There are some things that need to be discussed.
I tried tec27 without success a couple of weeks ago.
thanks
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imp42
398 Posts
There are some things that need to be discussed. I tried tec27 without success a couple of weeks ago. thanks | ||
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BLinD-RawR
ALLEYCAT BLUES49507 Posts
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Jealous
10099 Posts
On December 01 2016 17:23 imp42 wrote: Could anyone of the SB devs please contact me via PM? There are some things that need to be discussed. I tried tec27 without success a couple of weeks ago. thanks o: Why so secretive? *Gasp* Is this Blizzard?! EDIT: Oh nvm this is 99.9% about SCAI. | ||
BossPurple
Sweden65 Posts
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tec27
United States3690 Posts
On December 02 2016 21:41 BossPurple wrote: Do you plan on implementing different kinds of pixel scaling algorithms ? how does SB handle that currently? Yep, this is planned. There's some additions to the game rendering code that would make these things work a lot better (namely reworking how BW renders text so that it can render things at the "real" resolution you're playing at, and not scale that at all), but once those things are in place it should be fairly easy to flip between different scalers. Currently things are scaled using simple bilinear interpolation. | ||
BossPurple
Sweden65 Posts
On December 03 2016 05:36 tec27 wrote: Show nested quote + On December 02 2016 21:41 BossPurple wrote: Do you plan on implementing different kinds of pixel scaling algorithms ? how does SB handle that currently? Yep, this is planned. There's some additions to the game rendering code that would make these things work a lot better (namely reworking how BW renders text so that it can render things at the "real" resolution you're playing at, and not scale that at all), but once those things are in place it should be fairly easy to flip between different scalers. Currently things are scaled using simple bilinear interpolation. Very cool, that's what I was about to ask next heh. | ||
Jealous
10099 Posts
On December 03 2016 05:36 tec27 wrote: Show nested quote + On December 02 2016 21:41 BossPurple wrote: Do you plan on implementing different kinds of pixel scaling algorithms ? how does SB handle that currently? Yep, this is planned. There's some additions to the game rendering code that would make these things work a lot better (namely reworking how BW renders text so that it can render things at the "real" resolution you're playing at, and not scale that at all), but once those things are in place it should be fairly easy to flip between different scalers. Currently things are scaled using simple bilinear interpolation. I have an issue right now where because I set my global graphics card to my nVidia card (used to be on the integrated Intel graphics card) and now the text in Brood War through mca64launcher looks fuzzy and generally bad in-game. However, when I run Brood War through Shield Battery, the text is crisp. Can you explain why this happens with my nVidia card + mca64launcher but not via Shield Battery? I'm really curious. Don't lynch me for taking time away from dev time pls. | ||
tec27
United States3690 Posts
On December 03 2016 09:58 Jealous wrote: Show nested quote + On December 03 2016 05:36 tec27 wrote: On December 02 2016 21:41 BossPurple wrote: Do you plan on implementing different kinds of pixel scaling algorithms ? how does SB handle that currently? Yep, this is planned. There's some additions to the game rendering code that would make these things work a lot better (namely reworking how BW renders text so that it can render things at the "real" resolution you're playing at, and not scale that at all), but once those things are in place it should be fairly easy to flip between different scalers. Currently things are scaled using simple bilinear interpolation. I have an issue right now where because I set my global graphics card to my nVidia card (used to be on the integrated Intel graphics card) and now the text in Brood War through mca64launcher looks fuzzy and generally bad in-game. However, when I run Brood War through Shield Battery, the text is crisp. Can you explain why this happens with my nVidia card + mca64launcher but not via Shield Battery? I'm really curious. Don't lynch me for taking time away from dev time pls. Just play on ShieldBattery and you won't have to wonder these things ![]() | ||
notgayDragon
142 Posts
On December 03 2016 10:35 tec27 wrote: Show nested quote + On December 03 2016 09:58 Jealous wrote: On December 03 2016 05:36 tec27 wrote: On December 02 2016 21:41 BossPurple wrote: Do you plan on implementing different kinds of pixel scaling algorithms ? how does SB handle that currently? Yep, this is planned. There's some additions to the game rendering code that would make these things work a lot better (namely reworking how BW renders text so that it can render things at the "real" resolution you're playing at, and not scale that at all), but once those things are in place it should be fairly easy to flip between different scalers. Currently things are scaled using simple bilinear interpolation. I have an issue right now where because I set my global graphics card to my nVidia card (used to be on the integrated Intel graphics card) and now the text in Brood War through mca64launcher looks fuzzy and generally bad in-game. However, when I run Brood War through Shield Battery, the text is crisp. Can you explain why this happens with my nVidia card + mca64launcher but not via Shield Battery? I'm really curious. Don't lynch me for taking time away from dev time pls. Just play on ShieldBattery and you won't have to wonder these things ![]() For a better answer, Jealous, it could just be coincidence and you may have switched fonts. I don't know if mca64Launcher lets you do that but I do know wLauncher lets you switch English and Korean fonts in the game. | ||
Jealous
10099 Posts
On December 03 2016 11:11 notgayDragon wrote: Show nested quote + On December 03 2016 10:35 tec27 wrote: On December 03 2016 09:58 Jealous wrote: On December 03 2016 05:36 tec27 wrote: On December 02 2016 21:41 BossPurple wrote: Do you plan on implementing different kinds of pixel scaling algorithms ? how does SB handle that currently? Yep, this is planned. There's some additions to the game rendering code that would make these things work a lot better (namely reworking how BW renders text so that it can render things at the "real" resolution you're playing at, and not scale that at all), but once those things are in place it should be fairly easy to flip between different scalers. Currently things are scaled using simple bilinear interpolation. I have an issue right now where because I set my global graphics card to my nVidia card (used to be on the integrated Intel graphics card) and now the text in Brood War through mca64launcher looks fuzzy and generally bad in-game. However, when I run Brood War through Shield Battery, the text is crisp. Can you explain why this happens with my nVidia card + mca64launcher but not via Shield Battery? I'm really curious. Don't lynch me for taking time away from dev time pls. Just play on ShieldBattery and you won't have to wonder these things ![]() For a better answer, Jealous, it could just be coincidence and you may have switched fonts. I don't know if mca64Launcher lets you do that but I do know wLauncher lets you switch English and Korean fonts in the game. But before I changed my global graphics settings, I had the same font appearance for both services. @tec27: I had to rank up in preparation for ICCup Nation League and SB doesn't work on XP which made me not eligible for over a month u_u I will be back though. Can you really not provide any conjecture on this subject? It really is puzzling haha. | ||
Jealous
10099 Posts
Is there any chance SB had something to do with this? Hahahaha | ||
tec27
United States3690 Posts
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Edpayasugo
United Kingdom2208 Posts
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Vidarr_
4 Posts
On December 04 2016 09:18 Jealous wrote: https://www.youtube.com/watch?v=xqUr9psBUX4 Is there any chance SB had something to do with this? Hahahaha =/ Faust gave that replay to someone to cast? Anyway, as I suspected and have just now tested (albeit in single player with show me the money) this seems to have happened because I overly click things. The order of events was holding shift right clicking roughly the same spot at least twice and then shift command unload. The edge of the map seems to be necessary to keep the dropship in a straight line. You also seem to require some speed/momentum for the dropship. So yeah, its just a thing where the dropship is issued two move commands very close to each other, it can't turn because the edge of the map, the momentum of the dropship keeps it moving forward and thus the game glitches out a little. I have done this successfully with both sides and the top of the map, so yeah. I didn't try the bottom edge of the map because it didn't seem necessary. | ||
Jealous
10099 Posts
On December 05 2016 09:55 Vidarr_ wrote: Show nested quote + On December 04 2016 09:18 Jealous wrote: https://www.youtube.com/watch?v=xqUr9psBUX4 Is there any chance SB had something to do with this? Hahahaha =/ Faust gave that replay to someone to cast? Anyway, as I suspected and have just now tested (albeit in single player with show me the money) this seems to have happened because I overly click things. The order of events was holding shift right clicking roughly the same spot at least twice and then shift command unload. The edge of the map seems to be necessary to keep the dropship in a straight line. You also seem to require some speed/momentum for the dropship. So yeah, its just a thing where the dropship is issued two move commands very close to each other, it can't turn because the edge of the map, the momentum of the dropship keeps it moving forward and thus the game glitches out a little. I have done this successfully with both sides and the top of the map, so yeah. I didn't try the bottom edge of the map because it didn't seem necessary. O: Reproducible! Can you make it go backwards for a really long period of time, like all the way back to your main in the above scenario? And no, I grabbed this replay off of BWReplays.com because Faust is in a tournament and no one from his group showed up so he felt left out so I chose a random game that is publicly hosted and we casted that instead. | ||
ArmadA[NaS]
United States346 Posts
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Vidarr_
4 Posts
On December 05 2016 10:11 Jealous wrote: Show nested quote + On December 05 2016 09:55 Vidarr_ wrote: On December 04 2016 09:18 Jealous wrote: https://www.youtube.com/watch?v=xqUr9psBUX4 Is there any chance SB had something to do with this? Hahahaha =/ Faust gave that replay to someone to cast? Anyway, as I suspected and have just now tested (albeit in single player with show me the money) this seems to have happened because I overly click things. The order of events was holding shift right clicking roughly the same spot at least twice and then shift command unload. The edge of the map seems to be necessary to keep the dropship in a straight line. You also seem to require some speed/momentum for the dropship. So yeah, its just a thing where the dropship is issued two move commands very close to each other, it can't turn because the edge of the map, the momentum of the dropship keeps it moving forward and thus the game glitches out a little. I have done this successfully with both sides and the top of the map, so yeah. I didn't try the bottom edge of the map because it didn't seem necessary. O: Reproducible! Can you make it go backwards for a really long period of time, like all the way back to your main in the above scenario? And no, I grabbed this replay off of BWReplays.com because Faust is in a tournament and no one from his group showed up so he felt left out so I chose a random game that is publicly hosted and we casted that instead. Doesn't seem possible. As I said this seems momentum based. If you have the dropship perform this glitch w/out the unload command after it moves about several times and returns to its intended location. The momentum sends it past its destination, then it compensates to send it backwards but momentum carries it too far again, that's not right, so the game pushes it back forward. This process continues seemingly until the momentum dissipates and it settles to a stop. You don't actually need to shift click twice in the same spot to get it to work. I managed to get every terran flying unit, a queen and a corsair to do this. Queen and sair were only non terran units I bothered testing. The trick seems to be right click it right into the edge of the map, shift queue it to a location further along the edge and optionally(seems to get better success rates this way) queue it to point past that along the edge. The edge of the map SEEMS to be critical, I was also able to get this to work using patrol command, but it doesn't produce as much glitching for some reason. I could not get any buildings to do it but I didn't try much using them. If you ensnare a unit that was patrolling and producing the glitch every time it stopped to turn around it stops working so its gotta be momentum based. Maybe if you modded/custom mapped a unit to be reeeeeeeeeeaaaaaaaaaaalllllllyyyyyyyyyy fast and did this you could get it zoom along the edge of the map up and down great distances, but I don't know how to do that stuff. We should prob end or move this discussion though, as its not SB related. I've done all reproducing using the mca launcher and windowed mode (I play fullscreen on SB) so its def not related to the server. | ||
ArcTimes
Peru269 Posts
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insitelol
845 Posts
And key remaping feature is not implemented yet right?..... | ||
Biolunar
Germany224 Posts
On December 06 2016 19:55 insitelol wrote: Guys, sorry if its being asked everyday, but is there any aproximate release date on the horizon? And key remaping feature is not implemented yet right?..... No date yet and custom keys are not done. | ||
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