#24461 posted by
JneeraZ on 2014/06/27 14:12:43
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
#24463 posted by
Preach on 2014/06/27 20:10:57
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?
#24464 posted by
Breezeep_ on 2014/06/27 21:16:20
Nah
#24467 posted by
ijed on 2014/06/27 22:04:07
It's winter.
The car windshield was frozen this morning.
Usb Burns To Ear/chest
#24469 posted by Steve on 2014/06/27 22:19:08
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)
#24470 posted by Spike on 2014/06/28 05:23:51
I'm only huge if you arouse me.
^spam
#24474 posted by
Breezeep_ on 2014/06/28 14:39:22
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
#24475 posted by
Spiney on 2014/06/28 21:39:13
maybe have a verification question for x number of first posts
#24476 posted by
stevenaaus on 2014/06/29 03:25:13
The silly bartards certainly are persistent
Quick Question
#24478 posted by
Joel B on 2014/06/30 19:02:14
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?
#24479 posted by
metlslime on 2014/06/30 20:55:36
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
#24480 posted by
than on 2014/07/01 01:21:05
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.
#24481 posted by
Joel B on 2014/07/01 01:45:13
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?
#24482 posted by
metlslime on 2014/07/01 03:06:15
many glquake variants have the same behavior in 16bpp mode. fitzquake included.