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Most crashes like this are because you've made changes to the game (mods, patches). In that case you need to reload your most recent port save. I've played 1.2 for several hours now and I can confirm that on my system, there's no stability issues whatsoever. |
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Just want to say maybe we should use caution before officially labeling something as a bug, and "they didn't fix it". Typically a dev error/bug is something all players across the board experience the same way. A lot of us do not have this scope issue. I don't have it, mine looks fine. We just haven't narrowed down yet the differences between system specs of those that have the problem and those that don't. We should try to compile that list. And if it is a devs issue, that info will surely help them solve it. Teamwork fellas...teamwork. :up: |
In regards to the AF ... Renegade: Monolith and Prof have done a great job of explaining ... here's a visual from over at NHancer ...
http://www.nhancer.com/help/AFSamples.htm they have examples of AA and other stuff too. I use their site with my students all the time ... great site and a damn fine utility. . |
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I would conclude therefore that only wide screen users running 16:10 will be affected by this issue. |
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AF is applied to textures on the 3D part of the screen as a whole. If you magnify an area then the object and textures viewed as far as the 3D view is concerned are physically closer. For example if you viewed a computer generated football field so that the whole field was in view (not from the top, but in 3D looking up the field) you would see (in this hypothetical example) that the grass texture was clear and detailed for say 10 meters up the field, blurry for the rest. Now say you then zoomed into a section halfway up the field the first 10 meters from the halfway line would have clear crisp textures, the rest blurry.. If you applied more AF on this example you would see crisp textures for a greater distance in each case. AF does not affect the number of polygons rendered at all. Most games reduce the level of detail for distant objects so that the objects are rendered with fewer polygons at a set distance. When you zoom into the object most games set the viewpoint closer and more polygons are rendered for the object. In basic terms a sphere of many polys would look nice and round close to the viewpoint, further away the number of polys are reduced so that the sphere becomes closer to a cube. Because it's small it still looks OK.... |
Magnetic influence detonation still not working. Tested six torpedos (Mk14) from 1.5 to 2 feet below draft depth. The did track straight and true at high speed though. :)
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Hmmmm.... but I am running 16:10 and I'm fine. I have to check but I think the game menu actually lists it as 8:5, but that's the same as 16:10. This is 1680x1050. I tried several other resolutions as well, and just never had that problem appear. That was why I commented about it being a bug or not. Something like the translucent deck crew, we ALL see for sure, a definate game bug. I'm just wondering if it isn't some issue specific to certain setups, vid cards, or drivers, since we don't all have it. |
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It is in the pull down menu if your card and your monitor support it. 1680x1050 is in my pull down menu, and I'm playing at that resolution. I promise. |
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Zatoichi All I hear is blah blah blah blah:dead:
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Of course it's listed there for me. If it isn't for you your monitor doesn't support that resolution. Mine does, it is my monitor's native rez. @ Monolith Just to clarify. That graphics glitch is seen at the TBT up on deck, not at the scope view. You have referred to it as scope view here several times I think. Does your TBT look normal at 1680x1050? |
Is it my system or do the life boats move around Way to fast for row boats, some of thise things not only row at medium speed but my sound man can hear them!!!
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