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Old 08-04-2012, 03:32 PM   #51
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I think, it would be nice, if it was able to change the range of the environment details ....
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Old 08-04-2012, 05:55 PM   #52
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[change topic]
I love the new "oooold" Trelle Safe
[/change topic]
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Old 08-05-2012, 05:30 PM   #53
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Okay if the marks finished to moan I'd like to report that Bloom also needs to be nerfed (on OpenGL) on spell animations because it makes most of them shine like a halogen lamp :



Only force armor active. I let you imagine this + some other conju sorcery spells is the best way to blind a whole zerg of enemies.
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Old 08-05-2012, 06:28 PM   #54
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http://ifotos.pl/zobacz/screensho_rqnenqn.jpg
http://ifotos.pl/zobacz/screensho_rqnenqe.jpg
http://ifotos.pl/zobacz/screensho_rqneeph.jpg

Nice stars effect on land
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Last edited by pala2229; 08-05-2012 at 07:41 PM.
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Old 08-05-2012, 07:19 PM   #55
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Quote:
Originally Posted by VandaMan View Post
I actually somewhat agree with the "moaning marks." I'm fine with a recharged arrows nerf, or a number of several other possible nerfs, but doing it in this way only encourages the gameplay I would hope a nerf would aim to discourage.
This. I admit, it’s a creative solution, but balance isn’t solely about being creative. It has to make sense, too.

They sloppily nerf one part of the problem, the other part not only remains but is more difficult to fix in the future, because a proper fix affects the first part, too. And the hole they dig themselves into continues to grow.

/e: dat moment when you reply to deleted posts
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Old 08-05-2012, 07:57 PM   #56
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Can you post your hardware and operating system specs?

Regards!
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Old 08-05-2012, 08:27 PM   #57
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Quote:
Originally Posted by Ponter View Post
Can you post your hardware and operating system specs?

Regards!
Yes

AMD Athlon 5200+
ATI Radeon HD 4670 (new drivers)
2 GB GoodRam DDR2

Windows XP Service Pack3
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Old 08-06-2012, 07:59 AM   #58
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With Ambient Occolusion I have 40FPS but without around 100FPS at the same place. Is this normal?

Hardware:
Athlon X3 @ 4GHz
4GB DDR3-1600 RAM
GTX460
Windows 7 Home Premium x64

Newest drivers are installed

Settings: All max

Last edited by Jack_Dragonkiller; 08-06-2012 at 11:28 AM.
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Old 08-06-2012, 02:32 PM   #59
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D'uh, since when mid and high renders are black screen
Code:
[iFail@notme test]$ cat system.nfo 
[System]
os = Linux
Distribution = "RFRemix release 17 (Beefy Miracle)"

MemPhysicalTotal: 3956
MemPhysicalAvail: 2610

[CPU]
vendor_name = AuthenticAMD
model_name = Unknown
family = 31
model = 6
stepping = 2
feature = 23
os_support = 23
checks = 23

[GPU]
opengl_support = 1
shader_model =  4
video_memory = 536870912
gpu_desc = GeForce GTS 250/PCIe/SSE2
EDIT: no black screen on very high preset but.... no spell effects!
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Old 08-06-2012, 04:20 PM   #60
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I've tryed to log in Amun from my MacPro with SnowLeopard 10.6.8 and game crash right
before run intro movie.


My MAC Specs:
-ATI Radeon HD 5770 with 1GB of GDDR5
-8 Gb DDR3
-CPU two 3.2 GHz Quad Core Intel Xeon X5482

Geting this backtrace

Code:
Thread 0 Crashed:  Dispatch queue: com.apple.main-thread
0   GLEngine                      	0x137593df gleFragmentStateToPPStream + 3472
1   GLEngine                      	0x13759830 gleUpdateFragmentFallbackProgram + 346
2   GLEngine                      	0x13748942 gleUpdateDeferredState + 3088
3   GLEngine                      	0x1374a11d gleDoSelectiveDispatchNoErrorCore + 109
4   GLEngine                      	0x136d9166 glValidateProgramARB_Exec + 375
5   libGL.dylib                   	0x90c434db glValidateProgramARB + 30
6                                 	0x002ea103 Engine3D::IShader::~IShader() + 4685
7                                 	0x002f6ab7 Engine3D::IShader::~IShader() + 56321
8                                 	0x002f8908 Engine3D::IShader::~IShader() + 64082
9                                 	0x002f8b86 Engine3D::IShader::~IShader() + 64720
10                                	0x002e64d0 std::vector<Engine3D::SHWSupport::NVCoverageMode, std::allocator<Engine3D::SHWSupport::NVCoverageMode> >::_M_insert_aux(__gnu_cxx::__normal_iterator<Engine3D::SHWSupport::NVCoverageMode*, std::vector<Engine3D::SHWSupport::NVCoverageMode, std::allocator<Engine3D::SHWSupport::NVCoverageMode> > >, Engine3D::SHWSupport::NVCoverageMode const&) + 17584
11                                	0x0059b649 MapRename::MapRename() + 11921
12                                	0x005954c1 std::deque<int, std::allocator<int> >::_M_reallocate_map(unsigned long, bool) + 18529
13                                	0x0059640a std::deque<int, std::allocator<int> >::_M_reallocate_map(unsigned long, bool) + 22442
14                                	0x00596a6c std::deque<int, std::allocator<int> >::_M_reallocate_map(unsigned long, bool) + 24076
15                                	0x0059da71 MapRename::MapRename() + 21177
16                                	0x00040c9f sigc::bound_mem_functor2<bool, ClientResourceManager, DynamicDataStruct, bool>::operator()(DynamicDataStruct const&, bool const&) const + 3339
17                                	0x008e2647 btGImpactMeshShape::btGImpactMeshShape(btStridingMeshInterface*) + 953975
18                                	0x008914d7 btGImpactMeshShape::btGImpactMeshShape(btStridingMeshInterface*) + 621831
19                                	0x00293405 sigc::internal::typed_slot_rep<sigc::bound_mem_functor0<void, EntitySystem> >::dup(void*) + 51205
20                                	0x0028ca92 sigc::internal::typed_slot_rep<sigc::bound_mem_functor0<void, EntitySystem> >::dup(void*) + 24210
21                                	0x002778e0 sigc::internal::signal_emit1<bool, Message*, sigc::nil>::emit(sigc::internal::signal_impl*, Message* const&) + 1872
22                                	0x0028ccd0 sigc::internal::typed_slot_rep<sigc::bound_mem_functor0<void, EntitySystem> >::dup(void*) + 24784
23                                	0x0027731c sigc::internal::signal_emit1<bool, Message*, sigc::nil>::emit(sigc::internal::signal_impl*, Message* const&) + 396
24                                	0x00282dda ng3d::hash_table<std::pair<char const*, MessageHandler>, ng3d::pair_hash<char const*, MessageHandler, ng3d::hash<char const*> >, ng3d::pair_comp<char const*, MessageHandler, ng3d::equal<char const*> >, std::allocator<std::pair<char const*, MessageHandler> > >::find_no_replace(std::pair<char const*, MessageHandler> const&) + 6606
25                                	0x00283527 ng3d::hash_table<std::pair<char const*, MessageHandler>, ng3d::pair_hash<char const*, MessageHandler, ng3d::hash<char const*> >, ng3d::pair_comp<char const*, MessageHandler, ng3d::equal<char const*> >, std::allocator<std::pair<char const*, MessageHandler> > >::find_no_replace(std::pair<char const*, MessageHandler> const&) + 8475
26                                	0x00286459 ng3d::hash_map<EntityInfo, std::list<EntityMessageQueue::UndeliveredMessage, std::allocator<EntityMessageQueue::UndeliveredMessage> >, ng3d::hash<EntityInfo>, ng3d::equal<EntityInfo>, std::allocator<std::pair<EntityInfo, std::list<EntityMessageQueue::UndeliveredMessage, std::allocator<EntityMessageQueue::UndeliveredMessage> > > > >::operator[](EntityInfo const&) + 2039
27                                	0x000a7f36 ng3d::hash_table<std::pair<char const*, lua_action*>, ng3d::pair_hash<char const*, lua_action*, ng3d::hash<char const*> >, ng3d::pair_comp<char const*, lua_action*, ng3d::equal<char const*> >, std::allocator<std::pair<char const*, lua_action*> > >::find_no_replace(std::pair<char const*, lua_action*> const&) + 2504
28                                	0x0000cdde ClassTimerEvent<BenchmarkEntity>::~ClassTimerEvent() + 10572
29                                	0x000bc456 ng3d::hash_map<std::string, long, ng3d::hash<std::string>, ng3d::equal<std::string>, std::allocator<std::pair<std::string, long> > >::operator[](std::string const&) + 280
30                                	0x0000662c 0x1000 + 22060
31                                	0x000060d9 0x1000 + 20697
32                                	0x00006008 0x1000 + 20488
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Last edited by kmdk; 08-06-2012 at 11:00 PM.
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