Taverius

Taverius

Joined Member # 716412
0 Posts 15 Replies 283 Reputation

[quote who="Soor" reply="1" id="2046976"]they seem to be ignoring the issue.[/quote] And that ain't changing, looks like. [e digicons]:([/e]

16 Replies 8,332 Views

[quote who="kryo" reply="3" id="2047492"] I mean, every other program out there understands that the right edge of the touchpad does the same bit as the wheel on a mouse. Games too? Apps are one thing, but games tend to look at the input more directly, and touchpad scrolling is typically handled by a TSR, not at the hardware level. If that TSR doesn't also override DirectInput then there's not much a DirectX based game can do about it.[/quote] It works in every game I've eve

16 Replies 8,332 Views

It doesnt work, and they seem to be ignoring the issue. It makes me a truly sad panda [e digicons]:([/e] I even sent blair an email about it, no response. edit: using the keys for zooming makes sinse virtually unplayable.

16 Replies 8,332 Views

I ran Sins fairly well on a laptop with this config: Celeron-m 1.46Ghz ATI Radeon Xpress 200M (X300 w/out dedicated memory) 1GB total ram (128 given to video card) XP SP2 So long as I kept textures on medium and detail/bump low, it all ran fine. Oh and planet elevators off, that kills the fps on it for some reason. Took a long time to load maps into memory, but could otherwise play small/medium Sins maps no problem; haven't played many large maps.

3 Replies 1,559 Views

So, I've this new lappie with a synaptics touchpad - and the scroll-wheel emulation doesn't work in Sins. Works in every other game I've got, but not Sins [e digicons]:'([/e] Has anyone found a fix for this, or shall I have to whine @ IC for it?

0 Replies 4,382 Views

[quote who="ManSh00ter" reply="18" id="1994897"]Minus the ultra-tough mode, methinks. Perhaps buffing out damage considerably, but making the ship extremely slow. While it won't be nearly as tough as a battleship, it will be tougher than your average capital ship... buffing that might make it very difficult to counter.[/quote] Yeah, I meant more in the sense of the general "mode switch" ability some EVE caps have. In this case you'd probably want range + damage rather than damage + ta

1,794 Replies 4,189,413 Views

Eh, the beta feedback subfrum is so overloaded right now its pretty pointless reporting anything right now - just gets lost in the noise. I'm sure they've got the general gist of it by now, starbases too weak, mines too spammable/strong/take too long to clear, the various starbase bugs etc. Just ignore this forum till the next update, I just come in here for occasional lulz now.

9 Replies 4,180 Views

That's an odd one, looks like a shader glitch of some sort? I'm on a truly awful ATI Radeon Xpress 200M - X300 without dedicated memory - and I haven't had that yet, so its not related to old shader models, could be geforce7-specific?

7 Replies 4,805 Views

There's 3 things you can do with mine-like weapons in RTS: Free to construct Unlimited numbers Can move constructor around 1 or 2 of those at once make for payable games, if you have all 3 at once its MINESPAM time and it all gets hopelessly broken.

49 Replies 31,359 Views

Yeah, its possibly slightly more generalised than this, ie: if you make a move order to another well and then add an attack order at the end of the queue, they will intead see it as a move order. Basically, attack order via clicks in a queue is never recognised as such unless preceded by a manual attack order via button.

9 Replies 16,658 Views

[quote quoting="post"]- Research (at least) can change mesh appearance it looks like? (upgrading turrets/starbases)[/quote] I'm curious as to how this was implemented. Given that one might need to support different combinations of upgrades, is it using submodels that get switched on/off, or separate models for each part altogether?

88 Replies 202,092 Views