Actually, I do think so. Mine doesnt give better performance in every case. It costs a bit more cpu and a bit less gpu than the old rendering.FLOZi wrote:Not always possible or sensible. Do you think we should keep the old map LODing system default and make the new one you are working on optional?Beherith wrote:Imo this is the wrong approach, and stuff like this is why most games need to play catch up for a few weeks after the engine changes are released. (see emg bug, new reclaim system, etc)zwzsg wrote: 2) can be disabled if you don't like it
Just keep the damned old behaviour and make the new one optional for those who want to use it.
Show/hide unit icons based on camera height, not distance
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Re: Show/hide unit icons based on camera height, not distance
Re: Show/hide unit icons based on camera height, not distance
Kad-eer? Sounds like a James Bond villain.hoijui wrote:cadyr
Re: Show/hide unit icons based on camera height, not distance
We could go back to calling you Bershe. What was that title Hanni gave you again?
Re: Show/hide unit icons based on camera height, not distance
:D
duh.. i always though of you as Cadyr, it sounds nice to me, arabic. Caydr sounds like my languages word for waste.
duh.. i always though of you as Cadyr, it sounds nice to me, arabic. Caydr sounds like my languages word for waste.
Re: Show/hide unit icons based on camera height, not distance
You mean after PrezKennedy took control of my account, posted in my name, edited half my posts, and generally destroyed me? I think it was "I have penis breath". Because of that jackass I'm a pariah now and can't participate in any TA3D discussion, thanks for bringing it up.Gnome wrote:We could go back to calling you Bershe. What was that title Hanni gave you again?
TBH I have no proof of any of this, so I just try to pretend it never happened. I can only assume PK was at fault, and I don't even remember why I came to this conclusion...
Re: Show/hide unit icons based on camera height, not distance
So I just realised that the really annoying bug I'm having where my icon distance changes from the right level, to not working at all, is probably due to this.
Seriously, give us a damn way to have the old (read: CORRECT) behaviour.
edit: nevermind, just saw that there were yet-more unknown commands i have to type into the console to fix it.
Seriously, give us a damn way to have the old (read: CORRECT) behaviour.
edit: nevermind, just saw that there were yet-more unknown commands i have to type into the console to fix it.
Re: Show/hide unit icons based on camera height, not distance
And what are those?
Re: Show/hide unit icons based on camera height, not distance
Hidden deep in this thread.hoijui wrote:you are welcome, SeanHeron
don't worry, Aus is just having fun with me
made it configurable. config var and default is:Setting it to 1.0 results in old behaviour, while setting it to 0.0 results in always using distance to ground.Code: Select all
UseDistToGroundForIcons=0.8
you can set it in your config file or ingame like this:yeah Auswaschbar, thats it (i had it all explained already, much more complicated though :D). best thing is to experimenting with different values for the setting.Code: Select all
/set UseDistToGroundForIcons 0.8
Re: Show/hide unit icons based on camera height, not distance
couldn't be bothered to read much between me saying, "don't do this, you don't understand the implications" and you saying, "they did it anyway, how do I fix".
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: Show/hide unit icons based on camera height, not distance
this sounds like an excellent idea
Re: Show/hide unit icons based on camera height, not distance
Fixed this a bit, icons don't suddenly disappear anymore when "tabbing out" in e.g. S44.
http://github.com/spring/spring/commit/ ... 29b46b3331
http://github.com/spring/spring/commit/ ... 29b46b3331
Re: Show/hide unit icons based on camera height, not distance
You're a legend TobiTobi wrote:Fixed this a bit, icons don't suddenly disappear anymore when "tabbing out" in e.g. S44.
http://github.com/spring/spring/commit/ ... 29b46b3331