#23676 posted by
- on 2013/11/22 10:22:48
hey shambler, fuck you
unrelated to your post, just wanted to say fuck you.

There Are Few Things In Life More Certain
#23678 posted by
Kinn on 2013/11/22 12:10:41
than the NSFW-ity of a smabler link. I can't believe you chaps didn't see that one coming.

Cephalotripsy-Uterovaginal Insertion Of Extirpated Anomalies
#23680 posted by
spy on 2013/11/22 17:07:56

Shambler
#23682 posted by
spy on 2013/11/22 18:43:10

SPY
#23683 posted by
Shambler on 2013/11/22 20:16:33
Got one of their albums, and two from these guys:
http://www.youtube.com/watch?v=3O-Jt2uJUbY

Clicked Image Link
#23684 posted by
kaffikopp on 2013/11/22 23:43:31
Expected goatse. Disappointed.

Can Never Resist My Curiosity
#23685 posted by
Spiney on 2013/11/23 01:00:46
FML.

Oh
#23686 posted by
- on 2013/11/23 01:27:53

Yep...
#23687 posted by
Spiney on 2013/11/23 12:06:23
Who's gonna be CTO now?
JP?
#23688 posted by
starbuck on 2013/11/23 18:14:32
I'm glad Carmack has left id. I'm not glad because he's lost a step and gaming has moved on without him. I'm glad he's left because he should be focussing on his passions, which are invariably these weird, geeky futuristic dreams that have just a tiny chance of becoming reality one day.
There was a time where he fantasised of virtual worlds, of people exploring 3d space together, no matter that they weren't in the same room, or even the same country. Then he gave people the power to create these worlds themselves.
I don't think Oculus is far removed from his earliest ideas of Wolfenstein, Doom, Quake. It used to be that each game generation brought massive improvements in graphics and immersion, but that just hasn't been the case in recent years. We've hit a plateau.
Now there's this headset that you wear, and when everything is working correctly, you'll feel like you're inside the game. It's going to open up opportunities for developers and players that we can't even imagine yet. Honestly, I'm really happy to see Carmack move on - because when he's passionate about what he's doing, amazing things happen.

Fullbright Texture Cvar?
Is there a cvar to turn off fullbrights, some levels have textures which are ruined by fullbrights.

Gl_fullbrights 0
#23690 posted by mfx on 2013/11/23 22:55:11

Cheers Man
also, added to the wiki page...
#23692 posted by
Spirit on 2013/11/23 23:26:18
It is not a standard cvar (considering that glquake did not even have any fullbrights).

Sure
But who runs standard quake anyway? It'd be a shame to exclude information on the basis that it wasn't in the standard version of the game.

Erc
#23694 posted by
Spirit on 2013/11/24 22:20:24
Is your mail address (as in the profile) still current? Please reply if, or just mail me if not.

Tutorial Gfx/site
#23695 posted by Cage on 2013/11/25 01:05:57
Hey guys, I've recently started a site mostly about game gfx, especially old games - from the creative angle. Since Quake is another community where some of the modders still stick to the old-school visual style despite all the modern features like normal mapped texture and per-pixel lighting, you might be interested:
http://ccorner.duke4.net/ - tutorials, inspiration etc. Hope you don't mind this announcement here, if so, please feel free to remove it.
#23696 posted by
Spirit on 2013/11/25 08:34:49
very nice idea but I am not sure how useful it is to make the tutorials so specific to software that costs more than 1000$. Surely there are free alternatives, especially for "pixel art", that might even work better?
I'd also ditch any plans of a schedule. Those things are evil bitches that never work out!
#23697 posted by Cage on 2013/11/25 09:32:55
I was thinking about it myself too, it's just I wanted to have some actual tutorials instead of just giving a "general idea" how to do something. Thing is that I use Adobe software - at first, because I've had to - I don't think anyone is going to employ you if you list experience in free software only, in your cv. ;) Over the time I've grown to like the interface and now, I just need the features they have.
I'll be "researching" free software over time, and writing/revising. You have a very good point, since I'm sure that most people interested in my material would be modders or indie devs.
And schedules are indeedevil, thanks for the input!

Don't Worry Cage
#23698 posted by
Preach on 2013/11/25 11:35:23
The gradient map tutorial works just fine in GIMP - the function even has the same name. So the tutorials are very adaptable, and watch this space for an example for Quake!
#23699 posted by
Spiney on 2013/11/25 13:19:15
I think you should just keep doing the tutorials, maybe some Gimp genius or similar can 'translate' them.

Don't It Make My Green Eyes Grey
#23700 posted by
Preach on 2013/11/28 00:39:17
Tome of Preach officially turns 1 with a post where I try out Gradient Map texture conversion on one of Sock's old textures.
http://tomeofpreach.wordpress.com/2013/11/27/gradient-map-conversions-1/
There will be a second post where we improve this conversion, part I is for technique, part II for style.