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People ... 
Who complain about complaints about complaining about complaints to infinitity... and beyond... about complaining, especially when they aren't complaining, and beyond, X2 to infinity, you have cooties, lalala, too infinity, about complaining about some shit... lalala... I win (double tag, triple tag, no returns)

I personally except Quake1 as a retro game, so you don't get whining about weapon interpolation, which is one of those "Oh I'm impressed for about a couple of hours features" things.

I like Quake1 "vanilla". I don't do the "upgrades". I hopelessly stuck in the past. Correct. In vino veritas.

Ha :) 
Bouncers Teaser Released 
An early teaser of 'Bouncers' has been released, showing off just some of what's to come from Binary Picture Show's current Quake 2 film project.
Bouncers is based on the popular comedy short, 'Bouncer Please', recently shown on G4techTV's 'The Screensavers'.
http://www.binarypictureshow.com/ 
Megazoid: 
i'm not sure if you're still responding to me, but are you saying you don't think glquake is a buggy, ugly implementation of quake? Surely an engine that doesn't faithfully render many of the effects that the original DOS engine supported wouldn't satisfy a purist like yourself. 
He Must Play Software Quake 
Because, I like Quake1 "vanilla". I don't do the "upgrades". therefore he can't use gl as it is an upgrade, an addon.

weapon interpolation ???? hmmmm,

//scratches head, and wonders ........ 
 
Quake was better when it was called Wolfenstein 3D. 
DooM3 On A Voodoo 2 X 2 (SLI) 
I Agree 
GlQuake looks like a pile of arse. WinQuake is the Daddy. 
Complaining 
Eat more, spend less, make more money now ...

I can't get behind that! 
I Lied Anyway. 
I use glxpro+.exe, with all the extra eyecandy turned off. I just like the best weapon command. Hehe.

GLQuake buggy, ugly implementation of quake? I assume you mean these GLQuake bugs : http://www.inside3d.com/qip/q1/bugs.htm#OpenGL%20Quake Half of these bugs I've never seen when actually using GLQuake.

If people wanna make Quake1 look like Doom3, knockyourselves out. It's a personal preference thing anyway. I started on GLquake, since I didn't have a computer that had the power to run Quake1 when it came out. So to me GLQuake is my original engine. Anyroad, note to self *don't post after coming back from the pub*. 
Nitin 
With MHQuake, how do you get rid of the crosshair, I have tried the usual way, but it just stays there? Is there another way, or have I hit another mystery. 
Megazoid 
It's really not about trying to make Quake look pretty. Glquake doesnt actually work on all systems, I use MHquake with all extra stuff turned off, except smooth animation which I like, simply because it actually runs. 
Does Your Engine Do 2x Overbrightening? 
Fitzquake does. 
Megazoid: 
there are bugs, but what mainly bothers me is the visual crappiness, which is pretty constant.

Missing in glquake: fullbrights, overbright lighting. Present, but poorly done: water texture animation, waterwarp, sky animation. Additional ugliness provided by: pink edges on sprites, weird blurry cross-shaped particles, crappy mipmap generation, extremely poor handling of non-power-of-two textures (which includes every skin in the game, and a some level textures.)

I suppose if glquake is all you've known, it's understandable that this stuff doesn't really bother you. But it bothers me a lot. Anyway... 
Wow, 
you have to practically be doing it on purpose to fuck up mipmapping using OpenGL. 
Headthump: 
the application generates each mip level and uploads it to the opengl driver. So it's up to the application to do a good job downsampling the images. 
Thanks For The Brief Expanation 
I'll probably have more questions for you, but I'll take a good look at the code first. Well, one curiosity. If you were just starting FitzQuake would it make more sense to ditch the glQuake code altogether, and build an enginge that is 'Quake capable' but is in essense a different engine taking advantage of CPU hardware that wasn't available when Abrash was optimising handmade assembly, or is it preferable (perhaps time constraints are a big concern)to use as a bases the flawed (but functional) glQuake? 
Headthump: 
Well, I started fitzquake for 2 reasons: first, I played quake and wasn't satisfied with the engines available, and second, it was a great way to learn about engine coding. Since now I play less quake, and I know that stuff, the situation is different.

Of course, one of my aims is to keep fitzquake compatible with any computer that can run glquake. I seem to have broken 3dfx support, but otherwise it's mostly true.

If I was just starting out now, I would rewrite the renderer from scratch to use all the nice features of modern video cards. But, the rest of the engine would pretty much be what it is now -- the original, with modifications. 
Metl 
Dude, doom3 runs on a voodoo2, and you can't even keep fitzquake up? for shame. 
Uhm, Long Shot... 
..but have any of you guys in the US bought a DS yet? I might be getting bought either a DS or PSP for my birthday (I'll be on holiday in Japan, where they will both be out) and want to know what people think of the DS so far.

I've read some slightly disheartening comments on the DS, which is annoying, because the PSP doesn't seem to be particularly novel - it just looks like a nice gadget with good potential. 
Wow 
Than 
I got a DS and Mario 64, which it seems is the only decent launch title here. I'm totally loving the hell out of it. The system itself is slick and responsive, and the displays are very visible, thanks to being backlit. Comes with the charger for the battery, two styluses (stylii?), a thumb strap that has a small plastic bit on it so you can use the touch screen without getting you grubby fingers on it and making dirty. When you use the system without a game, you get pictochat, which is a text/drawing messaging thing the communicates over the system's wireless adapter. Also comes with a demo of Metroid: First Hunt, which does allow multiplayer and has a few training levels. I've played some, I'll report more once I really get into it.

Using the touch screen with the thumb pad for Mario 64 feels very much like using the stick on N64. I've been completely impressed by how easy it is to get into moving around.

The game itself is basically a quick update of Mario 64 with the art and geometry cleaned up a bit, and a few extra levels. Also added is the fact that you start controlling Yoshi, and eventually find Mario, Luigi, and Wario to use, each with their own specialty. Having never seriously played the original, I've been really enjoying myself so far.

One big feature added to the game as well is the addition of minigames that are accessible from the title screen and within the game. You start with 8 differant ones, and I guess there's a total of 30 to find. The games really show off the system's strengths, using the touch control for tons of differant things, simple card match games, roll a ball down a hill by 'pushing' it with the stylus, and one of my faves so far, using a slingshot that you pull back and lauch cannonballs at bom-bombs parachuting down from the top screen.

So obviously, I've very happy with my purchase and can't wait for some more titles to be availible. 
Phait 
awesome, I've always wanted a game in which I fight giant soda cans 
G-CANS Project 
Umm 
Tigger-oN 
omg - what engine is that? o_O 
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