There Are Many Exceptions.
#24238 posted by Drew on 2014/04/08 23:41:38
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
#24240 posted by Drew on 2014/04/08 23:42:17
I'll Accept Adaptation
#24241 posted by SleepwalkR on 2014/04/08 23:48:16
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
#24243 posted by Spiney on 2014/04/09 15:33:34
Is the devil's tits!
#24244 posted by Lunaran on 2014/04/10 04:34:54
Bad Lieutenant
God, this movie made me so happy.
Necronomithong
#24245 posted by RickyT33 on 2014/04/10 14:27:14
Tardigrades
#24246 posted by Not yet registered on 2014/04/11 19:13:13
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
#24247 posted by ijed on 2014/04/11 20:59:13
Tardigrade
#24248 posted by Kinn on 2014/04/11 23:24:18
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.
#24249 posted by Joel B on 2014/04/11 23:58:41
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
#24250 posted by ijed on 2014/04/12 00:00:25
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
#24252 posted by Spiney on 2014/04/12 19:20:12
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
#24253 posted by Not yet registered on 2014/04/13 11:46:28
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
#24254 posted by Not yet registered on 2014/04/13 12:42:31
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
#24255 posted by Preach on 2014/04/13 12:57:03
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...
#24256 posted by Spike on 2014/04/13 14:42:43
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
#24257 posted by Not yet registered on 2014/04/13 16:34:01
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.
Correction
#24258 posted by Not yet registered on 2014/04/13 17:46:42
In my excitement I forgot to mention the suggested command did not work as given. The restart command failed in that context, because "Only the server may restart." I replaced restart with "map test", which is kind of naff, but workable. I'll just have to always name my test maps test.bsp after compilation, but that's something a simple shell script can do for me.
I'm still good. It's enough to have a command that works for this particular purpose.
RickyT? Here�s One For You;)
#24259 posted by anonymous user on 2014/04/13 22:08:19
#24260 posted by anonymous user on 2014/04/16 13:01:24
Matthias Worch On Meaningful Choice In Games
#24261 posted by RT on 2014/04/17 10:20:29
recent Matthias Worch presentation: meaningful choice in games and leveldesign, Doom, Dead Space 2, Biology, Psycology
https://t.co/v9AYjVqg4q
must read if you are into gamedesign
Good Read!
#24262 posted by Spiney on 2014/04/18 16:23:32
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