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Ijed 
I'm surprised at how you found that kind of information in the 83rd comment of the doom article.
In that huge mass of paragraphs that guy wrote in that rage attack, there is only one that can be related to what you say, and only very superficially.
He mainly talks about a very different issue, even though his affirmations aren't directly related to the theme of the article, it is about a problem this article has in the reasons he has about valuing Doom, and in my opinion many more articles by other people, considering that a few games where the ones that made everything, even though it is more like they were the ones that popularized all those aspects and innovations, they only innovated in part of them. 
That Was 
The bit was most coherent for me. He's not really justified in being angry at other FPSs being glossed over because the name of the article says 'Doom' in it.

Criticizing someone for a lack of knowledge should be done in a helpful way IMHO.

On the other hand, maybe I'm reading your response to my response wrong :) 
Completely Random Question 
Does anyone know of a site that presents you with a fake dos console upon entering?
I thought about putting some easter egg in a site like that, where you need to 'hack' your way in. 
Comment 83 
Talk about a bad temper, haha. 
 
Chthon Brightness 
I just noticed a peculiar behavior of the Quake engine regarding the Chthon monster. For some reason its brightness differs depending on the side he's facing - basically normally lit in the direction he starts from, and considerably brighter when he turns around. It's noticable in all engines regardless of overbright support, and in some cases looks pretty bizarre.

Anyone know what's going on there? Is it a "feature" and why? 
Normals 
That's part of the gouraud shading/surface normals. You can also notice it by watching the viewmodel while you spin round in a circle - at different angles it will be brighter or dimmer. The effect is probably most noticeable on a large model. I think that for this kind of directional shading the quake engine renders as if there is one fixed light source, coming from above at a particular bearing. I've never found which bit of the renderer does it though. 
 
i think there's a lookup table the game uses to generate light value based on vertex normal.... anormdots.h or something. 
This Kind Of Stuff Is Perfect For The Wiki 
 
 
czg: cool, it's certainly got the visuals down.

negke: iirc in stock quake light direction always faces north and overall brightness gets modulated by the lightmap texel the player is standing on.

of course some engines decided to do it less hacky. I think FTE even generates a light grid upon runtime.

source: http://www.gdcvault.com/play/1014236/Quake-A-Post-Mortem-and 
@#23132 
Waiting for the UPS truck to come and deliver Oculus Rift today.

Guess it might be interesting to visit some old familiar places with it. 
Oh Dear Fucking Christ. 
 
Can't see the issue really. It's his game and he can stop making it if he wants. 
 
propecia moins cher would be a nice map title.

http://www.twitch.tv/bethesda Carmack Keynote live right now. 
 
The chat window next to teh camrack is hilariously juvenile 
That Was Fun 
thanks for the link. My favourite part was when Carmack said he got pretty far into rewriting Wolfenstein 3d in Haskell. What a bloody nutcase. 
Everytime I Install Windows... 
Why the fuck are my graphic card's fans running so fast and where the fuck is the fan speed control hidden in the options? Win7, latest stable nvidia drivers. 
Recommendations For A Good Server Provider? 
I want something with a shell to host my domain 
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