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News submissions: https://celephais.net/board/submit_news.php
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Starbuck 
Or a script with a "quicksave; wait 30; quicksave" loop. 
 
outstanding idea. That's 30 milliseconds, right? 
That Woudn't Work If It Was Milliseconds: 
Quick, you have 0.015 seconds to dodge that bullet or you're dead! 
Doom 3 Source Is Released 
 
The Doom 3 GPL source code release does not include functionality enabling rendering
of stencil shadows via the "depth fail" method, a functionality commonly known as
"Carmack's Reverse".


Oh my. Carmack's Reverse not in Carmack's game. 
In Case Anyone Is Struggling To Get Onto Func: 
|| set func IP in your hosts file: 78.46.51.237 then run ipconfig /flushdns
|| where's hosts file in windows 7?
|| here you dumb shit: bit.ly/1tT6Zj
|| thanks sleepwalkr you smug patronising cock || you're welcome 
 
but how would they read this????? 
That's The Funny Part. 
 
 
hosts file in win7:
C:\Windows\System32\drivers\etc\hosts
But... Each user has their own copy of the file. Using Windows Explorer, you can see this file, but you may need to remove the protection. 
Or Simply 
Video Playthroughs 
I've been recording video playthrough's of a fair few q1sp maps over the last few weeks and putting them on the yt at http://www.youtube.com/user/darrenweekes

I'll be adding more and more when I get the time, I want to get all the "classics" in there as well as videoing new releases.

Apologies for run quality of some of the earlier videos, I was doing them blind with fraps recording while I was playing which turns out pretty bad, ie lots of getting lost and derp moments. Now I've started running the maps through once or twice before recording and on the actual run I've been recording a demo and then frapsing that instead.

I've been considering adding minor commentary to videos also, so I wanted to know what kind of stuff would be interesting to listen to while watching the run. As a mapper I would probably talk most about the design of the maps and gameplay etc but I'm not sure it would be interesting enough. if you have any ideas let me know :) 
Cant Log In 
weird 
RickyT23^ 
 
Re: Celephais.net Problems 
I just removed the www. from my bookmark and it seems to work fine now. Odd. 
Sweet 
that worked for me too :) 
Metl Fixed The DNS Problem 
so no more host file trickery necessary. Also, celephais.fov120.com was just temporary and does not allow you to log in. 
So If You're On Any Other Forum That Has Links. 
Please post them and let them know.

This place is a bit quiet but there's good discussions and banter when it gets going... 
Well 
I've kept this back for many years, but I thought you should all finally become aware of the new world order...
(lol sry, just jokes)
wait, who's that at the window...! 
Hmm 
i just wonder what happened with the tyranns base map

its been 90 something percent completed 
Yeah 
I would hurt somebody close to me to get to play that map in a finished state. 
Https://www.quaddicted.com 
To give people a way to verify.

www.quaddicted.com SSL fingerprints:
SHA1 Fingerprint =
55:51:B5:C5:89:84:DA:71
7C:6E:F1:84:90:AD:7B:F6
C3:DE:66:D2

SHA256 Fingerprint =
07:74:35:2A:11:54:D1:67
BE:FC:22:10:B1:D1:C9:7B
9B:39:0D:7A:0A:FC:DB:AA
73:EC:F1:25:D6:CE:1D:B9 
APSP1 & Fitzquake085 
So I was running apsp1 to record demos for a future video and there is a strange bug in the map that only seems to happen in Fitzquake085.

The lifts in the map seem to bug out, for example one lift is not centered in the lift shaft and has buggy collision and other lifts act like you are getting crushed when you start moving on them, like there is some invisible wall above your head.

I checked in standard glquake and the map was fine, any ideas? 
DaZ: 
regarding the "lift not centered in lift shaft", it's likely that this lift has "angle" "-1", which is rounded to 0 in regular quake. In fitzquake the rounding is more accurate and it will be rounded to -1.4 with protocol 15, or -0.9998 with protocol 666.

So it's a harmless mapper error that became harmful when engines started more accurate angles to the client.

More info here: http://forums.inside3d.com/viewtopic.php?t=3184

I have no idea about the collision/crushing issues, though, that's news to me. 
 
Nicely DP'd, metl. The damaging lift could be one of Quake's mysterious collision spazes that sometimes occur for no apparent reason. Constantly moving around while the lift is in motion may keep you from taking lethal damage. 
Gotcha 
thanks for the info :) 
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