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Conclusion: 
install multiple engines, and use what works :)

Using FitzQuake and aguirRe's GL engine is enough.. Others engine are useless... ;o) 
Haha 
To be honest I never realised there was a difference on the looks of Fitzquake and glquake. 
Spirit 
The difference is more about performances: FitzQuake is my reference for playing "clean map", and I personally use aguirRe's engine for debug during mapping.
As example, when a big map leaks, sometimes Fitzquake crashes because it is unable to load huge bsp (due to the "unsealedness" of the map, due to its own limitations...)... So if it is also difficult to detect the leak with the editor (i.e not obvious to detect when there are lot of brushes), I load the bsp with aguirRe's engine, I load the pointfile, and check visaully where is the issue, as aguirRe's engine is enhanced and allows to load very big maps that exceed the current limits.
Nevertheless, I have to agree that visually, except for monster moves (smoother with aguirRe's engine), the engines are quite the same... 
FitzQuake 
The main visual improvements in FitzQuake that are important to me are the improved lighting (superior to GlQuake, closer to software quake) and fullbright support. Subtle but highly important differences! 
Metl 
nope, on XP.

the drivers I'm using are 162.18 forceware.


And multiple installs is the way to go. I have fitz (preach's hacked version that adds smoother model interpolation), aguire's gl and aguire's nehahra.

That's all that's necessary IMHO. 
I Have Most Of Them... 
... but I refuse to use anything but FitzQuake for single player. Unless it is absolutely necessary (e.g. Nehahra). 
Yeah 
I use fitz for sp and fuh for qw.

Both are good products - they do what they are supposed to do and do it well, with style, easiness and robustness. I don't need extra features.

(Run fuhquake with -no24bit and it's pretty far along the path to normal looking.) 
Headthump 
I hadnt upgraded drivers in a while as there was no need to (was on 84 version forceware), but some recent games had some trouble (fifa 2007 and painkiller) so I got the new drivers and everything was ok.

of course, then I loaded fitz and noticed the issue. hopefully is nothing big, and even if its unfixable, remains confined to the console. 
Sielwolf: 
i don't really know what to check aside from looking for burn marks.

as far as i can tell, the machine still works perfectly fine. and all the components aside from the HDDs are less than half a year old.

i did purchase my monitor used though. at this point, i don't think there's anything furthur to do but wait and see if it happens again. 
Phew, The Last Board To Spam With This 
I am looking for a coder who can help me with a probably rather simple job.
http://www.quaddicted.com/?p=21

I am crossposting this in a few Quake boards, sorry if you stumble on it more than once. 
A Penis Bigger Than The Sun. 
This spam-mail topic made me smile before hitting delete :) 
Question: 
do any of you guys play rhythm games?

what kinds of songs do you tend to like to hear?
genres you normally listen to, or different genres that, while you wouldn't normally listen to, favour the style of game more? 
Haha 
that's impractical i feel. Though i would gladly opt for the size of a smaller significant celestial body. 
Necros: 
well, i think it helps a lot if it's music you actually like. For example, I think I liked guitar hero so much in part becuase I like 70's and 80's rock. 
Oh... 
and Space Channel 5 is similarly cool becuase of the groovy, far-out soundtrack.

So I guess the answer is, "yes" 
Megatexture Vs. Id Tech 5??? 
Finally, we have an answer:

Quake Wars, by comparison, has an earlier version of this solution that isn't paged. It is our first generation of megatexturing.

So id Tech 5 is different from quake wars, but both use megatexturing, but the id tech 5 megatexturing is more advanced.

Ah, marketing.

Via: http://www.1up.com/do/newsStory?cId=3161743 
Hmm 
the one thing that popped out most in my mind is that id is making a "T"-rated game. "We don't need the hyperviolence," says Willits. "We're going in a different direction, but we're not stepping that far out of what we do. It is still a first-person shooter, after all." Are the blood baths a thing of the past as the team matures?

I wonder how much of that is a matter of Id's team reading the political tea leaves rather than a matter of the team 'maturing.' 
Of Possible Interest 
to those who follow the engine wars, is this entry in Nikolaus Gebhardt blog where he examines some of the technical matters in the lawsuit against Epic,

http://www.irrlicht3d.org/

And there are some details about the lighting model: According to Silicon Knights, lighting in UE3 was planned to be possible with 3 or 4 lights affecting each model, with some very low amount of precomputation for static lights. But then, according to Silicon Knights, "the prescribed lighting model for the Engine was to pre-calculate as much of the scene as possible and consolidate the light effects into three light vectors per vertex while lighting the character from a single point light that approximates the overall scene lighting..". Which is not that impressive, in my opinion.


Though from what I've seem in the tech details, it would seem Unreal 3 would have to be a more advanced engine than what is described in the lawsuit. You can fake a lot in a demo with prerenders scenery, but you can't fake dynamic shadows. 
Correction 
what I've scene in the tech demos
not
what I've seem in the tech details  
Lol Another Obvious Error -- Going To Bed Now 
 
 
"id is making a "T"-rated game. "We don't need the hyperviolence," says Willits."

- Please, teletubbies.

Oh-oh!!! Tinky-Win *BLAM* *BLAM* *smoke* 
Umm 
id did commander keen, remember?
I liked the games back then.
No need for hyperviolence. Actually, I thought they'd leave it out earlier. 
Right 
I'm off to explore sth america for the next month and a half.

Release some maps so I can play them when I get back you lot :) 
Necros: 
Rhythm games: yes
Songs: As long the actions the player has to perform is well designed to match the music I think it matters less what kind music it actually is. For example I love osu tatake ouendan in the DS even if most of the songs are hardly something I'd listen to outside the game. 
Id Tech 5 
"Hey we got a bazillion GB:s of textures in this small part of the game"

What I'm wondering is how much detail or how heavy compression they actually have to apply in the end to fit it on the game disc(s). 
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