Interesting Audio Tech
#24718 posted by
than on 2014/08/31 12:22:17
#24719 posted by
Lunaran on 2014/08/31 14:06:04
You'd probably need to start with sound effects at a higher rate than 11025hz.
While it would be mostly an undesirable change in quake deathmatch (sound propagation rules are important), I could see that being a lot of fun in a multiplayer mode designed for it. Something sneaky.
#24720 posted by
Lunaran on 2014/08/31 14:06:32
a multiplayer mode where everyone is wearing tap shoes
#24721 posted by
necros on 2014/08/31 20:27:54
than: that's awesome. it always bothers me that sound is given so little thought these days. at least doom3 had sound propagating through portals which was a little better, but doppler was removed when it *was* in q3.
#24722 posted by
ptoing on 2014/08/31 23:14:54
Just finished Adamantine Cruelty on Normal. Only found 2 secrets, but I found the Control Center. Vondur, I tip my hat to you. Great level.
Yep
#24723 posted by
Spiney on 2014/09/01 00:04:03
but doppler was removed when it *was* in q3.
Q3's doppler sounds pretty hacky though.
I agree sound doesn't get enough loving!
#24724 posted by
necros on 2014/09/01 00:26:50
Q3's doppler sounds pretty hacky though.
Maybe, but I still found it added a lot when you had a rocket scream past your head.
Ptoing
#24725 posted by
Vondur on 2014/09/01 08:31:10
glad you liked the map, and my secrets are too harsh. i had no proper skills to make them more accessible.
Cool Doom Screenshot
#24728 posted by
Preach on 2014/09/02 20:46:03
It's a pretty large animated gif but it's neat
http://i.imgur.com/f3NwMiS.gif
#24729 posted by
JneeraZ on 2014/09/02 20:59:27
Neat! Is this the renderer in slow motion?
Yeah...
#24730 posted by
metlslime on 2014/09/02 21:07:50
i actually learned stuff just by watching that gif! I already knew that walls were drawn with vertical scan lines (like wolf3d) but didn't remember about how the floors and ceilings were rendered. It's also interesting that some polygons are rendered top to bottom, others bottom-to-top.
Are You Alive?
#24731 posted by Rapidgame7 on 2014/09/03 09:17:28
Title.
Are you?
I Haven't Seen THIS Before
#24732 posted by
RickyT33 on 2014/09/03 14:41:08
Me Either
#24733 posted by
Lunaran on 2014/09/03 17:17:04
downloaded, trying to get it to run
It's Amazing
#24734 posted by
RickyT33 on 2014/09/03 17:23:29
What you can find on reddit.com
#24735 posted by
Lunaran on 2014/09/03 17:39:49
I get the "couldn't load gfx.wad" error usually reserved for running in the wrong folder, or when I leave pak0 open in PakExplorer.
welp
#24736 posted by
Spirit on 2014/09/03 17:52:25
You haven't lived if you haven't played Quake with Engoo's low res mode and lots of Gore enabled.
#24737 posted by
Lunaran on 2014/09/03 23:00:43
well, then I haven't because I still can't get it to run
:(
#24739 posted by
lei-lei on 2014/09/04 09:15:50
It doesn't run a lot of the cool maps made here unfortunately, even with engqsb.exe.
I never did find the time to debug crashes and merge some fitz/bengt changes for the limit pushing maps. a shame too, i'd love to see honey and the recent jams in it
#24740 posted by
Lunaran on 2014/09/04 21:35:50
think I see why I couldn't get it to run
... something renamed my /id1/ folder to /engoo_win/
not cool bro
Unusual
#24741 posted by
lei-lei on 2014/09/04 21:56:21
That something wasn't the engine for sure.
'engoo_win' doesn't exist in the source, the closest thing is 'engwin.exe' which is just in the MSVC6 build files.