#29982 posted by
Spud on 2018/02/10 16:42:03
Hardcode it into the engine that the player gibs if he tries tweaking any aspect of the visuals that go against the designer's intent.
I've heard stories of various Doom mods (wads?) that will kill the player or intentionally crash if they detect other mods being loaded at the same time, but having essentially zero experience with Doom modding I'm not sure how widespread/true they are. At least that's not a thing here, although a mod that does give a rude message when played in Darkplaces sounds like some cheeky fun.
Is it bad I have a keybind for noclip, notarget, godmode, fullbright on, and fullbright off? Mappers kit i guess
Nah, it's not bad until you have three copies of your \id1 folder named slightly different with identical contents other than the \maps folder so you can have one game for pure vanilla, one game to play downloaded maps, and one game to compile your own maps into.
Oh...then...it's Bad. Really, Bad Since I Have A 4th For My Own Mod.
#29985 posted by
Qmaster on 2018/02/12 22:15:19
Hue Test
#29987 posted by
mankrip on 2018/02/13 23:36:49
How good are you at perceiving different colors?
Take the test. My score was 21.
#29988 posted by
muk on 2018/02/14 00:02:53
I got a 4. :D
(lower is better)
First Attempt: Got "0"
#29989 posted by
Kinn on 2018/02/14 00:12:15
Online ColorIQ Challenge Results
You have perfect color vision!
Aww yeah!
I have a rare form of Palinopsia, which basically means my vision looks like I'm tripping balls 24/7. One of the neat side effects is that I have superhuman colour perception. One of the not-so-neat side effects is that I cannot read white text on black without my entire field of view turning to snow/static, driving at night is scary as fuck, and if I look at a person's face for too long, it starts wobbling around in a disturbing way.
Zero As Well
#29990 posted by
PuLSaR on 2018/02/14 00:30:22
I was really not expecting such a result
#29991 posted by
mankrip on 2018/02/14 01:05:02
if I look at a person's face for too long, it starts wobbling around in a disturbing way
Exporting them to MD3 should fix that.
4
#29992 posted by
Blitz on 2018/02/14 06:41:26
Better than I expected considering my dismal art skills
also got a 4... damn blue greens...
#29995 posted by
PRITCHARD on 2018/02/15 05:47:24
I scored 23. Does this mean my career as a colorist is over, or does it mean that I was too cheap when buying this monitor, and probably should calibrate it better in any case?
I think the only real answer is that I'll never have a career as a colorist while using this monitor, at least.
So, You Think You Are Good At Quake?
Keyboard Only
#29997 posted by
Qmaster on 2018/02/16 16:31:31
Ah, the good ol days. Reminds me of when I first played when I was 5. Every now and again I'll dust off my arrow keys.
#29998 posted by
muk on 2018/02/17 15:30:56
i used to play quake. then i took an arrow key to the knee.
Dear Next Poster...
#29999 posted by
brassbite on 2018/02/17 19:54:43
Make this golden 30k post a divine moment...
About as useful and informative as the average killpixel post.
@damage_inc, Kinn From TB Tutorial Thread
#30006 posted by
sevin on 2018/02/20 00:12:21
I was blown away by AD when I first saw the screenshots of it a couple years ago. Considering it now, I think it may be that Quake's world and engine are manipulating how I process the geometry. In Quake, there are no props outside monsters and packs of health or ammo. There are no displacements. The detail of maps is comprised almost entirely of brushwork. Simon and his compatriots in the AD mod just seem to be able to create these amazing curved, arched, rotated, spiraling structures that I can't even conceptualize in Hammer. Like Kinn said, I guess it would probably be possible, but you'd have to be going completely ham with the clipping tool to do it.
Judging by Simon's readmes over the years, he's been using SDRadiant 1.3.8 for over a decade, an editor I can't even find on Google. I just feel like Radiant (and maybe TB) must possess some more intuitive and speedy ways of shaping the complex geometry that they create.