It's right click to move.
CariElf
Have you tried rebooting?
[quote who="coreimpulse" reply="14" id="2637485"]From that screenshot, I'm assuming this game will need at least a DirectX10 card to run, am I right?[/quote] No. You'll need a DirectX 9c card that supports Shader 2, although be mindful that some of the video cards lie about what they actually support.
Also, if you have multiple monitors, go into My Documents\My Games\Elemental\prefs.ini and set Fullscreen=0 and see if that works as we seem to be having issues with NVidia cards when running in fullscreen with multiple monitors.
This appears to be an issue with multiple monitors, as turning off the second monitor makes the bug not happen. We'll continue to look into this.
Try going to C:\Documents and Settings\All Users\Application Data\Stardock\Elemental - War of Magic and delete your Screens folder. Then do a verify install to make sure that you have everything. If it says that you have a good install, try turning off anti-aliasing.
[quote who="EadTaes" reply="49" id="2592716"]Well I can play other games with aliasing no problem.[/quote] That may be true, but we are seeing a pattern with the 8800, which is why I contacted NVidia, and there was a similar bug with anti-aliasing when we were working on GalCiv2. We're still looking into it, but it helps to have NVidia looking at it on their end as well. Luckily, they're very responsive over at NVidia, always ready to help.
Try going to C:\Documents and Settings\All Users\Application Data\Stardock\Elemental - War of Magic and delete your Screens folder. Then do a verify install to make sure that you have everything, as there's an error message about not being able to find a minimap window. If it says that you have a good install, try turning off anti-aliasing. We've been seeing problems with the Nvidia 8000 series.
[quote who="EadTaes" reply="46" id="2592454"]I can start the game on x2 aliasing, but it will normally crash repeatedly after 6 to 12 turns. With it off I made it to 50+ turns. Before I was using x4 and x8 also does not work.[/quote] I've contacted NVidia so that they can check to see if this is a bug in their drivers or if it's something that we need to fix in Elemental.
That's odd, it shouldn't be doing anything with UPNP at this point. It's using the same ports as web browsers use, so those should be open by default. Did you make sure that Elemental is unblocked in any firewall, security and anti-virus programs that you have installed? Also, sometimes Windows Update will turn the firewall or Windows Defender back on after updating so if you've had them turned off, check to make sure that they're still off.
[quote who="EadTaes" reply="44" id="2592310"]Kapeman you where right. It is anti0aliacing causing the problem. I just tested it out and turn it off. The game worked at 1650*1080 resolution no problem on the first try. For the devs this is a DxDiag if it help you find the problem. http://www.mediafire.com/file/nmu4uwwktgn/DxDiag.txt[/quote] Hmm, there was a bug like this in older NVidia drivers that was causing too much memory to be used and the texture memory was
Maybe. But I'd also want an iMac so that I could develop for it. I'd take one as a wedding gift. :)
[quote]So does the game itself only run on the server then and the clients only display graphics and provide the interface? If that is the case then what I would consider great is if you could connect to a running game and not only to a newly started game. In so many games it happens that people lose connection or leave and the game gets bad from then on. With the possibility for people to rejoin a running game even if their client crashes or whatever that problem would be reduced.</p
[quote]@CariElf - but surely a pre-compiled header can still save you time? Otherwise every C++ file that includes (say) Windows.h has to recompile it, rather than just once per build?[/quote] I'll give it a shot. We actually have the code already setup so that everything is including a certain header file which has all our standard includes in it. Maybe the pre-compiled headers just weren't setup correctly before.
We used to use a pre-compiled header with GalCiv2 but our policy is always to make a clean rebuild when we make a build that's going to the public, which pretty much negated that benefit because it would rebuild the pre-compiled header.
One of my tasks for this beta was getting in basic diplomacy, although it's still pretty primitive because the relations code is still pretty basic. You can bring up the Diplomacy screen by going to KingdomWnd and clicking on Foreign Relations. If you've encountered another player, you can click on their entry and click the speak to button or double click on the entry. This gives you 3 options, one of w
At the very least we can probably turn off the teleportation code for multiplayer games.
[quote]Rather than teleport out of suddently enemy territory, couldn't you just set an auto-move destination out? That way, if the player wants to push the issue, their troops are still in the old player's territory. It makes for more interesting diplomacy, too: "I see your troops are within our, ahem, new borders. You see, our people need lebensraum..."[/quote] We could, but then we'd have to implement code to make them not able to divert their destination and then that complicates t
Regarding using the Elemental engine for an RPG, unless you're talking about a 1st person view RPG like Oblivion, the graphics code requirements aren't that different than for a strategy game, the main difference would be in the camera code. And we're huge Bioware fans here, so we'd be making a 3rd person view RPG.
If you need to do a GUI app, you might be best off getting a book on C# and teaching yourself that. In C++ there's the Windows Presentation Forms (WPF) but the difference between managed and unmanaged code is pretty significant so you may as well learn it with C# which was made to be a managed language. The book will have little sample projects to teach you how to do stuff.
[quote]One thing that bothers me is that SD seems to be proceeding as if the current border-relations system is the final system, i.e. speding a lot of extra time and effort making sure that it works well. As one of the main ajitators for a more reasonable border system, this has me concerned.[/quote] Actually, the code that I did doesn't require the existing border system. All I did was make it so that you have to be at war with the other player before attacking them, and than
We actually made a fairly major change to the code this week so I thought that I'd actually write a dev journal about it: CodeCritter and I gutted the movement code and re-implemented it. For the developers out there, that meant creating a branch which generally makes me a bit nervous because I always worry that merging the branch back into the trunk is going to go poorly. But making a branch was essential in case it took us longer than a week t
Please let us know if this still occurs with the new build
This should be fixed in today's build.
ANd yes, this build should be much more stable.