 Fatty
#10357 posted by nitin on 2006/05/27 18:08:41
I have recently got a philips 190x6 which is an 8ms screen. So far I have no issues with it (apart from finding a dual dvi cable but that's another story) and I've tried many games.
 LCD Monitors
#10358 posted by Jago on 2006/05/27 18:27:45
LCDs work in a different way. CRT monitors refresh the entire screen X amount of time per second, where X is your HZ value. LCDs only update the pixels that have actually changed. This is the reason LCD don't "flicker" as CRTs and a 60 Hz refresh rate on an LCD actually looks better than a 75 Hz refresh rate on a CRT.
As about responce rates: it all depends on your monitor. There are 12ms LCDs out there which can be used just fine for gaming and there are also 8ms LCDs which are complete crap. I would suggest picking a few options and then spending some time reading reviews and searching forums before you make the purchase.
HOWEVER: If you are a "serious" competitive gamer, you can simply forget about LCDs as no amount of $$$ you will throw at it will fix the advantage a user of a good CRT monitor will have over you.
All LCDs have a built-in additional delay that varies from model to model. Lets say you have an LCD with responce time of 8ms. This means that every 8ms the monitor checks if any pixels have changed and if they need to be redrawn. However, it takes 15-30ms for video data to actually ARRIVE from the computer to the monitor.
So basically, due to your low responce rate of 8ms you see no ghosting, as your screen updates fast, but the data according to which the screen updates itsels comes in at a delay of 15-30ms. In a competitive gaming enviroment, this is life or death.
 PS Batch Conversion
#10359 posted by R.P.G. on 2006/05/27 19:49:36
I'm trying to run a batch conversion process on a bunch of images in PS. I want to convert them to the Q1 palette and then save them. However, PS likes to automatically append "copy" onto the end of a filename, so "bw_bricks.tga" becomes "bw_bricks copy.tga". How do I stop it from doing that?
 Fat: Get A CRT
#10360 posted by BlackDog on 2006/05/27 21:12:47
I switched to using twin LCDs yesterday, one 8 ms and 4 ms screen for gaming. There is definitely a sharp drop in playability for fast-paced shooters, as whenever you move or turn quickly the screen turns to blurry mush. I also tried gaming on the 8 ms screen, and that felt like having some kind of visual impairment.
Though I suppose gametypes other than FPS are less demanding on the monitor performance, I still think whoever believes that LCD screens are suitable for gaming are lobotomised mongoloids. Get a CRT. They are cheaper, faster, have more accurate colours, and don't suffer from dead pixels.
 It's Been Several Months
#10361 posted by HeadThump on 2006/05/27 23:23:39
since I played around with PS. I don't recall that being a problem, and I did a lot of conversions when I found the massive library of textures at the Kingpin site. In fact, I believe that problem only occurs if in your action you save inside the same folder.
 RPG
#10362 posted by bal on 2006/05/28 01:16:21
Maybe try saving the files to a different directory... If that doesn't work use some batch renaming app once you are done to remove *copy*.
 Rpg:
#10363 posted by bear on 2006/05/28 05:54:39
there should be options for how to generate the file name with lots of possibilities. In PS CS (first one at least) it's in the batch dialog s long as you choose destination "folder" or "save and close".
 Why Ps Is Better Than Gimp
#10364 posted by megaman on 2006/05/28 07:34:37
http://www.screenz.de/medien/tutorials/screencast-nr7.mov (7mb .mov)
in german, but you get the idea :). It's all in the details...
 Save And Close Works
#10365 posted by R.P.G. on 2006/05/28 08:53:14
Thanks everybody. Save and close option works, but selecting "folder" and choosing a different folder did not. I don't understand why it wouldn't since that's the logical option to try.
 Save And Close Does Not Work
#10366 posted by R.P.G. on 2006/05/28 10:39:28
It actually doesn't save any changes at all. How utterly useless. ^_^
 Why Would GTKRadiant 1.5 Only Load Half Of The Textures In A Wad File?
#10367 posted by R.P.G. on 2006/05/29 14:37:27
Please.
 Aeons Of Aergh
#10368 posted by R.P.G. on 2006/05/29 15:17:16
Apparently GTKRadiant 1.5 (or at least my version) will not load textures from a wad file if the texture name has a space. This was related to " copy" being appended to all the converted textures (see above). Manually removing spaces from the textures in the wad solved the problem.
New question: why would TexMex say that a 256x16 texture needs to be resized?
 R.P.G
#10369 posted by JPL on 2006/05/30 00:37:14
I got same issue, and it came from the image that was not a multiple of 16... Check the image size, maybe you have a 256x17 or something like that ;)
 Fighting The Windmills
#10370 posted by bambuz on 2006/05/30 05:42:11
For those interested in introducing new* maps in qw 4on4, there's info that Link might organize a tournament.
http://quakeworld.nu/forum/viewtopic.php?id=757
(*: "new" might mean for example e3m7, dunno, haven't read all that. There was the cmt tournament some years back, and some of the maps stuck on somewhat (mainly cmt3).)
 JPL
#10371 posted by R.P.G. on 2006/05/30 06:51:24
According to PhotoShop, each dimension is already exponential base 2. For one image, it is 8x128, and the rest are 8x64. I just checked each individually in PS.
 RPG
#10372 posted by JPL on 2006/05/30 07:19:35
It sounds weird so... I got this error, but image needed to be resized... I guess the image bmp files, are they ?
 RPG:
#10373 posted by metlslime on 2006/05/30 09:04:09
All texture dimentions need to be multiples of 16. Read more about it in this fabulous guide that some cool guy wrote:
http://www.celephais.net/stuff/texturefaq.htm
 Ok
#10374 posted by R.P.G. on 2006/05/30 09:45:13
Tanks.
 RPG..
#10375 posted by JPL on 2006/05/30 13:35:22
Sorry, I read the post too quickly, it is obvious that the 8x128 and 8x64 can not be loaded by TexMex. As metlslime said, you must have 16 multiple value for the dimentions.
Shame on me...
 To Vondur
#10376 posted by Jago on 2006/05/30 15:43:23
"Meanwhile, former Infinium CEO and current Nival executive Kevin Bachus, also known for being instrumental in the launch of the original Xbox, has sued the company for unpaid wages of around $50,997."
Wait, your current boss is an ex-Infimum Labs guy of the Phantom console fame? :O
 Missing .bsp's
#10377 posted by erc on 2006/05/31 04:34:25
Well, I wonder if the first Turtlemap pack (q1tm.zip) contains any SP maps - if so, where to get it? More importantly, the second 100 Brush pack (100b2.zip) is also nowhere to be found. Any chances of an upload?
On a side note, a quick list of oldish maps, ever-missing - the reviews can be found at Talon's and Crash's: mykd1, mercy, butcher, cavosin, marsalis, p2hell, series1 (all in .zip format).
Even though all the above belong to very early period, I believe that somebody out there have them stored. ;)
 Erc
#10378 posted by aguirRe on 2006/05/31 05:02:47
Mercy is at Talon's ( ftp://ftp.lublin.pl/mirror/ftp.cdrom.com/pub/planetquake/talon ), but is a Q2 map (I believe I've told you this before).
The q1tm pak is DM only. Have you checked Spirit's archive for 100b2?
 Jago
#10379 posted by Vondur on 2006/05/31 06:33:21
jawohl
 While On The Subject
#10380 posted by HeadThump on 2006/05/31 09:33:01
of missing maps, sm95 isn't available on Quaddicted. I'd like to revist an old map of mine from that pack.
 Killer Quake Pack Rebirth
#10381 posted by JPL on 2006/05/31 13:43:09
I don't know if it has been mentionned already, but Howard Roy is back. He is the father of Killer Quake Pack... Thanks to aguirRe for the info ;) Check Howard Roy's web page here:
http://kqp.horoy.com/
Enjoy !
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