Early Access ALPHA 1.0 is now live. A total of 7 interconnected levels to play around in and post your thoughts! viewforum.php?f=157

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by FordGT90Concept
Sat Sep 23, 2017 11:17 am
Forum: Consortium: The Tower
Topic: EA Alpha v1.0 Bugs! Bugs! Bugs!
Replies: 3
Views: 65
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Re: EA Alpha v1.0 Bugs! Bugs! Bugs!

Mykll talked about how guards stand until seen then they ragdoll after loading. I've observed this too, repeatedly, and I suspect it or something like it is why I ran into a saved failure state trying to do ghost incap run. Here's the cropped part that is most important (not done uploading as of pos...
by FordGT90Concept
Sat Jul 29, 2017 5:18 pm
Forum: CONSORTIUM
Topic: Trying to decipher a sleep sequence
Replies: 25
Views: 2253
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Re: Trying to decipher a sleep sequence

I consulted the BSP and it leaves no doubt to the solution: MERE DISTRACTIONS { "origin" "-11656 3113 554" "targetname" "sumerian_symbols_relay_MERE" "spawnflags" "0" "preventLevelTransition" "1" "contextcrosshairindex" "36" "classname" "logic_relay" "hammerid" "6844294" "OnTrigger" "dream_sumerian_...
by FordGT90Concept
Sat Jul 29, 2017 4:03 pm
Forum: CONSORTIUM
Topic: Trying to decipher a sleep sequence
Replies: 25
Views: 2253
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Re: Trying to decipher a sleep sequence

I'm just going to throw this out there that there's enough letters for "seeker" and "Darsie." Here's a bunch of theories (left over chars at the end): SEEKER MDAOTTINIRC DARSIE EEMOTTINRC DREAM EEOTTINIRSC NICE DREAMS EOTTIR NICE DREAMS TORE IT NICE DREAM, STORE IT It might be important that the cha...
by FordGT90Concept
Thu Jul 27, 2017 6:48 am
Forum: CONSORTIUM
Topic: Bathroom Morse Code
Replies: 24
Views: 2145
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Re: Bathroom Morse Code

Possible solution:

Code: Select all

   1111
   1111 11
   1111
11 1111
   1111
   1111 11
   1111
The spiral of the Churchill Tower.

GreatBird said to this: "wrong direction but very interesting correlation"
by FordGT90Concept
Thu Jul 27, 2017 3:16 am
Forum: CONSORTIUM
Topic: Bathroom Morse Code
Replies: 24
Views: 2145
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Re: Bathroom Morse Code

Added video + code analysis to the original post.
by FordGT90Concept
Tue Jul 25, 2017 3:49 pm
Forum: CONSORTIUM
Topic: Bathroom Morse Code
Replies: 24
Views: 2145
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Re: Bathroom Morse Code

Oh my. Why not?
by FordGT90Concept
Mon Jul 24, 2017 12:34 pm
Forum: SUPPORT
Topic: Fig backer reward
Replies: 8
Views: 160
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Re: Fig backer reward

The email with the key comes from InterdimensionalGames.com and it goes to your email address registered to Fig.co
by FordGT90Concept
Sun Jul 23, 2017 1:17 am
Forum: Consortium: The Tower
Topic: Not on SteamOS/Linux? When?
Replies: 5
Views: 135
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Re: Not on SteamOS/Linux? When?

Try WINE?
by FordGT90Concept
Thu Jul 13, 2017 6:32 am
Forum: CONSORTIUM
Topic: Bathroom Morse Code
Replies: 24
Views: 2145
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Re: Bathroom Morse Code

Converted into Boolean (represents 7 seconds with each digit being a tenth of a second): soundevent_washroomlight_flicker: 000000000100011010000101100010000100011010000100011000110001100010000 . -. .- . . -. . - - - . ENAEENETTTE he ta i he he ta he mu mu mu he bathroom_light_model: 000000000111101...
by FordGT90Concept
Tue Jul 04, 2017 4:27 pm
Forum: Consortium: The Tower
Topic: Any chance of Vulkan support?
Replies: 11
Views: 671
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Re: Any chance of Vulkan support?

Kepler may not do so great because it is radically different from Maxwell and Pascal. But GCN (HD 7xxx thru RX 5xx), to this day, is fundamentally the same. Amateur benchmark (20-60% faster in Vulkan compared to OpenGL): https://www.youtube.com/watch?v=S5VerVlqCYI Remember, Vulkan was based off of M...
by FordGT90Concept
Sun Jul 02, 2017 2:50 am
Forum: Consortium: The Tower
Topic: Any chance of Vulkan support?
Replies: 11
Views: 671
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Re: Any chance of Vulkan support?

Improved framerate and lower CPU usage. Vulkan support goes all the way back to HD 7000 series for AMD (2012), GTX 600 series for NVIDIA (2012), and HD 500 series for Intel (2015): https://en.wikipedia.org/wiki/Vulkan_(API)#Compatibility It really all hinges on how broken the stuff they made specifi...
by FordGT90Concept
Sat Jun 17, 2017 11:24 am
Forum: Consortium: The Tower
Topic: Any chance of Vulkan support?
Replies: 11
Views: 671
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Re: Any chance of Vulkan support?

Until Epic officially supports it in the engine, IDGI isn't going to pursue it. As of 10 days ago: https://forums.unrealengine.com/showthread.php?112863-Vulkan-status/page4 Q: How much longer till the Desktop version of Vulkan becomes Stable? A: We're actively working on it. While not making any pro...
by FordGT90Concept
Tue Jun 13, 2017 5:38 pm
Forum: Consortium: The Tower
Topic: Fig Investment
Replies: 9
Views: 994
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Re: Fig Investment

I'm just glad
Image
by FordGT90Concept
Sun Apr 16, 2017 2:10 pm
Forum: Consortium: The Tower
Topic: Fig Investment
Replies: 9
Views: 994
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Re: Fig Investment

That's great to hear that Fig is helping you out until they solve their legal problems. Sad, and perhaps disrespectful, that Fig hasn't kept pledgers in the loop about these hurdles.
by FordGT90Concept
Sun Apr 02, 2017 12:34 am
Forum: CONSORTIUM
Topic: Max Character Alignments
Replies: 13
Views: 1276
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Re: Max Character Alignments

Oh, I did post a picture of the maximum alignments in this post. I maxed three: Yanko (1), Knight 18 (3), and Pawn 4 (16). All of them are within the ranges the program came up with. :D
by FordGT90Concept
Thu Mar 30, 2017 7:52 pm
Forum: Consortium: The Tower
Topic: 32-bit, 64-bit, both?
Replies: 2
Views: 279
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Re: 32-bit, 64-bit, both?

=D
by FordGT90Concept
Tue Mar 28, 2017 7:11 pm
Forum: Consortium: The Tower
Topic: 32-bit, 64-bit, both?
Replies: 2
Views: 279
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32-bit, 64-bit, both?

Most Unreal Engine 4 games these days are predominantly 64-bit with games using pretty much all of the VRAM available and 4-8 GiB of RAM. This got me thinking: which platform is The Tower targeting for computer release?
by FordGT90Concept
Wed Mar 15, 2017 5:20 pm
Forum: CONSORTIUM
Topic: Max Character Alignments
Replies: 13
Views: 1276
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Re: Max Character Alignments

I already verified Queen Vexus' Rook 25 max ended up inside. I thought I took a picture of all + alignment I had but apparently not so I can't check that. My greater concern is that the alignments have a broader range than actually reachable in game because of the branching. Ehm, if two branches con...
by FordGT90Concept
Wed Mar 15, 2017 5:22 am
Forum: CONSORTIUM
Topic: Max Character Alignments
Replies: 13
Views: 1276
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Re: Max Character Alignments

The results are almost done 78.4% as of now so I figured I would explain my process in detail because corners had to be cut due to memory considerations: Phase 1: Make the code "move" through the XML. The XMLs in their original state were designed as conversations in the game ("duh"). They weren't d...
by FordGT90Concept
Tue Mar 14, 2017 3:23 am
Forum: CONSORTIUM
Topic: Max Character Alignments
Replies: 13
Views: 1276
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Re: Max Character Alignments

I'm almost done with this project (I think). It won't be 100% correct because of the number of variables floating around that are simply too complicated to account for but, this long, isolated Kiril dialog caught my attention and thought I'd share. The tree goes *very* deep and I think probably ever...