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I could imagine some indie game actually making an art style out of the grainy rendering by intentionally limiting it. Before hardware catches up, that is. 
 
GPUs aren't designed to handle raytracing. The GPU can be used to supplement the CPU, but there aren't any 'acceleration' features in place.

There are some custom 'RPUs' that have been made, but obviously they are not common consumer hardware.
http://en.wikipedia.org/wiki/Ray_Processing_Unit 
Gb 
How Fast Is The Quake Guy 
in units / second? Does anyone know? 
 
21:59:34 | <onetruepurple> 320
21:59:51 | <onetruepurple> voreballs are 240, except for skill 3 where they're 340 and will outrun the player
 
 
Scampie: Yeah but... there's already GPU raytracing stuff all over the place? Might be technical stuff I don't get. 
 
I could imagine some indie game actually making an art style out of the grainy rendering by intentionally limiting it. Before hardware catches up, that is.

I sometimes wonder what if we had all the gpu power we have today but were stuck on 640*480 monitors. You could play some kid that lost his glasses, haha. 
640*480 
Has to be the best resolution evar.

To me it will always be 'hi-res'.

The moment when games were nolonger blocky as a mutherfucker. 
Randomize Maps 
Is there a way to play the installed custom maps in random order, without knowing in advance which one will load ?

Suppose you're ending a first map. Then Quake loads a random map in your collection, etc, even if it wasn't coded in the previous map.

Is there a mod to do this ? 
That Would Be Quite Easy To Hack Into Quakeinjector 
*hides* 
 
i don't think that is possible with qc. 
And Maps In Order ? 
And what about playing all the maps, in order, without having to enter the map name in the console ? 
I Think 
you could call a random map from a list in QC if you encode all the maps in changelevel_touch, like

local float r;
r = floor(random()*(number of maps));
if (r == 0)
{nextmap = e1m2}
if (r == 1)
{nextmap = e1m2}



etc 
 
oh hmmmm yeah, what you could do is just do a dump of your map folder:
dir /b *.bsp > maps.txt
get rid of some of the random text and such, and then script up a little thing to assign each map to an integer number like slapmap is saying. 
W3rd 
Open Broadcaster just updated to 0.5 beta and has got some nice features added and bugs fixed. If you wanted to get into streaming but didn't want to pay for Xsplit then this is exactly what you need.

http://obsproject.com/index 
Random Map Change 
Could probably be hacked into the engine pretty easily. 
 
also, Spike pointed to the DP_QC_FS_SEARCH extension, search_begin and friends.

Another way is a bash script to start a randomly selected bsp file, and kill the engine after each map. 
 
easiest would be to modify "map" or "changelevel" command in the engine to ignore the mapname and load a random one instead. This could be cvar controlled. 
Review 
In Ovo by Jaromir Bergmann
http://taw.duke4.net/2013/04/quake/in-ovo/ 
Nice 
 
Really Great Great Awesome Blender Tutorial 
http://www.youtube.com/watch?v=VmOFRkRjOSQ

Learned a lot in an hour and a half. WAAAAY more than I learned at college today :/ 
Also The Guy Gives A Full Explanation Of 'loop Cut' In Video 5 
.....aaaand I realised that it is identical to Hammers clip tool. 
What's It Like To Import And Export 
Quake mdl into and out of Blender? 
Well 
I wrote a script to export mdl out of blender several versions ago, but I couldn't be bothered to keep it up to date with the plugin API changes (the interface was not very stable in those days). I'd recommend the export to MDL via MD3 or FBX routes, since I can provide a converter from either of those formats to MDL. 
I Managed To Import Enforcer.mdl Into Noesis 
Never heard of Noesis before but it seems cool.

Then I exported to Wavefront .obj WETF that is.

That loaded into Blender just fine! No skin though, though it could be there. I dont know enough about Blender [yet].... 
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