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The Quake Rock Owl Is Watching You!!! 
http://www.quaketastic.com/upload/files/misc/quakeOwl.png

Cool eh? How cool is that!! It's like I found jesus on some burned toast or something 
Heh 
what level is that from? 
E2m2rq 
I will make every effort to leave that in fo sho. 
 
Rock Owl is the new Dopefish. 
Re: Tim Interview 
"God we have no jerks in the studio."

lol I know for sure they have at least one Jerk under the Bethesda umbrella... 
 
rock owl == cute

do a secret where they must find the rock owl! 
Skynet Is Coming!!! 
Oh, So That's What Portals Do 
Wow 
It's great ! Might be a good theme for a speedmap session :) 
 
looks like prey. isn't this basically the same thing that was done there? 
I Broke It. 
Question 
might be better put in the help wanted thread, but whatever things seem pretty slow around here lately... is there anyone lurking around here who is pretty good with 2d graphics design programs, and would be interested in doing me a favour, namely designing or helping to design the cover of a book? my email's djg164@mail.usask.ca, oh and I should finally be returning to Quake stuff soon, which means ne_ruins will finally be reviewed on Quaddicted and some slight progress on maps should start happening. 
 
what are the eye candy engines these days?

i only know of darkplaces... tenebrae isn't being developed anymore i think? 
 
darkplaces.

though the rmq engine is getting great features of a different class (oriented sprites, yeah!). 
 
i was talking about like really eye candy stuff like realtime lighting and shaders.

so darkplaces is the only one then?

also, oriented sprites were already in software quake. do you mean the high res sprites? 
Portal: No Escape... 
has this not been posted yet?

http://www.youtube.com/watch?v=4drucg1A6Xk 
 
Darkplaces and FTE. Both support realtime world lighting and the other stuff.

mh is going crazy with rmqe though, I've heard that the switch to "all shaders" might enable some of what mh calls "shiny specular crap", too. ;-) 
Thanks 
didn't know about fte.

i hope the two are similar though... o.o 
 
... not always. You might want to find Spike on IRC and just talk to him. 
Hmm 
been messing about with fte a bit but it looks very much like a client engine, as in, the effect are all engine based with no real control over them. and even though the web page talks about shader support, i couldn't get the ones i've made for DP to load in it.
the only thing it seems like you can do as a mapper is use bump mapping and spec, which i'm not interested in at all.

anyway, DP's pretty popular, so i don't think it's unreasonable to require FQ or DP. 
 
I agree, it's your choice which engine you require. Fitz or DP is a fair requirement, too. 
 
well, with DP, i figure, if you're gonna support fancy shit, may as well go whole hog. :P

tbh, i was actually a little disappointed with the shader system in DP. it's basically Q3 but with quite a few missing shader script commands.

otoh, it's not really fair for DP since i broke my teeth on D3 shaders which are far more powerful.

/shrug

i'll probably only end up using it for water and such anyway. probably needless worrying on my end. 
These 
Could be the answer to immortality:

http://en.wikipedia.org/wiki/Wolfberry 
 
what happened to negke? 
He's Being Kepy By Bees 
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