Tour Of Nvidia's Failure Analysis Lab
#29147 posted by
killpixel on 2017/05/25 08:01:28
https://youtu.be/pRz_CG3DZb4?t=1m10s
this was a year ago, so the guy is talking about an older chip using a 28nm process. current chips are 16/14nm with 10nm just on the horizon. very soon we'll be at 5nm, the outer limit of conventional semiconductors. pretty amazing feat of engineering.
Zer / None.
#29148 posted by
Shambler on 2017/05/25 11:24:17
I generally prefer maps to mods. But the better mods are cool.
Drake And Quake
#29149 posted by
mjb on 2017/05/25 12:07:41
Drake mod because that's about the only other mod I have tried!
#29144
#29150 posted by
brassbite on 2017/05/25 13:28:52
Qonquer-mod!
It was used for Mapjam5
#29151 posted by
Qmaster on 2017/05/26 02:40:03
I kinda liked the character of Madfox's mod...quirky in a very Quakey way. Reminded me of MDK.
But
#29152 posted by
Qmaster on 2017/05/26 02:45:50
Like Shambler, I suppose I prefer single maps.
TCs
#29153 posted by
PRITCHARD on 2017/05/26 05:27:13
Aside from "regular" mods, what Total Conversions have people played that are actually good? I've tried a few but they were just... weird and bad. I get that TCs tend not to be made any more but it seems like a few were produced back in the day.
Anyone Remember 2048 Mod?
#29154 posted by
brassbite on 2017/05/26 07:21:08
I liked it because you could spam d-pad to get a gib fountain. Also 2048 is nice!
Mods?
#29155 posted by
spy on 2017/05/26 16:35:43
i would pick that travail mod, as a best mod evar
Tough To Pick A Favorite Mod But...
I think the most useful mods for me are the MP bots Reaper and Omicron bots. Most of my mapping experience over the years has been with MP. I also think DMSP is awesome for a quick adrenaline rush. I would love to discover more SP mods though (besides the obvious Zer, Quoth and AD)
http://mrelusive.com/oldprojects/obots/obots.html
http://easttown.co.uk/quake/reaper.html
http://strlen.com/maps/dmsp/
Mods & TCs
#29157 posted by
mankrip on 2017/05/28 01:15:37
Quake was the Unity of its time. Despite being great for making mods, it was actually awful making TCs for it. Anything that deviated too much from Quake's design was an unstable pile of hacks due to engine constraints, and anyone that tried to replace all of Quake's content with assets made from scratch ended up making awful crap due to asset format constraints in conjunction with limited and/or buggy tools. Things have improved somewhat, but we still get people making Q1 MDL models with inverted normal vectors, for example.
The kind of people who liked to try to push the limits of the engine's flexibility and create wholly new games using it are on UE4 and Unity now.
The fact that most Quake TCs are crap is a testament to how difficult its engine and tools actually were to work with, and to how talented the id Software team was. With this in mind, it becomes easier to judge Quake TCs by what they really are, and appreciate their upsides.
The X-Men TC, for example, had great looking models for its time, and good textures. Its gameplay was panned, but it's actually one of the most polished TCs out there.
I Can 2nd #29157
#29158 posted by
Qmaster on 2017/05/28 20:20:16
I started creating Citadel on the Quake Engine. Darkplaces specifically. It's limits, even with all the additions and special features of Darkplaces, made recreating System Shock untennable. Specifically crouch, prone, leaning, and any other changes to the player's collision hull size are buggy or unworkable.
Unity is what I switched to.
I still love Quake though.
-Quake Master
RMQ Is Best But You Hate's Killed It
#29159 posted by anonymous user on 2017/05/29 07:22:01
#29160 posted by
Joel B on 2017/05/30 21:01:54
I found out recently that the developer of Papers Please (and upcoming Return of the Obra Dinn) was one of the main dudes who did the Malice TC. I have fond memories of that one being fun, and put together pretty well as Quake TCs go.
Wonder if I should ever retry that or if it would not hold up even as a nostalgia thing.
Cool Fact
#29161 posted by
starbuck on 2017/05/31 12:59:26
related link, a cool point cloud fog/smoke effect he's adding to Obra Dinn
https://forums.tigsource.com/index.php?topic=40832.msg1329818#msg1329818
Is Cuvfefe A Lovecraftian Entity?
#29163 posted by
brassbite on 2017/06/01 13:54:52
Alternate spelling:Cuvfyfy in case Cuvfefe isn't unpronouncable enough.
They're Going To Fight Spiderman
#29165 posted by
mankrip on 2017/06/02 12:40:32
Parker, quick! Get some pictures.
I Wonder...
#29167 posted by
Qmaster on 2017/06/03 00:59:57
You know the BFG or Lightning Gun Syndrome? Where players hoard ammo for their most powerful gun and end up scraping by on weaker weapons and never actually use their most powerful weapon, because they are saving it for that super tough part that...oh and the level is over.
I wonder what would encourage use of the lightning gun more.
#29167
#29169 posted by
mankrip on 2017/06/03 01:16:42
I wonder what would encourage use of the lightning gun more.
If there was any monster that dropped ammo for it in the levels were we use it.
Rockets can be used all the time against ogres because ogres give back the same amount needed to kill them.
Soldiers give 5 shells, despite only needing 2 shells to be killed.
I find myself always using shells and rockets because of this. I save nails for fights against large groups, and the lighting gun for fights against shamblers.
Enforcers only gives 5 cells, which is a ridiculously low amount, and they only appear in levels where we have no access to a lighting gun.
Hmm...
#29170 posted by
Qmaster on 2017/06/03 02:17:12
It seems to be a matter of scarcity then.
If I leave out ogres and grunts, provide more cells, and skimp on nails...ya that might work.