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@#24455 
....small tits? 
Spirit 
Thanks! 
Oouch 
 
I'm skeptical ... this was from a USB charger plugged into her laptop? Plugged into the wall, maybe, but a laptop? I don't think laptop put out that much juice. 
Speedrun Time 
Hey, the http://gamesdonequick.com/ marathon is currently half way though Quake nightmare 100%, should be going a bit longer... 
Who Here Did Nothing Productive So Far This Summer? 
 
 
it's summer? 
 
/me looks outside 
Nah 
It's winter.

The car windshield was frozen this morning. 
Meanwhile In Japan 
Usb Burns To Ear/chest 
I guess i'm skeptical too, but maybe its possible ??. Charger fails and sends a huge spike through usb/device/in-ear-phones 
(couldn't Resist) 
I'm only huge if you arouse me. 
<- Duff 
^spam 
you think it would be a good idea to put in a "spambot check" where the anonymous user has to solve a captcha by adding numbers correctly? 
Spam 
maybe have a verification question for x number of first posts 
 
The silly bartards certainly are persistent 
Quick Question 
The Quake Info Pool command-line reference has this to say about "-bpp 32":

"ADVANCED OPTION: Sets the pixel depth mode the video adapter should switch into, note setting it to 24 or 32 won't actually increase the visual quality of the game, usually just slow it down, but useful for getting certain GL cards to function with GLQuake."

It's actually been a long time since I ever bothered to use this option. I don't remember (or never knew): what's the symptom of the problem that is solved by this? 
 
the symptom is that glquake defaults to 16bpp on any cards that support it (not sure if this is supported in modern days) and you'll get discolored palette colors in your textures, since glquake also uses the framebuffer bit depth to determing texture bit depth.

Most people may not notice it, but if you are used to 32bpp and you look at 16bpp, you may notice the colors are "off" on familiar textures -- statusbar seems a shade too green, purple sky textures don't seem right, etc. 
Absolutely Noticeable 
you can see 16bpp artifacts VERY clearly on levels with fog, because fog creates smooth gradients, which render much more cleanly the more bits per pixel you have. 
 
Got it, thanks. I was a little puzzled because that QIP text made it sound like there was some bug above and beyond actually setting the texture depth.

BTW is this an issue only for original GLQuake, or do Fitzquake DP etc. have similar behaviors? 
 
many glquake variants have the same behavior in 16bpp mode. fitzquake included. 
4 posts not shown on this page because they were spam
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