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		 Attention R.P.G. #4183 posted by Kell  on 2004/05/05 12:08:41I'm almost finished your forest texture. I'm just branching out atm. It didn't sap as much of my time as I thought it would. Definately not my usual style, but for you I was willing to go out on a limb.
Ok, now I'm going to shut up and leave :/
 
		 Heh #4184 posted by R.P.G.  on 2004/05/05 12:44:50Thanks.  
		 I'm Sure No One Really Cares Too Much Here About #4185 posted by ProdigyXL  on 2004/05/05 13:40:39the new Radeons, but the info came out on them yesterday.  It seems as though Nvidia got snubbed again as in most benchmarks ATi wins out.  Not by alot, but it does.  It also wins with lower power specs, less heat, and a single slot design.  It will be interesting to see how Nvidia tries to recoup on this one.  Even their newly speced 6800 Ultra Extreme can't match the X800XT.  For information on the board check out...
http://www.firingsquad.com
 http://www.tomshardware.com
 http://www.anandtech.com  They all have some great indepth reviews and weigh the pros and cons of both cards.  
		
		#4186 posted by -  on 2004/05/05 14:09:16why'd you post if you were sure we didn't care? to increase your postcount?  
		 Ya #4187 posted by ProdigyXL  on 2004/05/05 14:42:48that was my thinking behind it exactly.
 you nailed it.
 
 on the head.
 
		 Well, #4188 posted by necros  on 2004/05/05 15:38:39actually, i was interested...  thanks prodigyxl.  
		 Cheers Prod #4189 posted by DaZ  on 2004/05/05 15:52:17was waiting for some benchmarks of these new cards...
 Unfortunately they both look good, performing better than each other at different things... But I think ATI's high end cards looks to be faster by a small margin... So I geuss its the prices that will determin what I buy :)
 
		 I Have Two Questions #4190 posted by necros  on 2004/05/05 19:17:48why is it that sometimes, when shooting projectile weapons at a shambler, they go through it?  this includes on rockets and grenades (and the stake gun i'm working on) but not nails and supernails (that i noticed)
it doesn't happen all the time, maybe about 1/4 of the time
 
 why do scrags sometimes have the ability to noclip through walls?  where there are a few bunched up together, they sometimes go right through the bsp and into the void beyond, only to reemerge back into viable space later (doom's lostsouls sometimes had the ability in doom2 (with the help of a pain elemental) to noclip through walls as well)
 
		 Not Bugs. #4191 posted by -  on 2004/05/05 20:27:15features. this is their demon alien magik at work.  
		 Hehe, #4192 posted by necros  on 2004/05/05 20:43:38i _know_ that.  ;)
 actually, i was more interested in the technical reasons for this, so i guess my questions were really directed at engine coders.
 
		 Ah, Yeah #4193 posted by pushplay  on 2004/05/06 01:16:49Well, whenever you notice something like that, a wizard did it.  
		 I've Never Seen That. #4194 posted by metlslime  on 2004/05/06 05:28:44But then, i don't shoot a lot of rockets at shamblers.
 Are you sure you didn't make some subtle but important qc change which introduced that bug?  Or is this something you experience with the standard progs.dat?
 
		 Hmm #4195 posted by nonentity  on 2004/05/06 06:53:27It's not that I don't care about the X800/6800. It's just I already know about them.
 Not that I'm stupid enough to buy the first models of a new gen of cards anyway.
 
		 I've Noticed The Same #4196 posted by aguirRe  on 2004/05/06 07:19:08things about noclipping scrags and shamblers that appear to have a large hole between their legs, suitable for rockets to pass through ...
 But as metl says, it's usually easier to take them down with other guns, e.g. Perforator or DBS.
 
		 Clipping Monsters #4197 posted by Kell  on 2004/05/06 08:59:03I've noticed that the polyps pass into walkways and pillars in the polyptest map, though I thought that was something to do with refinements needed for the invisibility behaviour.
Scrags do odd things sometimes too, but I've never seen 'em pass right through solid architecture, usually just into stuff.
 
		 Yes #4198 posted by DaZ  on 2004/05/06 09:47:25I've noticed the scrag/shambler problems before, even back when I was running standard quake.exe with no mods (back in the day!) these things still happened, rockets passing through the shambler is especially common.
 No idea why it happens though, doesn't happen on any other enemies.
 
		 Good Call Non #4199 posted by ProdigyXL  on 2004/05/06 09:49:47Not that I'm stupid enough to buy the first models of a new gen of cards anyway.
 You're just stupid enough to make fun out of people who are interested because they are so below you.
 
 Intelligent and thought provoking, keep it up.
 
		 Scrags #4200 posted by R.P.G.  on 2004/05/06 12:24:06In RPGSP1, after you grab the gold key, on your way back to the start area there are some scrags that spawned in.  If you hang back after they see you, they like to clip out into the void.  One time that happened and it followed me around all the way to the exit, but never clipped back into the playable space.  I always thought it had something to do with the funky rock architecture at that spot, but I've since noticed it in a few other maps.  
		 Hmmm #4201 posted by LTH  on 2004/05/06 13:16:59I've never encountered either bug - but then I use DarkPlaces. Scrags are the only monsters that have the FL_FLY flag set. The combination of that and MOVETYPE_STEP might do it.
 And now, the question you've all been waiting for...
 
 Tried it with a different engine?
 
		 Yep. #4202 posted by necros  on 2004/05/06 13:27:39i've seen the grenades through shamblers bug in:
glquake
 winquake
 fitzquake
 tomazquake
 tenebrae/industri
 
 haven't tried it in darkplaces though...  maybe by using the quakeworld code (that's what darkplaces is based off of, right?) the problem was fixed...
 
		 Scrags Going Through Geometry #4203 posted by cyBeAr  on 2004/05/06 15:03:48Seems to be fairly common at least in large maps.  
		
		#4204 posted by PuLSaR  on 2004/05/06 17:19:53Seems to be fairly common at least in large maps
 not only in large maps, I noticed that once even in my small sm57se map
 
		 Fishes.. #4205 posted by glassman  on 2004/05/06 17:44:11do that too. In gmsp3 if you provoke but don't kill the fish in the moat near the beginning sometimes they'll appear popping in & out of pillars later on inside the castle on the same horizontal level.  
		 Heh #4206 posted by R.P.G.  on 2004/05/06 17:54:53Swim, swim, hungry!  ...Stupid fish.  
		 RPG Is Funneh :o
 ...and those damn stupid fish...
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