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Telling Me To GTFO 
And "get rekt" 
SleepwalkR 
0.5% Stalk game dev friends and 0.5% to post about my cat. 
 
All Of These Just Show 
how bad an actor Cage is in most of his movies. There are some exceptions when he's great though (Lord of War, Vegas, Weather Man). 
There Are Many Exceptions. 
Adaptation, Matchstick Men, Wild at Heart, Raising Arizona ...the last 2 arguably border the camp line that Cage practically inhabits.... for that matter those are some of the best. Like Kiss of the vampire, and Bad Lieutenant? They're amazing! 
There Are Many Exceptions. 
Adaptation, Matchstick Men, Wild at Heart, Raising Arizona ...the last 2 arguably border the camp line that Cage practically inhabits.... for that matter those are some of the best. Like Kiss of the vampire, and Bad Lieutenant? They're amazing! 
No-one Disses Cage 
So take it back!! 
Fuck 
Might as well make the most of it:

http://www.youtube.com/watch?v=KOpsbAUEe90 
I'll Accept Adaptation 
Matchstick Men is a good movie, but his performance is not outstanding IMO. I can't remember Wild at Heart and haven't seen Raising Arizona. Also I'm not saying that all movies he's in are bad. Just his acting. 
I Disagree! 
He should have clearly been awarded an oscar for his incredible performance in Vampire's Kiss. 
Cage 
Is the devil's tits! 
 
Bad Lieutenant

God, this movie made me so happy. 
Necronomithong 
Tardigrades 
Another entry into the file of things of real live creatures that almost look like Quake monsters. Tardigrades. It's the face or mouth or whatever thing that really makes it for me.

http://tvblogs.nationalgeographic.com/2014/03/19/5-reasons-why-the-tardigrade-is-natures-toughest-animal/ 
Awesome Little Critter 
 
Tardigrade 
For a wierd invertebrate, so far removed from anything else on the evolutionary tree, I'm tickled at how mammalian its cute little legs and hands look, and its whole way of moving really - if you ignore the minor detail of it having six legs. 
 
Or even eight!

Although I think some of that cuteness is inherited from it having the name "water bear"... if it was a "slime creeper" it might seem less cuddly. 
Form Follows Function 
And the name follows both.

A proper size one punching through fragile humans with its extending mouth would be cool. As long as you had a shotgun / chainsaw combo. 
Dat Feel 
In The Shadows 
Had a moment of nostalgia.

This never got released.
Still pretty impressive for 1995 tech,
directional stencil shadows and smooth animation,
kind of looks mocapped.

http://youtu.be/GDYRahM_GQM

Here's the file, I haven't gotten it to run inside Dosbox.
Screen stays black for me. Bummer.

http://www.filewatcher.com/m/ITSDEMO.ZIP.3446059-0.html 
Iterative Map Development Hitch 
Can I force Darkplaces to reload a bsp file with a single console command?

I want sometimes to try out and playtest several ideas in rapid succession, and it is possible to do so with a small map that I keep tweaking, recompiling and replaying many times. It would be convenient if I could just reload it to Darkplaces with a single console command or even something bound to a key, but I can't figure out how to do it.

If I try to reload a map I have open, it apparently uses a cached copy. I have to explicitly load another map and then reload the map I want to see the new bsp file in action. Oddly, putting these two map commands on the same line in the console separated by a semicolon didn't work either.

The problem with not having a single command to reload the new bsp is that after editing and compiling it, I might simply forget to do it properly. And I really don't want to bother with closing the whole DP engine and restarting it every time I change a test map. Is it possible to get it to reload a bsp with a one-liner?

My exact process is this. I edit the map, then compile it in the working directory where I keep the map and wad files. I copy the resulting bsp to the maps directory where DP loads maps from. I then want to reload it in the DP engine that I keep open.

This is more of an annoyance than a serious hitch in my map dev process. It does annoy me enough to ask, though. 
Further Oddities 
I found a way to get the effect I want, kinda, except not really. I discovered that changing between fullscreen and windows mode forces DP to reload the bsp file. I even get to continue from the situation I was in the old file.

Now, this is probably a bad thing to do if I change the actual geometry of the level while playing in it. I only tried changing some wall textures between the two bsp files, but I kinda expect changing more than that will only lead to crashes or corrupting the game state.

To be clear, this is what I did. Started a game on my simple test map. I looked at a wall that had texture rock-something. I changed it to cop1_1 and recompiled the file and replaced the bsp in the maps directory. I toggled the DP from windowed mode to fullscreen, and that wall texture changed to cop1_1 right in front of me. (I wonder what would have happened if I added a brush at my location. Ended up inside it and stuck I guess.)

And toggling between fullscreen and windowed mode is still not one simple quick operation I wanted. Darn.

Do other engines behave differently? Should I try another engine for testing my maps?

Heh, I guess I should get back to working on the map. I'm still in learning stages actually :) 
Darkplaces Exceptionality 
I believe that darkplaces is odd-one-out here, and that most engines will reload the map from disk if you use the "restart" command in console.

I've not tried checking this for darkplaces, but there's a useful command in normal engines called "flush" which forces the engine to reload all the other models off the disk. This can be useful if you're working on a new model/skin instead of a map. Perhaps darplaces has adapted the flush command to affect the world instead/as well, or has a command with a similar name... 
 
some map loads can be expensive. not reloading everything can reduce load times when you die.
I doubt dp supports the flush command. even if it does, that command never traditionally supported the bsp, just mdl and wavs.
try:
bind p "disconnect; vid_restart; restart"
binding something to vid_restart on its own will probably also work, but be careful about entity changes as they will generally not happen.
if it still takes a while, disable all the bumpmapping stuff so that it doesn't have to be reloaded too. 
Thanks 
Spike's suggestion works well for me. The load times are pretty much negligible with the size and style of maps I am using to test things out, so I'm good.

Thank you for the help. 
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