Not Quite
#3239 posted by inertia on 2006/09/13 13:10:01
correct, althoug the article does warrant reading.
In all three cases, resources are diverted from the productive economy of wealth creation to the destructive economy of war-fighting.
The key phrase there is destructive economy. Many people profit off of such things...
Redistribution Is Not Production
#3240 posted by HeadThump on 2006/09/13 13:31:52
In this case, the people who profit benefit soley through a redistribution of resources done through taxation, debt or inflation, not through the additive value to the overall economy.
In this case, 'the many people' (who profit) can never actually be the majority of the people because of the parasitical nature of the transfer (ie. public finance).
I Don't Think The Profiteers In Question Care Much About That
#3241 posted by BlackDog on 2006/09/13 13:55:08
Hmph.
HT
#3242 posted by inertia on 2006/09/13 15:16:28
I can't say I'm informed enough to give an authoritative opinion, but if you are correct, that is very interesting! We should talk more about these things (I'm an Economics major at college).
Sure, Feel Free To E-mail Me
#3243 posted by HeadThump on 2006/09/13 15:42:25
if I keep up the discussion here, I'm afraid I'll have to start posting screenshots!
Once Again ...
#3244 posted by Lunaran on 2006/09/13 16:55:42
inertia transmutes an unrelated conversation into a debate about US foreign policy.
i wonder if this is why the shadows are upside down when you use ambient lighting in d3?
the ambient lighting in doom3 ignores the normal map entirely. if ambient lit textures look upside down in doom3 to you, you're on crack. :)
in quake4, ambient light volumes do something similar to what JPL did, except they handle the normal map right. however, if you rotate or flip a texture, the effect rotates/flips with it. it was really, really fun to try and eliminate all the junctions of rotated/flipped textures in the MP maps (which all have ambients except ctf7).
No
#3245 posted by necros on 2006/09/13 22:52:40
there really are shadows on ambient lit textures... or i'm nuts. anyway, if there weren't shadows, then they would look like utter ass since most of the diffuse maps look like ass alone.
Rofl
#3246 posted by inertia on 2006/09/14 09:11:02
nice one lun ;)
Ambient Lights In D3 Don't Ignore The Normalmap
#3247 posted by BlackDog on 2006/09/14 19:06:48
wtf lun, are you on crack yourself? :)
I couldn't tell you what the exact difference between d3 and q4 ambient lighting is, but they both certainly do some kind of ambient-but-directional bumpmapping thing. And both look rubbish.
What's Up With That Jed Map?
#3248 posted by Drew on 2006/09/14 22:44:27
Still in testing?
Metl
#3249 posted by inertia on 2006/09/15 07:24:44
Thanks for sending me the rubicon2 textures, I won't share them though like you asked.
Metl
#3250 posted by inertia on 2006/09/15 07:47:51
Thanks for sending me the rubicon2 textures, I won't share them though like you asked.
Inert
#3251 posted by czg on 2006/09/15 08:04:13
Thanks for sending me photos of your little sister, I won't share them though like you asked.
(And why would I need to since they're all over the web anyway.)
BlackDog
#3252 posted by Lunaran on 2006/09/15 09:53:23
Uh, no. Rick Johnson put that in for Q4 AFAIK. That limitation was the main reason nobody used them in d3.
Diffuse maps in d3 AND q4 both have some fuzzy shading baked in just to make the features pop, but they still don't work on their own without the contours shaded by the normal map.
D3 was done being patched by the time q4 came out, right? I don't think id would have folded our ambient shader back into doom3.
Doom3/base/glprogs/ambientLight.vfp Says Otherwise
#3253 posted by BlackDog on 2006/09/15 11:22:34
# load the local space surface normal
TEX localNormal, fragment.texcoord[0], texture[1], 2D;
MOV localNormal.x, localNormal.a; # rxgb normal map compression
MAD localNormal, localNormal, scaleTwo, subOne;
# transform into ambient map space
DP3 R0.x, localNormal, fragment.texcoord[4];
DP3 R0.y, localNormal, fragment.texcoord[5];
DP3 R0.z, localNormal, fragment.texcoord[6];
What exactly does that do if not pick an ambient colour based on the normalmap?
Open doomedit, pop in an ambient light and it becomes blatantly obvious that the normalmap is being used for diffuse shading. In fact, I can't see any difference at all between the ambient lights in d3 and q4, which is not suprising since quake4/baseq4/glprogs/ambientLight.vfp is identical to the one in Doom.
Whatever you guys changed, that was not it.
Fucking Ellipse Bullshit God Dammit Metl
#3254 posted by BlackDog on 2006/09/15 11:24:21
Hmmm,
#3255 posted by HeadThump on 2006/09/16 00:46:43
anyone who has played Necros' nightmare dreamscapes should realize he has spent a great deal of time in a time bending opium den quaffing down laudanum with Cooleridge, Blake and Jack the
Ripper. Crack does not rise to the occasion.
Drew
#3256 posted by ionous on 2006/09/16 14:12:45
I tested the map about three weeks ago. I sent my comments to him, and haven't heard anything since.
BlackDog
#3257 posted by Lunaran on 2006/09/17 14:26:16
I do seem to visually remember otherwise, but I guess since I uninstalled doom3 a long time ago I have no way of checking. It's not important enough to me to warrant installing it again. :)
Warp Spasm
#3258 posted by ijed on 2006/10/01 10:25:59
I�ve been working on something for quite a while now and its in very early alpha stage, but still fairly huge. I�m takign a couple of weeks off from the project for a holiday, though I�ll still have access to a PC. I�d like some of the q1 community to give me feedback so I can change stuff around and get it all playing nicely.
There�s three maps, that dont yet link up and take around 40mins to play through. The final map is incomplete and doesn�t have difficulty levels. Gameplay is also going to change alot in the first two . . .
If anyone�s interested then drop me a mail at louismanning -at- gmail -dot- com
Many thanks
Er . . .
#3259 posted by ijed on 2006/10/02 10:44:11
that should read '40 mins each' not the whole pack.
Interested, But No Comp.
#3260 posted by Drew on 2006/10/04 23:46:11
Well
#3261 posted by ijed on 2006/10/08 10:53:07
its a slightly modified qouth pack of four final maps, that will only run under bengt jardrup�s engine (no other engine can support the scale). total (continous) playtime being around two hours+
i�ve got a few people taking a look now so it�s enough that it�s known to be in the pipeline.
Alrighty...
#3262 posted by distrans on 2006/10/18 21:08:38
Scragbait just delivered the five fully vised levels for e1 of Travail to my inbox (14MB zipped). Once Asaki sends along the latest progs.dat we can start beta testing. We have bods on board to test the different skill levels etc. but what I like to know is whether any peeps out there still regularly coop Quake. If you are a duo (or trio or quartet) and interested in testing the mod's coop functionality, please drop me a line via my nick a la gmail.
#3263 posted by Trinca on 2006/10/19 01:46:53
distrans if u can come to irc go to #qdq in quakenet they play some coop lots of times...
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