Lunatic44 Posted January 22, 2020 Posted January 22, 2020 Is placing a beacon in this location considered a Tunnel Beacon?
Manuel857 Posted January 22, 2020 Posted January 22, 2020 Yes, but tunnel beacon is allowed as long as it doesn't damage a building.
Lunatic44 Posted January 23, 2020 Author Posted January 23, 2020 It killed it......So I'll just !disarm next time.
Manuel857 Posted January 23, 2020 Posted January 23, 2020 4 hours ago, Lunatic44 said: It killed it......So I'll just !disarm next time. Yes.
Blacky Posted January 23, 2020 Posted January 23, 2020 That seems too far to kill building was it already damaged?
Lunatic44 Posted January 26, 2020 Author Posted January 26, 2020 I mean, doesn't kill it. But reducing a building to 14 hp is a bit much for a tunnel beacon.
Guest rackz Posted January 27, 2020 Posted January 27, 2020 its easy accessible, i wont count that as a tunnel beacon
Sean Posted January 27, 2020 Posted January 27, 2020 It's a tunnel beacon, it's inside the tunnel and it's done damage, !disarm, followed by a !qkick at least 1
Forithow Posted January 31, 2020 Posted January 31, 2020 On 1/26/2020 at 4:02 AM, Lunatic44 said: I mean, doesn't kill it. But reducing a building to 14 hp is a bit much for a tunnel beacon. Also, you should turn vsync on, your character is like not running properly lol but yeah, that's a definite tunnel beacon, I'd disarm/kick or revive the nod ref if it does die from additional damage after beacon damage for that
Qjmatrix1 Posted February 1, 2020 Posted February 1, 2020 i dunno.... you'd have to be pretty desperate to blow that one,....
Vultima Posted February 1, 2020 Posted February 1, 2020 Vsync on = horrific mouse lag - equally you might not get mouse lag, but iv done on all the computers iv used over the years + you might have it, just don't realise it cos its how you play normally Equally if my FPS is too high(like 2000) I cant seem to turn properly at all, as if my mouse is being ignored
Iran Posted February 2, 2020 Posted February 2, 2020 (edited) Yeah the engine breaks if u get more than 999 fps because it uses float division of fps by 1000 (for 1000 milliseconds) then casts the float value to int so 999+ fps returns 0 for a lot of frame related code for example animations which break. It's also the reason why the sfps on the server is 59 or 62 and not 60. This isnt an issue in other Westwood games though. But if your FPS is too high certain animations and sound effects will play too soon at high FPS in the first 4 C&C games because it uses a normalizedelay function which doesnt take in account unlimited gamespeed (which you can enable only in singleplayer/offline skirmish by setting the gamespeed slider to the highest value), this isn't an issue there because its single player so there are no sync issues. However if you are writing a patch for replay support for these games it causes a non-obvious replay playback desync related to animations incrementing the global object counter so you need to write custom code to capture the gamespeed a replay was played at and use that to patch the delay instead of the actual gamespeed you're watching the replay at...in assembler without source code (else animations will not be synced and the replay will desync because the global object pointer is incrementd at the wrong time and other objects like infantry get the wrong ID and won't respond to recorded move commands...because your dumping the network event code to a file and injecting that back into the game). 😉 Edited February 2, 2020 by Iran 1
Iran Posted February 2, 2020 Posted February 2, 2020 (edited) Just use the fps limiter in your video driver control center thingie, set it to 300. Edited February 2, 2020 by Iran
Itai795 Posted February 3, 2020 Posted February 3, 2020 19 hours ago, Iran said: Yeah the engine breaks if u get more than 999 fps because it uses float division of fps by 1000 (for 1000 milliseconds) then casts the float value to int so 999+ fps returns 0 for a lot of frame related code for example animations which break. It's also the reason why the sfps on the server is 59 or 62 and not 60. This isnt an issue in other Westwood games though. But if your FPS is too high certain animations and sound effects will play too soon at high FPS in the first 4 C&C games because it uses a normalizedelay function which doesnt take in account unlimited gamespeed (which you can enable only in singleplayer/offline skirmish by setting the gamespeed slider to the highest value), this isn't an issue there because its single player so there are no sync issues. However if you are writing a patch for replay support for these games it causes a non-obvious replay playback desync related to animations incrementing the global object counter so you need to write custom code to capture the gamespeed a replay was played at and use that to patch the delay instead of the actual gamespeed you're watching the replay at...in assembler without source code (else animations will not be synced and the replay will desync because the global object pointer is incrementd at the wrong time and other objects like infantry get the wrong ID and won't respond to recorded move commands...because your dumping the network event code to a file and injecting that back into the game). 😉 TIL, thank you.
Forithow Posted February 4, 2020 Posted February 4, 2020 On 2/2/2020 at 10:11 PM, Iran said: Yeah the engine breaks if u get more than 999 fps because it uses float division of fps by 1000 (for 1000 milliseconds) then casts the float value to int so 999+ fps returns 0 for a lot of frame related code for example animations which break. It's also the reason why the sfps on the server is 59 or 62 and not 60. This isnt an issue in other Westwood games though. But if your FPS is too high certain animations and sound effects will play too soon at high FPS in the first 4 C&C games because it uses a normalizedelay function which doesnt take in account unlimited gamespeed (which you can enable only in singleplayer/offline skirmish by setting the gamespeed slider to the highest value), this isn't an issue there because its single player so there are no sync issues. However if you are writing a patch for replay support for these games it causes a non-obvious replay playback desync related to animations incrementing the global object counter so you need to write custom code to capture the gamespeed a replay was played at and use that to patch the delay instead of the actual gamespeed you're watching the replay at...in assembler without source code (else animations will not be synced and the replay will desync because the global object pointer is incrementd at the wrong time and other objects like infantry get the wrong ID and won't respond to recorded move commands...because your dumping the network event code to a file and injecting that back into the game). 😉 Yeah, when I had vsync off, I always noticed EVA sounds getting cut off, or gun sounds not making any noise at all (or they're cut off too) and my character making a million footsteps at once on the same spot lol (and I hear it from other players too, which is really annoying)
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