Allegiance's reorganization

Allegiance discussion not belonging in another forum.
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w0dk4
Posts: 304
Joined: Sun Jun 12, 2005 7:00 am

Post by w0dk4 »

I think there is absolutely no point in wasting time here considering after 8 years, the default keymap has still not been changed (correct?).

http://www.freeallegiance.org/forums/index...showtopic=41364
MagisterXF94
Posts: 1935
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Location: Trieste, Italy

Post by MagisterXF94 »

the new keymap will be uploaded in short order
QUOTE ^cashto@Elem (all): yeah, i imagine if you're rusty, you could build op short for no reason, build a naked ref, then go two techpaths even though your mining is by all objective standards $#@!ed[/quote]
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MagisterXF94
Posts: 1935
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Location: Trieste, Italy

Post by MagisterXF94 »

Allegiance will never be a waste of my time.
QUOTE ^cashto@Elem (all): yeah, i imagine if you're rusty, you could build op short for no reason, build a naked ref, then go two techpaths even though your mining is by all objective standards $#@!ed[/quote]
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Wasp
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Joined: Sun Aug 17, 2003 7:00 am

Post by Wasp »

w0dk4 wrote:QUOTE (w0dk4 @ Aug 29 2016, 06:09 AM) I think there is absolutely no point in wasting time here considering after 8 years, the default keymap has still not been changed (correct?).
I'm afraid changing the keymap won't make volunteers start volunteering.

Even when development was in full swing, the environment here became so toxic that everyone bailed. They won't be forgetting that experience anytime soon, we can be certain of that.

You can't expect a flower to grow by planting it in a pile of $hit
Terran
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Location: Ottawa

Post by Terran »

Wasp wrote:QUOTE (Wasp @ Aug 29 2016, 09:54 AM) I'm afraid changing the keymap won't make volunteers start volunteering.

Even when development was in full swing, the environment here became so toxic that everyone bailed. They won't be forgetting that experience anytime soon, we can be certain of that.

You can't expect a flower to grow by planting it in a pile of $hit
actually a pile of @#(! is very good for vegetation in general
:ninja:
JimmyNighthawk wrote:QUOTE (JimmyNighthawk @ Jun 30 2013, 11:32 PM) "Bavarian Sausage Anti-Ketchup Soap"[*]
doofus
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Joined: Wed Jul 02, 2003 7:00 am

Post by doofus »

Interesting read, can't say I agree with all of it.

The physics was not decoupled from the renderer. The change updated the renderer to D3D9, as well as some changes made by Imago which I don't think were related either. Incidentally, the reason for keeping both dx7 and dx9 builds side-by-side was to help track down any differences.

If you put vsync on and the fps counter locks at 60, and it still jitters, I think it's unlikely it's related to sim timing.

If I wanted to take a look, is there still a dev lobby for testing local builds? What's a solid repro for this and can I repro this with keyboard/mouse?
Save the whales. Collect the whole set.
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Wasp
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Post by Wasp »

nice $#@!up doofus
Last edited by Wasp on Tue Sep 20, 2016 4:47 pm, edited 1 time in total.
Wasp
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Post by Wasp »

nm
Last edited by Wasp on Tue Sep 20, 2016 4:46 pm, edited 1 time in total.
doofus
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Post by doofus »

Grow up.

There was me coming back to answer the questions you originally asked. About vsync specifically, no, it doesn't decouple the physics. It makes it a sync point locking the frame rate of the game to the monitors vsync signal. From what I remember this is a single threaded game. Can't remember what else you asked.
Save the whales. Collect the whole set.
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Wasp
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Post by Wasp »

How the hell did this piece of crap ever get pushed to AU considering all its flaws.

I've been going back over the helpline and see that it was flooded with complaints and yet this thing still has not been pulled.

Was this Dx9 project yours? Whose idea was it to destroy this game for the sake of "upgrading to Dx9"?

Did you even compare the two versions?....I don't think so because any deaf, dumb and blind kid would have seen that it was broken. Next time you push a commit somewhere, test it first. :mad:
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