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Cheese

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Everything posted by Cheese

  1. normally i wouldnt care how often spidernl breaks the zone, but to break it, walk away, and leave the zone dead for a week makes me want him to be axed
  2. Cheese

    Word Association

    still unix
  3. Cheese

    Word Association

    dumb
  4. Cheese

    Word Association

    unix
  5. so what if the conquest idea is in the right direction, but isnt the best idea? what if ppl could center when there was < 5 ppl, then there would be node control/conquest in center, until all flags were picked up and out of center? powerball game could still exist and build jp could still keep 4 flag carry max, and expand to 20 flags could have sum of nodes controlled by majority team build jp after all 20 flags leave center, nodes no longer have periodic reward
  6. when i do it, its usually something like this case WM_CTLCOLORBTN: case WM_CTLCOLORLISTBOX: { //return brush to background color //SetBkColor() modifies bg color of text //SetTextColor() modifies fg color of text //hwnd==lParam HDC hdc=(HDC)wParam; SetBkColor(hdc,RGB(0,0,0)); SetTextColor(hdc,RGB(0,255,0)); return (LRESULT)BrushBlack; } break;
  7. im on win7 and have had no sound
  8. 'flip hack' keeps fps high in dx7/9 but not 10/11 color depth doesnt seem to affect fps also, i dont know your rotation math, but the top of the screen feels closer to me than the bottom half, so the whole plane feels tilted also, your program ignores the user clicking the X to close the window, which means your application isnt handling the WM_QUIT message properly and as a ss player i am very happy to fly next to diagonal walls
  9. dx7 works as well as dx9 fixes the low fps (40-50), until bullets are fired, in which fps drops to single digits i can pretty much guarantee your fps meter is not correct, especially in periods of slow rendering, when it still reports 60fps, while rendering around 15 also fixes the floor breaking apart you currently do not have frame limiting, your fps can jump from high values to low values very quickly while rendering you need to have a delta time value between control frames, and calculate the required amount of speed/thrust/rotation based on the elapsed time, as the ship's controls are currently dependent on render time, which causes extreme slowness under low fps, and extremely squirrelly handling (in opengl) and high speed at high fps, which allowed me to see that your wall collision system needs fixing collisions: high speed collisions with walls cause the ship to become stuck in the border of the wall on the side they hit, and can still move parallel along the border of the wall average reported fps in opengl was ~250, hit 500fps windowed
  10. ive got dx11 in dxdiag using dx10/11: extremely low fps for me, says 20, feels like less zooming in causes the floor to break apart into pieces pieces snap together as it hits nearest zoom distance rendering defects near the corners zooming out past the initial distance causes everything but bg to disappear
  11. if you are going to set the window control colors, you had better set both the fg and bg, unlike now, where you have black text on a black bg at the dx select window i had to change my system colors around just to view your black text, which is one of my minor annoyances, which is also brought on by some incompetent web developers setting their text entry colors my desktop: http://cz.sshq.net/stuff/cdt.png
  12. hes also deleting posts and changing titles to dumb things like "hating on"
  13. what idiot made "hating on" the title
  14. can we please offer an option that doesnt come in eye searing white
  15. if youre doing something that simple, it would be very easy to learn how to write an asss module
  16. FTFY
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