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Necros 
Why does DP suck in your opinion? 
Well, 
it's not so much as generic suckage, just that it is bloated with stuff and just doesn't feel the same anymore. i do like the q3bsp support and the bbox 'fix' allowing any sized bboxes. (as well as the flying monsters clipping into walls bugfix, i think?)

one could of course argue that since the intention was for an entirely different game (than quake) that 'feel' wouldn't matter anymore and you'd be right. i am just very biased. :P 
Necros 
Why does DP suck in your opinion?

I'm not sure that is opinion so much as established fact. 
DarkPlaces 
just that it is bloated with stuff and just doesn't feel the same anymore

I'd just like to say that I too am getting increasingly disillusioned with DarkPlaces. I really, really want to use it for my next map, which I want to make in the q3bsp format, but there are just too many little things that irritate me. What's the deal with the lightning effect and why does it seem to lag behind the player so much? Also, am I the only one who sees the Shambler lightning all screwed up? Can I restore the original lightning effect? Can I enable classic-style particle effects? 
Headthump 
your mother's obese.

granted, I haven't actually seen her, but you know, once I saw this fat mom, so I know exactly what's going on.

get it? first you see the movie, then you can comment on it. you sound like the republicans talking about Moore's 9/11-movie.

"Yeah, it's full of lies about our president, and it's obvious that that Moore guy has an agenda and it's just... sad, really -- the way he carries on."

"Oh, you've seen the movie?"

"Well, no, not really. I mean, I've seen the trailer. And well, we all know Moore has an agenda, and he lies and stuff. Dennis Miller said so."

Just because someone has an agenda, and everyone does by the way, doesn't invalidate any possible facts or statements. It just means you need to exercise some good, old fashioned critical thinking. 
... 
yes, the lightning is busted, both the player's and the shamblers. i don't know why it was changed either, because the original polygon version looks better. it's just one of the many things that make me stop and wonder "what the hell was he thinking?"

also, what's with the blood "splattering" effect? it's about the stupidest, ugliest and crappiest attempt i've ever seen. it appears to use the same type of thing as coloured lights except the player isn't affect by it, but if you restart the map, the blood doesn't get reset! aside from looking ass, it also introduces another bug. what's the point? 
Necros 
You can disable the blood by turning off "stainmaps" in the effects menu, but I'd also really like to see a fix for the lightning, and preferably an option to enable the oldstyle lightning. 
Darkplaces 
Are you people sure you are using the latest version (http://icculus.org/twilight/darkplaces/darkplacesengine20041001.zip) from 1st October and not the one released last December? 
Borken URL 
Arty Zoomy Thing 
You Know... 
All these things mentioned are optional?

See these cvar groups:
r_lightningbeam_*
cl_beams_*

And yes I know cl_beams_relative messed up the shambler lightning, that was fixed already in the Oct 1 release, the lagging on the player lightning is harder to fix.

I mostly get compliments about the new lightning effect, but that is why it is optional, cl_beams_polygons 0 goes back to model based.

r_lightningbeam_* control how the polygon lightning looks.

I have added the cl_beams_* cvars to the menu just now. (r_lightningbeam_* were already in the effects options menu)

No one seemed to be talking about the Oct 1 release either.

I have just posted a new (Oct 6) release. 
... 
i tried the newest version...

it's better, but still...

dude, where in the docs did it talk about the cvars? i didn't know any of the stuff was optional. you've really got to get a better documentation because the one you've got right now is pretty ass -- it doesn't list any of the console variables.

is it possible to disable the detail/bump mapping? possible to disable the annoying jumping/movement code (the q2 style jumping where the player gets a step up on lips)?

if that was optional too, it would go a long way towards changing my mind about dp...

---------

also, is inside3d.com down? 
Pushplay 
Whoa.
That's really, really cool. 
Pushplay 
Whoa.
That's really, really cool. 
Dammit 
My ISP blows donkeys. 
No Wrath 
My mother is a lesbian who just got out of prison, and I hate her girlfriend (whom she met in the joint, btw) who likes to throw knives at me. Don't you keep up with things around here?

Anyway, I'm willing to do do opositional research by studying Rawls, Marx or Galbraith, but I am not going to suffer every jackass who has access to a cam corder. If that is how you keep yourself literate and informed, fine; I wont question it; I'll even recommend adding the Daily Show to the mix. 
And, Btw, 
It just means you need to exercise some good, old fashioned critical thinking.

These are a list of sites I browse through EVERYDAY because I am so apathetic in my cultural and social concerns to think in any critical manner.

www.lewrockwell.com
Antiwar.com
www.mises.org
www.reason.com
www.dailyreckoning.com

Look around, you might find something you like, or something that infuriates you (I get both set of reactions myself). Cheers. 
Bah 
I can't be bothered with all that anti-capitalist, conspiracy theory, peacenic jibber-jabber.

www.thehun.net , kick back and relax. 
Necros 
is it possible to disable the detail/bump mapping? possible to disable the annoying jumping/movement code (the q2 style jumping where the player gets a step up on lips)?

Yes. The detail texture thing is in the in-game menu - or you can just do r_detailtextures 0

Also the "jump step up" physics can be toggled - sv_jumpstep 0

Btw, thanks LordHavoc - I have to say I'm extremely relieved that the lightning beam is toggleable. Is there a comprehensive (or decent anyway) list of all the DarkPlaces cvars anywhere? 
Kinn, 
there is a file in the QC code source called dpextensions that list all of the Cvars.

Megazoid, those are some of the most unapolegeticaly pro free market oriented sites you can find on the web. 
Necros 
Yes I know the documentation is extremely lacking on cvars/commands, that's what I've been working on yesterday, it takes a long time to add a description message to every cvar and command. I'll continue doing this today.

Many things are in the menus (as mentioned), but often under different names so it can be hard to identify what cvar corresponds to what menu.

I do recommend typing <tab> to get a full list of cvars and commands and usually you find what you're looking for, they are categorized (though the distinction between gl_ and r_ is pretty silly, some of these are gl_ for glquake config compatibility). 
Pushplay 
Cool indeed! 
Magic Numbers 
Not to get off the current Q1 topic, but the Doom3 editing tips thread is long gone, so rather than bump it I'll just sneak this shit in here.

My first reaction to the automatic planar texture projection in Doom3 (ie not axial like it's always been in the Quakes) was the same reaction I usually have to stuff like this: whine a lot and complain out loud to myself that it ought to be "fixed."

But, then I just did thirty seconds of math to figure out what the multiplication factors would be to stretch a texture on a skewed brush back to an axial scale. I now post them here if anyone wants the help. Just take the number for the appropriate slope, type it into either the 'scale horizontal' or 'scale vertical' box in the surface inspector (I'll let you figure out which), and hit enter. All you should need after that would be a little shifting about to line it up and voila.

1:2 - 0.8944
2:3 - 0.83205
1:3 - 0.94868
1:4 - 0.97014
1:1 - 0.7071

I figured those are the most common ratios. If you want wierdo ones like 5:7 because your brushwork sucks, I direct you instead to c:/windows/calc.exe :) 
So... 
Last few weeks, I've been interviewing with Raven Software to do level design on one of their non-q4 projects. Monday/Tuesday I spent in Madison and had an interview which went well. Today I spoke with them and they offered the job and a great salary, so I'll be calling them tomorrow to accept and will be starting late Oct / early Nov.

So looks like yet another elite Func_qmap mapper has been taken into the industry! You may all praise me now. 
All Right 
I swear to God that D3Radiant didn't let me type values less than 1 into the "Fit" boxes until today. I fucking swear.

Also, congrats shrimp-boy! 
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