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Hubert Cater

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Everything posted by Hubert Cater

  1. To be honest I am not sure at all what this might be as SC2 doesn't use anything special in terms of Video Card commands and/or demands... perhaps the monitor?
  2. Could be the script files are missing as they have to be copied over by hand unless you used the Editor to do a SaveAs of the older campaign name. Take a quick look and see if the Convoy script has any entries as that might be the problem.
  3. Merry Christmas, Happy Holidays and I hope everyone has a fantastic New Year... and try not to stuff yourselves too much
  4. Hi Anders, thanks for the report and if you can send me the files where I can re-create this that would be great. Hubert
  5. Thanks Fantomas for the report, I will be looking at these shortly as well
  6. Thanks for the file Bromley, I should get to it just after the holidays
  7. Irishteamster, usually this is a non repeatable error, if so and if you can confirm usually a reboot resolves the issue. Let me know if that helps or if it is even still happening. Hubert
  8. Bromley, send me the saved file and I can take a look. support@furysoftware.com Hubert
  9. Can anyone who was interested in Widescreen Monitor Support for SC2 please send me an email at support@furysoftware.com Thanks, Hubert
  10. Hey no problem, the more improvements here and there the better it is for everyone down the road
  11. Perhaps you can try downloading and applying the v1.07 Battlefront patch as I don't think it looks for a video to play.
  12. I believe this was an unfortunate fix I had to enable for the war map as there was compatiblity issues with the previous implementation... i.e. not all systems supported it. Sorry, no way around this
  13. Not 100% sure wrt custom mods but I will take a look and see what might be the issue... Ok, just checked and it looks like it is related to a GARRISON script. Good news is that the path finding optimization I recently implemented speeds this up considerably and this turn and similar turns should play much quicker down the road.
  14. Night, when I tested it out I was actually away from my computer so I am not sure how long the turn ran for but when I got back the turn had successfully completed. If you have the opportunity to let it run for a while, i.e. start up the turn and go eat dinner sort of thing, it should confirm that the turn completes even if it might take a long time.
  15. Night, got the file and I can't say for sure what the issue might have been as it seems to work ok on my end... perhaps try a reboot and see if that resolves the issue for you. Hubert
  16. Night, goal positions are already assigned to groups of units
  17. Night can you send me the turn in question with the hang up.... I can quickly find the issue and probably fix it for you. Hubert
  18. Just an update on the path finding slow down, I recently improved two path finding algorithms, one of them I had always wanted to improve since SC1 since I noticed long distances and naval unit movement was always too slow, and when testing against Thrawn's campaign, the normal first Allied turn (on my computer) takes about 8 minutes to play out... where with this improved path finding algorithm as well as a new DEBUGANIMATION option that when enabled skips most AI animation, it shortens this down to about 3 minutes. Before the path finding algorithm improvement and with DEBUGANIMATION it was about 5 minutes for that particular turn. I'll have this available for the testers soon and will report back on how it holds up Hubert
  19. Thraw78, as mentioned in the MODS forum this is essentially a path finding issue... more units and more distances causes problems to speed. Something I will be looking into though.
  20. Essentially a path finding issue... more units and more distances causes problems to speed. Something I will be looking into though.
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