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... 
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! 
Well Freakin Done 
Congrats, and good luck with it, hope it's all you expect. 
Well 
if you're not lying, I had no idea you were hireable, no offense... but you know, industry standards and all. Congrats asshole. Now enjoy the god damn harsh Wisconsin weather. 
Congratulations Man, 
All of those hours poured in to speedmapping have paid off.

Enjoy the non-East Coast weather. 
So... 
Congrats Scampie. You realise of course I'll be blaming you from now on. 
Hehehe, 
go make us some cool game now. ;) 
Scrumpie... 
...nice one! and, I'll save the praise till I see some product ;P 
Scampie 
good luck man, don't let the (inevitable) shit grind you down. and enjoy it for what it is, a great gig in the sky. 
><((((�> 
Congratulations Scampie...

...and suck it up, Phait! 
Scampie 
Hold out for something bigger. 
It's Odd 
I haven't seen Scampie release anything but speed maps, must have some good portfolio stuff tucked away? 
Phait 
Been to his site? Lots of different maps, mostly Q3. Some mod stuff in there too I think. Lotsa neat pics.

Plus he "influenced" Raven's decision by giving "blowjobs." 
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