News | Forum | People | FAQ | Links | Search | Register | Log in
General Abuse
Talk about anything in here. If you've got something newsworthy, please submit it as news. If it seems borderline, submit it anyway and a mod will either approve it or move the post back to this thread.

News submissions: https://celephais.net/board/submit_news.php
First | Previous | Next | Last
*ahem* *adjusts Monocle* 
Version strings aren't floating-point number though. They are a series of numbers separated by dots... x.y.z, where x is major version, y is minor, z is "patch" (or something similar). It's fine and good for example for 1.9 to be followed by 1.10, if that's a minor version increase and not a major release.

/end software developer pedantry 
I Agree With Johnny Actually 
I did research it here based on how Tb2 is released: https://semver.org/ Although I doubt this will get that many patches but who knows?

Since I am a total newb feel free to share other organizational tips. I am all ears! Thanks guys. 
 
Nope, 0.1 is not larger than 0.1

Significant digits trump your pedantry.

I do like the versioning method as a solid method. I prefer 1.0.00 myself since minor patches tend to be more common on stable longterm projects. And for that matter, 1.00 for anything rather "trivial". 
 
version numbers don't have to make mathematical sense, but if they don't then they won't sort correctly. sorting correctly is a handy property that's worth willing to pay a couple of extra chars for.
that said, if you don't want to switch to double-digits then you could switch to letters instead of numbers in order to retain sort orders - version numbers don't even have to be numbers! 
 
version numbers don't have to make mathematical sense
Maybe not from a programmer's perspective, but for the everyday joe it's confusing if they don't (e.g. 1.0.10 can be interpreted as 1.0.1.0, which would logically be viewed as earlier than 1.0.9). 
 
Personally I think a typical (especially a mathematically less inclined) person would consider 1.0.10 a higher version than 1.0.9.

You guys have probably seen plenty of game patches in your day, with patches like 1.09 followed by 1.10, 1.11 and so on. 
 
That doesn't make mathematical sense

Have you ever seen a number written as 1.0.9? 
Touche 
 
 
you can include build number at the end too:
1.0.9.127, 1.0.10.128, 1.1.0.129 etc.
or
1.0.9(127), 1.0.10(128), 1.1.0(129)

(I'm joking, don't do this) 
Twitch.tv's Tag System Is Missing A Few 
As best I can tell, the new tag system used at Twitch.tv to help discovery does not contain a tag suitable for level design streams. This is clearly an oversight, and you can give them feedback and suggest they add more tags.

The announcement is at https://blog.twitch.tv/introducing-tags-and-new-categories-33744ef7b04f

The feedback form is at https://docs.google.com/forms/d/e/1FAIpQLSd2ZNywaDrcRToquXhXr43krj0zLzyBE6pueNzME4iDY1bWLQ/viewform

The current list of tags is at https://www.dropbox.com/s/2mswa08a1wworo5/New%20Tags%20%28Public%29.xlsx?dl=0

The most relevant tags I can find with a quick scan are just the generic Game Development and Modded for playing a game "that has been modified to change visuals, add additional items or maps, etc." Neither of them are really about creating mods or specifically level design.

Consider putting in your two cents and suggesting additional tags via the form. I think Modding for general modding activities and Level Design for mapping and related activities would be good suggestions, and if you can think of others, great. 
 
Will do.. thanks for putting. Would never have know about this. 
Lava 
What's the deal with transparent lava in maps... and shouldn't it hurt less? 
Maybe It Is A Time To Say To Fuck U 
to Q dlc 
My Next Map Is Gonna Titled 
otr sucks teh shambler dick while he sucks the skackys frenches dickss 
The Upcummimg Pack 
http://quaketastic.com/files/single_player/maps/3.jpg

dedicated to shittler and his minions 
And This Is Exactly Why We Encourage Registered Users... 
...because any future posts by Spy, even sober ones, can be put in context given that insightful contribution. 
Darkplaces And Glsl Shaders 
Hello, I would like to use some vertex shaders and some post-process effects in my mod on darkplaces engine. From where should I start? I don’t have any knowledges or experience working in glsl, I just want to find some shaders from the internet or just from other games and adapt them for darkplaces. What should I know to do that? Should it be really hard? Should I learn OpenGL from the basics or should I just learn specifics of shader language in darkplaces to make those shaders work in game engine? Is there any documentation or web source where I can find full information about darkplaces shader language specifics and extensions that are used in the engine? P.S I found not much information on official dp website and if you have the documentation please share it 
 
Thanks for banning spy from tf. 
 
Playing Portal 2 custom levels and im shocked to see none from negke.

Get to it chump. 
Spy Isn't Banned... 
...or at least not by me. God knows what he's on about. 
Rofl 
 
4 posts not shown on this page because they were spam
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.