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.
Oi, Fog
#24483 posted by
Lunaran on 2014/07/01 04:02:14
I wish the fog banding in quake weren't so bad, the only fog colors that look good to me are very dark and very subtle but that's asking for green and orange stripes :(
can we have -64bpp please? just, you know, add more bits.
Fog
#24484 posted by
than on 2014/07/01 17:01:15
or add dithering. I wonder if that's tricky to implement.
Dithering
#24485 posted by
lei-lei on 2014/07/02 03:27:00
DX10-generation video cards (Geforce8800/Radeon HD2400) removed all dithering for 16-bit color, so it would have to be reimplemented via post-process shader, which is possible, and I have also done it in GLSL before.
It helps to know the time context when that bit on the QIP page quote was written when cards had dithering and Maddes was using a Voodoo-based card which doesn't support 24/32bit color anyway, hence the whole misleading "no difference" thing. Further to the fact that Voodoo cards dithered and THEN filtered their image to mask the dithering leading to their infamously blurry appearance.
and GLQuake defaults to 16-bit color since that's all 3dfx could initialize on. Gotta leave out the hassle of setting -bpp 16 for those mainstream performance-desperate 3dfx users.
EntEd
#24486 posted by
Shambler on 2014/07/02 10:13:11
EntEd [EDIT]
Posted by Jonan [121.72.119.122] on 2014/07/02 08:14:13
Hey all.
Had to reinstall a lot of programs recently, and I've lost my EntEd reg key. Any one know where I can get one?
Cheers.