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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). 
Rage 
"We don't need the hyperviolence," says Willits.
"Does it make the game more fun to have body parts flying around? Again, that goes back to our whole plan for what we want to do with Rage. If it doesn't add to the fun, we don't need it."

To me, it does add a little fun, it gives a more active response to your activity in the game. Petersen was insistent on the player being rewarded for shooting an imp with the sound of the shotgun, the death sound, the damage body and the blood spray. In Quake and such it is much more satisfying to gib someone with that splash damage than to just kill them, it is an extra oomph. I always found it kind of odd in Call of Duty and such, how I could be spraying a thousand rounds into someone, and just get 1 or 2 small red puffs and they would slump over, or have a grenade detonate under them and apparently not physically damage them, but magically kill them. You can argue that gore doesn't add to the fun, but it adds to the feeling of impact, much like dust kicking up from spraying a machinegun over the desert ground.

Not to get into this whole bit, but games like CoD and such that seemed goreless seemed to desensitize acts of violence more, because it displayed them as clean and rather insignificant. Compare that with Doom, Quake, Blood or... You can't not mention SoF/SoF2. There was no illusion that I was shooting people, with real bullets. They weren't cooperating with my fantasy of shooting them, they were being shot.

Anyways, yeah, I admire the sentiment of "if its not fun, why include it?", but there is something to be said about appropriate feedback for what you are doing in the game world. 
Agree, But 
The visreal, engaging element of Quake is the violence. I recently turned off blood in Quake3 (no gibbing) and found the game a lot less engaging. Killing in a game world is fun - spraying your enemies across the scenery more so.

Granted in Quake1 you're looking at extremely low poly models with textures so lo-rez as to be offensive by current day standards, but even so, when that fiend attacks you know it wants to hurt you. With blood and gore this is underlined - either your reprisal or death of your avatar.

Undying was excellent on this by the way - the 'finish him' death scenes. My favourite was when the skeletons punched throught your chest and ripped out your heart.

Ok, I'm biased towards liking the violence - but it's what keeps me interested in this ten year old game.

I'd be bothered by this news item - id betraying thier origins - if they hadn't already done it years ago. 
A Perspective You Likely 
have never heard before.

I have a friend who lives near by me, a family man, who is also an EMS (emergency ambulance if this acronym doesn't translate internationaly) worker and twice a month he is also a volanter firefighter. I go over his house often to play console games like Halo2 and Killzone. He is really my only contact to the console market of games.

He has an interesting take on violence in life and in video games. Of course, he has seen almost any grizzly thing imaginable, decapitations, sudden explosions causing bodily fragmentation, you name it and he takes
it in with nothing more than a shrug. The onliest thing that fucks with his head are the incidents where violent accidents injure involve kids.

Here is his take on video game violence: Densensitizing people to violence is a good thing. Video games are not likely to make people inclined to commit violence but instead people are likely to be able to deal with violence more effectively in the moments when they are suddenly confronted with it. People are more inclined to be less squeemish when giving aid to the injured if viscera and the like don't bother them. 
New Map Reviews 
new map reviews posted today:

src: slime refinery complex (by JPL)
Q1SP Episode: Digs01-03 (9 maps) (by Digs)

http://underworld.planetquake.gamespy.com/index.html 
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