News | Forum | People | FAQ | Links | Search | Register | Log in
General Abuse
Talk about anything in here. If you've got something newsworthy, please submit it as news. If it seems borderline, submit it anyway and a mod will either approve it or move the post back to this thread.

News submissions: https://celephais.net/board/submit_news.php
First | Previous | Next | Last
Just Go Balls Deep 
And start with C++

It might be a bit of a learning curve at first but you will thank yourself later. 
Kinn++ :-P 
 
Yeah - That's Probably Good Advice Too 
But I think that learning some of the theory on Python will give me an edge towards comprehending some of the C++ stuff. I tried to learn C++ once before and after the second chapter it got REALLY REALLY confusing for me.

This morning I have been reading (and trying in the Python Command Prompt) this ebook:

http://openbookproject.net/thinkcs/python/english2e/index.html

And I'm actually 100% on what I have read so far! 
Or If You Wanna Have Some Fun 
with a nice, easy-to-learn but powerful language in a managed environment, AND do some game dev to boot:

1) Get Visual C-Sharp Express (it's free)
2) Get XNA Game Studio (it's free)
3) Program XNA games using C-Sharp

It's super-awesome. I've been doing it for 2 years now. And you might even make some $$$

http://create.msdn.com/en-US/ 
Cooping In Quake 
Surprised it worked out, been playing through Travail with a friend and we completed the first episode so far. Been a while since I played the pack, so it's still somewhat fresh to me thankfully.

Only problem is the friendly fire. No matter what setting the host puts it on (fitzquake) we can still damage each other which isn't so fun to have a grenade accidentally shot to the face. ;_; 
 
I think you need to be on the same team or wear the same colours. 
Yep 
set 'teamplay 1' then both set 'color x y' so y is the same for each player - x can be whatever (any number between 0-13 if you didn't know).. then you may have to restart the game (possibly)

q1 coop is awesome. not played it in ages :| 
 
just pants colour, iirc. 
Tronyn 
If you want An Old Evil listed on Quaddiced, tell me the cheat codes ffs! What an asshole mod - incredibly hard AND regular cheats disabled. Nice shotgun though. 
Oh Man 
shit I don't think I remember any of the mod stuff for that, it was a long time ago... on the other hand, most of my maps from that were remade and used in later projects (masque, coven, etc). I never got to see the other guy's maps (murderous martin) which is too bad. 
I See 
Thought you might as it contains fixes/enhancements by aguirRe from 2006 (sort of implying you were in contact). No idea what was changed in the maps, but most certainly it wasn't balancing - many or tough monsters and traps but hardly any health.

So I guess I'll be forced to use some lame-o screenshot and make something up for the file description... 
Negke 
I think aguire just fixed it up to remove errors and released it as it was gameplay wise. 
 
That SOE4 and SOE5 map, coven, should be on quaddicted 
Ha Ha! April Fools: 
RICHARD 
YOU ARE GROUNDED!!!!!! COWPAT FOR DINNER!!! 
OMG!!! 
Nah - he's 54 anyway 
THE RHYME 
You're not exactly 23, either. 
The Nameless Mod - Deus Ex 
did anyone post about this: http://thenamelessmod.com/real/

haven't tried it yet, but i can't believe i never knew about it. seems quite awesome. 
Wacom Bamboo 
any good or total crap?

Paper and pencil is probably by far still the best way to do some drawing. 
Bamby 
Bamboo is fine for casual digital drawing, just don't excpect it to feel like normal drawing right away, you'll need some time to get used to it.
Anything from Wacom is pretty solid anyways, I've had my Intuos1 for almost 10 years and it still works perfectly. 
Direct3D Developer Forum 
Do you guys know a nice place to ask an advanced Direct3D question?

I'm running into behaviour that is quite unexpected and unexplainable to me here:

I'm calculating a depth map on the CPU and via rasterization on the GPU (as a reference), but when I let D3D write to the depth buffer automatically or write out the z component in the SV_POSITION input from the PixelShader, values are for some reason different to my CPU depth map. When I pass the depth from the VS to the PS in a non SV_POSITION variable, I can write out the correct depth value I get on the cpu. This is with either (x, y, depth * z, z) or (x/z, y/z, depth, 1), so the persp. divide should not matter.

I simply don't get what magic behind the scenes is fucking with my results. 
Hmmm I've Had Similar Issues Megaman 
And i got some useful responses from the Herb Gardening Forum ( www.gardenstew.com/ forum-8.html ), and also the "BabyAndBump" teen pregnancy forum ( www.babyandbump.com/ teen-pregnancy/ ) gave some pretty insightful feedback also. 
Kinn 
take a week off! 
Maybe Here: 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.