#30594 posted by
Qmaster on 2018/09/26 04:03:37
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".
#30595 posted by Spike on 2018/09/26 04:46:12
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!
#30596 posted by
Mugwump on 2018/09/26 07:25:37
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).
#30597 posted by
Esrael on 2018/09/26 09:18:16
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?
#30602 posted by
khreathor on 2018/09/26 19:38:30
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
#30603 posted by
primal on 2018/09/27 12:15:49
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
#30606 posted by
negke on 2018/10/02 11:56:46
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
#30607 posted by
spy on 2018/10/02 15:44:27
to Q dlc
My Next Map Is Gonna Titled
#30608 posted by
spy on 2018/10/02 18:12:02
otr sucks teh shambler dick while he sucks the skackys frenches dickss
The Upcummimg Pack
#30609 posted by
spy on 2018/10/02 19:00:42
And This Is Exactly Why We Encourage Registered Users...
#30610 posted by
Shambler on 2018/10/02 21:28:08
...because any future posts by Spy, even sober ones, can be put in context given that insightful contribution.
Darkplaces And Glsl Shaders
#30611 posted by Reyond on 2018/10/03 00:20:03
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.
#30613 posted by
muk on 2018/10/03 06:19:16
Playing Portal 2 custom levels and im shocked to see none from negke.
Get to it chump.
Spy Isn't Banned...
#30614 posted by
Shambler on 2018/10/03 09:29:56
...or at least not by me. God knows what he's on about.
@_reyond
#30617 posted by
madfox on 2018/10/03 18:13:18
Inside3D has a broader input for Darkplaces, sad it is gone aside.
Still offers a lot of info.
If you look further in the archive you'll find more info.
InsideQc
Or..,
#30618 posted by
madfox on 2018/10/03 18:18:30
place the question in mapping help.