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Gauvi

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  1. Few weeks ago, I set up an ops group for ToS via GF. We reach underlurker and we wipe twice because we can't clear the adds fast enough by phase 5. Most likely a DPS problem but it's hard to pinpoint who might be the culprit. I check everyone's gear and it all seems good. Then while we were waiting at boss area for everyone to come back, I notice one of our DPS (a commando) isn't in the instance anymore. He went back to fleet. I ask him why and he replies "give me 5 mins". We wait some more and he's still on fleet so I press him further and he admits "it's ok I just went to upgrade my gear so we have better dps to kill the boss" I'm like "W T F? you leave an ops in the middle to go upgrade your gear ?" and he insists it will make it much better. His gear before he went back was already at 242+ on all pieces. Once he came back, he upgraded one implant and the earpiece to 248. We still couldn't clear underlurker. After some people left out of frustration, we go back to fleet to reform group. I try to recruit some more people to finish the ops and every time I invite someone to the group, the first thing he'd ask them was "do you have good gear ? the best gear you can get right now ?" We didn't finish the ops but at least I knew who the culprit (at least one of them) was.
  2. That's just me being paranoid The recipient could always simply forward any directions to someone else in real time. In some parts of the world, 20 euros is quite a lot of money. Also, I feel like gifting 60 days worth of sub is too much. I want this kind of reward to be partly seen as an incentive (but shouldn't be the end goal in itself). Gifting too much at one time, the recipient might feel less motivated afterwards because they would have 60 days to slack off.
  3. Is that a weird thing to want to do ? There are several examples. Let's say I have a dedicated guildie who plays quite a lot but he cannot afford a subscription. I want to buy him a subscription so he can keep playing and be active in the guild. I don't know him well enough (never met in real life, he lives in another part of the world) to trust him with some money. Gifting a subscription would be really appropriate here. Another quick example: I want to motivate some of my guildies to take an active part in the life of the guild. I want them to help new players, run ops/wz, do conquest objectives etc. Every month I take note of the most dedicated players and gift them stuff. It could be some CC, items or a month of subscription.
  4. I'd like to be able to create guild subchannels. Basic commands such as: /gcreatechat [name] : creates a custom guild chat named [name] /gdeletechat [name] : deletes a custom guild chat named [name] /gjoinchat [name] : joins a custom guild chat named [name] /gleavechat [name] : leaves custom guild chat named [name] Only guildmaster and officers would be allowed to create and delete chats (or maybe add a new checkbox for guild subchannel permissions). Any guild member would be allowed to join. As those are guild chats, there would be no need for passwords or anything (to keep it simple to manage/implement) Thanks in advance.
  5. I'd like to have a safe and secure way of gifting subscription time to other players. Currently the only way of doing that would be to either buy a subscription card (only 60 days available) and sending it over via an unsecure channel (where the recipient could then sell it to someone else) or send them some money so they can buy the subscription time (but then, they could also not do anything and simply keep the money) So my requirements would be: I need to be sure that the recipient is the actual player I want to gift it to: this is in order to avoid cases where the player might tell me an account name which is not his (for example trying to trick me into gifting game time to someone else, and that someone else is giving him the money back). In-game would be best but if you have a way of doing this from the website, I'm all for it too. 30 days subscription time cost would ideally remain the same at 15 dollars but I understand that the business model might not be the best for you so you could make it slightly more expensive (but definitely not more than 20) As an example: it could be an item that I can buy from the website and redeem in game (on one of my characters) and that could then only be traded ONCE: I can send it to the recipient via in-game email (which would then become bind on pickup) or trade it personally. The recipient will then have to use it to grant an additional 30 days time to his account. However if the recipient refuses the item, it would revert back to the initial buyer (me in this case) and the trade count would not be decreased (so I can gift it to someone else). If you have any questions about corner cases I haven't mentioned, feel free to ask/discuss.
  6. Good changes all around. A quick suggestion regarding the cross faction warzones: since classes are all mirrors of another in the other faction, why not load a "generic" model of that class (along with the correct effects and animations on abilities etc) ? For example, if one sorcerer ends up with republic players, the sorcerer will see himself as himself (his in-game model won't change when displayed on the player's computer) but will see his team mates as Empire versions of the respective classes. On the republic side, each player will see republic players as their intended in-game models (no changes here) but will see the sorcerer as a sage (generic sage model and animations) The opposing team will see all models and animations/effects as the other faction. There are at least two benefits to this and no real drawbacks that I can see: - this will help with immersion - this might improve performance (both on loading and rendering) This should also be fairly easy to implement so it won't take much of a programmer's time.
  7. Gauvi

    Void Star

    Well played, well played... If you're trying to dereference a void pointer, you're going to have a bad time...
  8. I would have loved something implemented to prevent this because I was also spoiled the identity of the jedi prisoner. I was so pissed :/ If you want to know who that is, just roll a Republic character and do the flashpoint. For your own sake, do not spoil yourself
  9. Just posting so I can flash my sig (yes, I want large scale battles on Ilum, like in the old days and without too much lag if possible)
  10. Nice video. This should be stickied and turned into homework for everyone entering warzones. I see you're Empire. I'm Republic. I wish to face you in a warzone because you know how to play, but also don't want to because you would make it much more difficult for me who will take advantage of any weaknesses I can spot
  11. Wish my sage had a 5s cooldown on rescue ! I suggest you take a video if you run into them again, and post it for others to review.
  12. This is one of the main issue when using an engine: you are somewhat restricted to its original features. Of course, you can always expand and implement new ones to the point that the engine is entirely customized and optimized to fit your needs but ultimately, this will never beat a "from scratch" approach where the engine has been written specifically for your game (and not the contrary, where you try to retrofit your game to the engine) There are pros and cons for each approach. Most studios go for engines because it saves you time and money at the beginning when you're trying to get things up and running. Writing your own engine to fit your game from scratch obviously requires a lot of time, effort and money but it might be worth it in the long run. I trust that Bioware did the right choice of going with HeroEngine, considering the time it took to build the game. Had they gone from scratch, there's a chance the game would still not be ready and we would not be playing it today.
  13. The OP's post gave me a good laugh. Still, I cannot let that pass by. It might be a troll post (and I sure hope it is) but it's this kind of posts that spread false crap and give us software engineers a bad reputation. This will be a good lesson: don't trust someone because he's throwing in some technical terms, just to look like he knows his stuff. Please don't talk about what you don't know about. I've never heard of a shader file being uploaded on the GPU itself (as compared to video memory). Ask any software engineer and they will tell you the same. Have you ever actually developed games using DirectX (or any graphics API) and have knowledge of CPU/GPU architecture to say such things ? Let me enlighten you then. When a processor is executing a program, the program is first loaded onto memory. The processor will then fetch those instructions from the memory and execute them. A GPU is no different. The shader program is first loaded onto video memory by the driver. Then the GPU will fetch those instructions and execute them. What does this mean ? Well, that uploading the whole 32MB file worth of shaders onto the GPU memory is definitely do-able. Again, I've never heard of "removing the empty space between lines of code" to reduce a file size and improving overall performance. I bet you opened that file with notepad or something like that (use a hex editor next time) Those are not "empty spaces" like you call it. The file is actually several compiler-generated binaries that were all put in a single file. The file is then loaded at runtime and the code is assigned directly to the correct shader objects. Those shader objects are then used "as-is", meaning if you modify one single byte within the file, you screw the whole thing up and it is beyond the developer's control because the binary format has already been decided by Microsoft when they wrote their compiler. Have you tried using that version of the compiler and compared it against the output of the latest version to claim that there would actually be a noticeable performance improvement ? Let me tell you that this is very unlikely. This is how optimization is done: profile first and once you have some hard data to backup what you're saying, start implementing solutions. And by the way, the version of the compiler they used dates back to 2008 (so more than 3 years) The latest version of the DirectX SDK released was June 2010 and has not been updated since so even if they used the latest version, the compiler would still be two years old. You seem to care a lot about "wasted space" in that file. Let me tell you that a few character strings here and there won't make any difference in the performance of your game. Partially uncompiled ? Because there are character strings in it ? Again, I bet you have never used D3DXCompileShader() or fxc (you know what fxc is, right ?) so please don't use terms like "partially uncompiled" that have no real meaning in this context. Also, compiling shaders on the fly is pretty common and bear no real performance impact because you're only doing it once, likely the first time the game is executed and then, the generated code is saved into a file that just needs to be loaded "as-is" the next time (the 32MB binary file you are so fond of) This is actually pretty easy. I'm saving you the hurdle of trying to figure it out. 1. Determine within the shader binary the beginning and end of each shader (by looking at headers and patterns that indicate the beginning/end of each shader) 2. Save it into a file 3. Use /dumpbin option from fxc to take a look at the generated code There, you have disassembled the shaders. Please don't.
  14. Hey there, Cakey here (for those who knew me). I'm a former Awfulnauts officer (on Nadd's Sarcophagus) who used to be organizing daily premades for WZ. I also took part in operations during weekends. I've been playing SWTOR since early access and joined Awfulnauts a few days after. Due to various reasons (life, work etc) I had to take a long break from the game in April but now, I'm back. Sadly, as Awfulnauts is not active anymore, I'm now looking for a new Republic guild, ideally composed of mature players playing seriously yet in a friendly atmosphere. As I am on an Asia/Pacific timezone (GMT+9), the guild will have to be fairly large or composed of people who play at the same times as I do. I am willing to put some time like I did back then, gathering people for daily WZ (both 50 and pre-50) and moving on to RWZ. I have done my fair share of WZ and am always trying to do the best for the team (going for objectives, communicating/letting people know what I am doing, teaching people who don't know how to play a WZ etc) I can get pretty excited during a game but that's simply a sign that I enjoy it (so if I rage a little bit in voice chat, just disregard it) I own a headset with a mic and can use Vent, TS3, mumble, skype. If you're interested, answer here or send me an email in-game on Cakey (50 dps guardian, semi-retired at the moment but can get back easily if you need a guardian), Bakayarou (50 gunslinger), Myyah (46 sage healer, should hit 50 pretty soon). I also have a 32 commando but am not playing it at the moment. I also started a Vanguard and it will likely be my next leveling toon (once my sage hits 50) Looking forward to hearing from you ! PS: If there are any former players from Nadd's Sarcophagus still playing and if it all fits, I'd love to join your ranks ! PS2: chocolate cake, yes
  15. Adding my support for a character name change.
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