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Tronyn 
actually i had problems:
some of the texes went 90 degs rotated for some alien reason, so i had to fix that. 
New Quake Mod 
I decided to re-release my Quake mod which used to be hosted at the now defunct mdqnet.net. It's at http://groups.yahoo.com/superduperquake. Unfortunately you'll need a Yahoo ID to download it, but those are free anyway. Screenshots available also. 
Note: 
Post moved from news submissions. Mod releases aren't news on func_msgboard unless they're of significant interest to mappers. 
Gib 
WC 3.3 is better in a few major respects, but nothing ground shattering. Mostly it makes texture work a lot faster. It can automatically scale textures to fit faces or align to the sides of face. Also when texture lock is engaged it also locks them on rotations. Those are the major changes, and the camera movement keys are a little different. Besides that it isn't radically different. It is free, but you have to use Qonverge in order to create maps it in and have them ported to Quake instead of HL. I messed around with it, and the first versions of XL1DM7 were built with it. But I eventually got tired of always having to run the extra steps to get the map compatible for Quake. If you do a map that has a lot of similar architexture it would be good since you could just copy and paste and not think twice about texture alignment. Otherwise, I wouldn't really use it. Cept of course if your doing a CS/DOD/NS/HL map, then its a given. Oh ya, and it's free too. 
What Are 
the commands for loading extra memory in glquake and winquake?

in dosquake, it's -winmem X (16, 32, etc) 
Btw Gib 
Uh yeah it's a lot better, and it's also free. Follow the qonverge link to find a download for it. Texture alignment and camera movement are both infinitely better, as is 3d video support. It's a whole new editor from 1.6a, which I can hardly even use anymore.

Vondur: that's messed up. heh.
Anyway, turns out I hadn't downloaded the patch for dubsp, which can use 3.3's texture alignment! sweet! 
in winquake, it's still -winmem X
for glquake (or any modified ones based on it) it's -heapsize, and in kb, not mb, so -winmem 16 would be -heapsize 16000 
Http:// Groups.yahoo.com / Superduperquake 
doesn't work? 
And... 
...thank god for that :P. 
3 Years Of Free WebHosting? 
Too good to be true? Cheggit: http://order.1and1.com

this isn't shabby crap either... 500mb space, 50 emails, 50 subdomains, php/mysql. But the offer expires on January 21, my wifes birthday.

altho i don't think the 2 are related. i dunno. maybe. 
Necros 
Actually, 16mb = 16384kb. 
Monsto -- Yes There Seems To Be A Catch 
In the 'What happens after it ends?' section of the Q&A, it says "nothing! You switch to one of our priced plans from 5$ a month to xxx$ a month!'

Sounds to me like your locked into the company once you sign up. There's no "ok my 3 free years are up, kthx guys" 
The Catch 
But you can cancel at any time. So you have to remember to tell them to cancel on the last day. It's like those ads you see on tv where they sell you some shitty cd anthology for cheap and then keep sending you more for an arm and a leg. 
How's... 
...the fact that you have to be from either USA or Canada for a nice catch?

Meh 
Well 
can't you just put a fake address in? 
RPG, 
it doesn't really matter what number you put in. you can give a heapsize of 69690 and quake doesn't seem to care, so i just said 16000 because i'm too lazy to bother figuring what the exact amount of bytes there were. 
Err 
I thought everyone knew how many kilobytes there are in 16 megabytes? 
Nastrond Is PQ LotW 
PQ LotW is updated, BTW. FYI, Here's the URL:
http://www.planetquake.com/quake1/features/lotw/sp-04-01-12.shtml 
Apparently Not. 
to be honest, i still don't know why there aren't multiples of ten of bytes in kb, and kb in mb, etc...
why? 
Necros: 
same reason textures aren't in multiples of ten... well, not exactly the SAME, but bits and bytes are based in binary.

Why binary? Well! remember that computers are mystical entities made of pure electrcity! and the only (well, most efficient) way to represent numbers with electricity is by using combinations of ON and OFF states... represented in binary as 1 and 0 respectively. when you have a single 1 or 0, it's called a 'bit'... a combination of 2 is a 'crumb'... 4 is a 'nibble' and the holy combination of 8 1's and 0's is the almighty 'byte'!

Let's look at some examples....

0000 0000 = 0 (0)
0000 0001 = 1 (2^1)
0000 0010 = 2 (2)
0000 0100 = 4 (2^2)
0000 1000 = 8 (2^3)
0001 0000 = 16 (2^4)
0010 0000 = 32 (2^5)
0100 0000 = 64 (2^6)
1000 0000 = 128 (2^7)
1111 1111 = 255 (2^8)-1

You've seen these numbers before, right? Maybe you can see how they're combined to create other numbers too, like 0000 1100 is 12... it's just a differant system of numbers representing the same values... instead of 1's and 10's and 100's you're using 1's and 2's and 4's etc.

Kilobytes and such are based around these same rules... 'Kilobyte' meaning '1024 bytes'... the Kilo- comes from it being NEAR 1,000 like standard metric... but not quite. I hear there's a recent movement to change the naming convention to Kilibytes and Mebibytes which is much more logical, but may not ever catch on.

So there's your crash course in binary... there are more resources on the net if you're really interested. 
Er, Fuck 
There's a fucked power there... '2^1' is '2' and '2^0' is '1'. Sorry. 
Awesome! 
i never really expected to learn anything from that question! thx dude!

and personally, although it is an erroneous prefix, i prefer mega over mebi and kilo over kili, but it did fool me before. :) 
Binary 
Is simply a base 2 number system.

0000 = 0
0001 = 1
0010 = 2
0011 = 3
0100 = 4
0101 = 5
0110 = 6

...and so on. 
Scampie 
And then there are endian issues and sign issues such as: sign bit / one's complement / two's complement. 
Stop 
geeking up my internet experience. 
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