Our Mac guy Colin, posted a build under "osx_external_beta". Let us know if that fixes anything. If anyone wants beta access and doesn't have it, let us know.
I set the latest mac build as osx_default. Not sure if it works or not cause I don't have one to test with.
This build should have up until this past 2 months tables (Lights Camera Action and High Roller Casino)
The mac steam build hadn't been updated since you left Stuart.
Are there any Mac Steam Beta users in here? I'm going to try to put out a Mac beta tomorrow and was hoping to get some outside users to let me know if there are any major issues.
The difference won't be because it's DX11. It will be because it uses an entirely different lighting engine. This tech runs faster on DX11 and requires newer more power GPU's so thats why it's being implemented in DX11. Also it's easier to port from Xbox One since it also uses DX11.
Every platform uses the exact same physics code/engine? Writing a physics engine is quite complicated, and I have no desire to write two different physics engines.
Any changes I'd make to the physics code would end up on PC first, because it would be way easier to test those changes.
Also...
Quite a bit of work to go on it. I'm not sure who is supposed to take it over. I had some free time this morning while waiting for some art so I thought I'd give it a shot.
Possibly. I don't now really anything about android or development for it. So I can't give a good answer.
I did however hook up his head to head code on the PC version (took a few hours today) and was able to play a game with another programmer.
Nicely done.
SYT, I think I may have the answer to your question about why Zen has multiplayer on Console but not PC. This is just a guess, so I could be wrong.
Consoles have library code and server code already built to handle matchmaking, connection, and communication. On PC you need to...
I believe the camera is farther away in portrait. The farther you are from an object the worse it is for zfighting due to how the precision works. I told the artist, it'll be fixed in the next patch.
The flickering appears to be zfighting which happens when 2 pieces of art are too close together.
http://en.wikipedia.org/wiki/Z-fighting
It can be fixed by spacing them apart, changing the z testing flags, or in this case, removing the polygons behind the instruction cards since you can't...
I think we had it doing 12 and everyone felt it was too much. Our table is pretty new condition, the plunger is also aftermarket so the spring may be stronger than normal.
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