It might help if those of you getting the graphical glitch check the AMD website for updates; if downloading an update from AMD corrects it, we can just add that to the readme and knowledgebase. I checked the AMD site for new drivers earlier today before my post, and the newest drivers that they offer for the AMD Athlon 64 X2 are the ones that I already have installed. This is the first machine that I have ever had that was not an Intel system, and thi
Formis6
I have just had an opportunity to try out Beta 4 tests 1 and 2. In both cases the graphic "spikes" glitch persists. Marvin Kosh might be on to something. I suspect that the graphics glitch may have something to do with an AMD processor (I know that in the past AMD processors caused graphics hiccups that were supposed to be addressed with the latest drivers - perhaps this is a new hiccup). In particular I wonder if there is some problem with AMD processors communicating with nVidia GPUs. By
Formis, You can send any bug-related information to [email protected] . I replied to your packet of images, so if you want to reply to that message, that would be fine. If a saved game reproduces it, please send the game zipped with your debug.err file. That would really help me out. Thanks. <img id="ImageResize_Image_5" onload="ImageResi
If that were indeed true, it would have shown up prior to the Beta 4 update, which as stated by Cari, include model optimization. The problem is not my graphics card. Dual apologies tendered here: 1. I did not intend to sound so terse - my apologies for sounding "snappish." 2. For referring to Ms Begle in the familiar - she is not a personal acquaintance and I have no right to be so disrespectful by referring to her by first name.
If you notice some skewing of the graphics, please send a zipped saved game, debug.err file, and/or screenshot to [email protected] . It is probably due to the changes in the graphics system rather than a heat issue. It could be certain hulls and/or ship designs that have the problem. Sending in problematic games would help us to narrow it down. Formis, if you wouldn'
that sounds like artifacting from an overheated graphics card to me. If that were indeed true, it would have shown up prior to the Beta 4 update, which as stated by Cari, include model optimization. The problem is not my graphics card.
I have taken some screen captures of the problem and am emailing them so you can see what I am talking about. (Picture worth a thousand words and all...)
The ship models in Beta 4 render improperly. Essentially, it appears as though some of the surfaces of the ships are skewed at strange angles. This leads to the appearance of "spikes" of stretched out ship geometry leading off in different directions from the model.
I love the pictures of the new minors. Are some of them from another game? If so, which one(s)?
I have "Show Pre-Release Versions" checked on SDC, but it only shows version 1.59.080 with no new versions (i.e. 1.59[b].095) as available. Hit the Refresh XML button in the internet section of SDC's settings. That should jog it into seeing the new update. Thanks Kryo...Did the trick. I appreciate the assistance (as well as the quick reply).
I have "Show Pre-Release Versions" checked on SDC, but it only shows version 1.59.080 with no new versions (i.e. 1.59[b].095) as available. I have also had problems with SDC being unable to connect to the US-1 server, so I switched to US-2. I know that the two previous 1.6 betas were available as a separate zip download. Is there a similar option for beta three?
In Dark Avatar I often encounter a problem where ships are not given the full allotment of movement. For example, a ship is shown to have three movement points, but only is allowed to move two. This is not related to the "Isolationist" super ability, as it occurs even in games where no player has the "Isolationist" ability. I am currently running version 1.50X.072 of Dark Avatar. This bug existed in previous versions...I was hoping that it would be corrected in this patch.
I posted about this model bug in the regular GC2 bug forum before I realized that there was a separate forum for Dark Avatar, so I apologize for the repeat. The third large hull model for the Altarian/Korx ship style, does not seem to load properly into Dark Avatar. The thumbnail shows a blank, and when you click on the thumbnail, no hull appears in the ship design window. Furthermore, it does not allow you to place any components. I posted slightly more detail about the problem
Mortibus, The cube with the large red hardpoints works as intended. It allows you to attach jewelry components to a negligibly small square "hull" allowing you freedom to design custom ships "without" a hull, much like Kryo's Hull Mod in Dread Lords. What I am referring to are hulls that are supposed to be in place, but do not function properly. There is an ".x" model file for the third Altarian/Korx large hull, but the model does not appear to load properly into Dark Avatar.
There appears to be a bug with the third large hull model when using the Altarian ship style. When trying to design a new ship using the large hull size the first two large hull models show up as thumbnails and the "cube" hull shows up, but the thumbnail for the third large hull shows a blank and when the blank is selected, no hull shows up in the ship design area. Furthermore, it does not allow you to add components. Fantastic job with Dark Avatar...keep up the good work!
Actually, the turn button does not work "as designed." I am running the most current version of 1.31, and I have seen the same problem. This was a "bug" that was supposed to have been fixed as of 1.31, but obviously remains. Ships that are being moved manually (that is not on autopilot), still have moves remaining, but the turn button will be green, as though to indicate that all of the available ship moves have been used. Sometimes if I have a large number of ships in play, if I miss
After discovering this potential error, I decided to check the stats of other defense systems and I ran across this additional possible error: Droid Sentries II and Droid Sentries III have identical cost, size and point defense values. Again this is in v1.2.
The cost, size and armor value of Tri-Strontium Armor and Tri-Strontium Armor II are identical in v1.2. I believe that this is an error, as it makes Tri-Strontium Armor II pointless.
PJ_: Where did you find the information about C++ classes for the AI? Thanks
I was wondering if the different races operate with different AI algorithms. For example, do the Humans have a different way of "thinking" from the Drengin (aside from differences in strategy due to differences in alignment). In other words, if there are two different races in the game with the same alignment, would the AI behave the same for the two, or are there slight differences in the way the individual races approach strategy. I seem to recall that in the process of developing v1.1 Brad
A Triple Thank You Brad! 1 - For the quick reply 2 - For putting them into v1.1 3 - For GalCIv2 - Hands down, my favorite game in YEARS!
Will the "Neutral" specific benefits, such as Neutrality Learning Centers and the additional "Neutral" specific defenses/weapons, be enabled in the full version 1.1, or will they have to wait until version 1.2? (BTW, which of the "Neutral" features are enabled as of v1.1-Beta 2?) Currently, I almost always play "Good" because I love the "Good" specific ship defenses, but I would really like to be "Neutral" once in a while. I have toyed with the noti
This may have been mentioned already, or elsewhere in the forums, but it would be nice if the "pirates" that periodically show up in "sandbox" mode (especially in the late game) could be toned down a bit. I am running the 1.0X version of the game and the pirates show up in fleets of ships ranging (thus far) from 3 to 19 ships, with literally hundreds (300+) of hit points, over a hundred (e.g. 142) points in shields, PD or armor, and several dozen points in weaponry. They sweep in and make minc