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Posted by metlslime on 2002/12/23 18:24:21 |
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.
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I Broke It.
#20713 posted by jt_ on 2011/08/22 00:58:41
Question
#20714 posted by Tronyn on 2011/08/22 21:29:46
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.
#20715 posted by necros on 2011/08/23 23:37:21
what are the eye candy engines these days?
i only know of darkplaces... tenebrae isn't being developed anymore i think?
#20716 posted by Spirit on 2011/08/23 23:49:58
darkplaces.
though the rmq engine is getting great features of a different class (oriented sprites, yeah!).
#20717 posted by necros on 2011/08/23 23:54:04
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...
#20718 posted by metlslime on 2011/08/24 04:38:47
#20719 posted by gb on 2011/08/24 22:19:26
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
#20720 posted by necros on 2011/08/24 22:33:21
didn't know about fte.
i hope the two are similar though... o.o
#20721 posted by gb on 2011/08/24 22:48:21
... not always. You might want to find Spike on IRC and just talk to him.
Hmm
#20722 posted by necros on 2011/08/24 23:26:09
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.
#20723 posted by gb on 2011/08/24 23:32:49
I agree, it's your choice which engine you require. Fitz or DP is a fair requirement, too.
#20724 posted by necros on 2011/08/24 23:38:53
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
#20725 posted by RickyT33 on 2011/08/26 03:13:59
#20726 posted by jt_ on 2011/08/29 16:05:31
what happened to negke?
He's Being Kepy By Bees
#20727 posted by Drew on 2011/08/29 17:58:34
WTF!?!?!
#20728 posted by RickyT33 on 2011/08/29 19:51:34
#20729 posted by Spirit on 2011/08/29 21:17:03
Of course it is.
DSLR Film Making
#20730 posted by bamby on 2011/08/29 21:32:33
System cameras have pretty good video quality nowadays and are a lot cheaper than old movie cameras.
Couple good large sensors with large aperture lenses and you can shoot in a dark abandoned subway tunnel with good results if you will.
Any of the artistic souls here tried their hand at it?
This is not really a movie in that sense since it's timelapse photography but shows what can be done, it's very nice in itself in my view:
http://vimeo.com/8951807
Half-life 2 Headtracking
#20731 posted by DaZ on 2011/09/01 16:28:01
I came across an awesome mod for hl2 that uses your webcam to track your face and translate it into in-game leaning and looking.
You don't need any special software, just a webcam and a copy of the mod. Made a video to show it :) http://www.youtube.com/watch?v=hTJd20c3tOs
May You Live In Interesting Times.
As of yesterday, Germany�s Federal Department for Media Harmful to Young Persons (Bundesprufstelle) has removed Doom � and Doom II � from its list of �controlled� games, following an appeal by id�s owners Bethesda. Their reasoning? Because the Bundesprufstelle thinks Doom is �now only of artistic and scientific interest and will not appeal to youngsters�, according to the BBC.
http://www.rockpapershotgun.com/2011/09/01/doom-germany/
#20733 posted by necros on 2011/09/01 23:17:40
the german video game laws seem like way over kill to me... :\
i mean, i can get where they came from, but still.
TBH
#20734 posted by ijed on 2011/09/01 23:23:10
I can't. Censorship just doesn't work unless done at a family level. ie. parents controlling what their children read, watch, listen to or play.
Governments doing such was an epic fail back in the days when comic books were banned in the states, or video nasties in England.
Now there's this thing called the internet.
Remember when I was at school in the 90s and a friend was involved in a student exchange. German kid would have been something like 14. We were playing around and decided to fire up Doom to show it to him. He immediately entered cheat codes and zoomed off to find all the secrets.
Gave us all a good giggle.
Censorship
#20736 posted by madfox on 2011/09/02 22:02:17
After thirtheen years the Dutch version of "MAD" is available again.
Ijed
#20737 posted by - on 2011/09/02 23:19:52
(this turned into a bit of a ramble, sorry)
Comics were never banned in the US, but I think you're thinking of the Comics Code. The Comics Code Authority was a self regulating body of publishers self censoring to avoid government censoring/banning of comics. Also, much like video game ratings, it's also done to appease distributors, who are the actual customers of publishers, and many of which do not want to sell things which the public may have deemed lewd.
There was never any law stating that comics couldn't be sold (or video games nowadays for that matter) without being approved, it was just part of the realities of the market that it had to be done, and it took a long time for comics to finally do away with the Comics Code Stamp.
I think as far as games go, eventually ratings will someday become less important (at least, in the US), especially with digital distribution and future consoles relying less on physical media and brick and mortar shops. I remember when working on the Wolverine game and there was much early fighting on if the game would be rated T or M, and how that would affect sales, because it's a huge factor when it comes to traditional advertising and sales to larger distributors when you have to factor in physical copies and how many will actually be sold (Walmart stocks fewer M rated games, but more E or T rated games, simply because of sales numbers and their demographic). I believe this becomes much less of an issue when you don't need to concern with stock, and instead only bandwidth, to reach customers.
Some form of rating will likely always exist mainly because I still think it's a valued and important sales tool to be able to identify to potential customers that 'this game has people getting their heads ripped off' from 'this game is about unicorns and rainbows', since I think most can agree that there are plenty of things in games which are decidedly not for children. What I mean is that I think there will be less emphasis placed on developers to shoot for certain ratings, and rather simply make the game they're going to make. Hopefully this, combined with the fact that it's quite difficult to prevent, say, a German citizen from acquiring a game from America over the internet (even if it's banned for sale), will hopefully lend to less censorship in the future.
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