom, black+red checkers meant that the texture was not available and particles being squares meant too much resources being used at the same time. Soooo... in short, don't try 16x AA or your computer will murder you in your sleep [e digicons]:thumbsup:[/e] . Have you tried setting anisostropic filtering to 4x? It makes
125kbps upload may run into problems. The more important issue is your ping. If it exceeds 200ms in a LAN configuration, the game will lag.
Yeah, it seems that boulders can stun mines.
It doesn't matter how fast your core is because the render thread will do it as fast as possible to provide the best FPS. The main problem will be the sim speed, but I haven't seen anyone drop below 4+ yet so I think we'll weather it through. I can forsee that it will be a major pain when someone with a slow computer joins a large game, since that was pretty damn common in SupCom.
That's the internal name for the program. Probably something about Forged Alliance [e digicons]:(O[/e]
If you're spiking like that, it's usually because your connection upload cannot keep up. What is your upload limit?
There are two cases of bad performance at the moment: 1) People with X800 series: These people lack SM3 support so SM3 games lag badly and don't render correctly. This can be remedied by the devs introducing SM2 backwards compatibility.... i.e. building PS2 shaders. 2) People with 4 pipelines on their graphics card.
Thanks for the report, but on the aside, update your drivers. 177.92 beta drivers are out and they introduced CUDA and at least 10% performance improvement over previous drivers.
The render thread and simulation thread are the two most demanding threads and thus make up Core 1 and Core 2. You aren't going to split them up any further. Render thread will always fill up Core 1 while the other threads will use as much as necessary. We've been over this multiple times in the GPG forums, so can we please, please not start this again?
It works at unlimited distances. It's also why you have permanent target lock if the Demigod disappears into FOW unless it teleports.
I've seen far too many system specific bug reports without the dxdiag and bug reports with the whole dxdiag copy + pasted on. What to bring with you to your bug report (not exhaustive). Description of the bug: Please use adjectives. Game time that the bug occured: How long have you been playing until you encountered the bug? How to reproduce this bug: If you can, give directions on how to make the bug happen again. Truncat