Some 0.9.4 footage

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Lonexs wrote:
If I could ask one thing though, if you plan to make it more obvious when a gem has leveled up, could you add a feature to hide it or somthing? I could see myself accidentally clicking the level up button on a gem I wanted to keep at a lower level. Specially considering theres no confirmation dialogue box when you hit the level up button. Or maybe we could get a box that shows what stats the gem will have when it next levels with a 'accept/cancel ' options to make it a little more difficult to make a mistake.


The ones in the actual gameplay area go away when you open the inventory (so that gems you want to keep at low levels don't bug you forever). I do think they need to stand out more.

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Lurker wrote:
Well said. Perhaps Chris could make use of his fancy new quest info update banner to provide us with gem level up notifications as well?


Yes, it's likely we will.

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caaaaaaaaaaaaaaaaaaaaaaaaaps wrote:
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people think it's a bug ... but it's actually a side effect of the way we're doing shadows...

so it is a bug

it's just a bug you know about

>:(


Seriously, it isn't a bug :P It's a consequence of that technique that we accepted when we decided to use variance shadow maps :) A bug is something that wasn't intended.
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The only difference between a bug and a feature is the documentation. ;)
So I started to be much more liberal with my use of Orbs of Transmutation thanks to this video.

In other news I am now out of Orbs of Transmutation.

Thanks Chris!
Last edited by Lionguild#4990 on Dec 3, 2011, 8:20:55 PM
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Chris wrote:

Seriously, it isn't a bug :P It's a consequence of that technique that we accepted when we decided to use variance shadow maps :) A bug is something that wasn't intended.
Well now you're saying that it's intentional for shadows to look goofy in certain conditions.

It's a bug in the same way that making a security robot that shoots everyone is a bug: you don't want an idealized robot shooting your cat, but you do want it shooting cat burglars (assuming castle doctrine and some other stuff).

;|
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fr0zenice wrote:
The only difference between a bug and a feature is the documentation. ;)
Rory's paradox: If it is in the known issues list it is not an issue, and thus does not need to be in the list. :O


ps make it easier to multiquote plz ok bye
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caaaaaaaaaaaaaaaaaaaaaaaaaps wrote:
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Chris wrote:

Seriously, it isn't a bug :P It's a consequence of that technique that we accepted when we decided to use variance shadow maps :) A bug is something that wasn't intended.
Well now you're saying that it's intentional for shadows to look goofy in certain conditions.


Yes, that's right - when presented with many different shadow technologies (all with their own pros and cons), we picked this one because it was the best for us. We knew that there would be white halos around shadows occasionally due to it. It's not a big deal :)
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but Chris! Sometimes there are white gaps between shadows! I mean.. how the hell am I supposed to deal with that? Honestly, the lack of support from the developers on this issue is, frankly, shocking. For shame GGG... for shame.
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Happy hunting/fishing
So I noticed there's a 6th passive off the hybrid starts in the vid just sitting alone. Please tell me it's not just 10 in their opposing attribute.
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Squidgyxombie wrote:
So I noticed there's a 6th passive off the hybrid starts in the vid just sitting alone. Please tell me it's not just 10 in their opposing attribute.


Pretty sure it is - and it's due to it being a lot more necessary to have easy access to a point or two with the new requirements system.
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Chris wrote:

Yes, that's right
now why would they design the thing to produce silly artifacts i mean wouldnt it make more sense to try to avoid artifacts and also it only seems to produce artifacts in specific situations why not others shouldnt it try to add more artifacts

:| :| ;| :|

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