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Guess I'm still having trouble getting satifactory screenshot brightness. I'm also trying to avoid going overkill on that or they become a washed-out ugly mess.

(Like these Thief shots I had brighten in the past; here)

Need to play around with this some more. Thanks for the heads up. 
@quakis 
I quickly adjusted one of your images in PS, here is the Result I don't think you need to brighten the images as much as your Thief shots but the current one's certainly could do with a large bump of brightness and a bit of contrast to keep the blacks. 
It Depends On The Scene 
In PS, I usually use brightness 15 and contrast 20 for the average shot. sock's version is still very dark. 
 
Yeah, socks shot is still almost black. :P 
Testing... 
Increased the brightness of the Explore screenshots; still too dark?

Remember to refresh first!

Link for convenience 
Looks Good To Me 
 
Yeah Much Better 
 
Alright, Thanks! 
I'll update the screenshots of the other two reviews soon and keep this in mind with in future. 
Keyboard Support Whining ... 
Why can't I type numbers in FTE? This is rendering the console useless. I can only type 6 on numpad, and 2 on mainpad, lol. It's a variant of that problem in every Quake engine. The only ones I've tried that have decent support for keyboard layouts are Darkplaces and Quakespasm. Switching layouts in windows to bypass the issue doesn't work either. It's 2013, why don't all engines support multiple keyboard layouts by now?
</rant> 
@Spirit 
I agree with your observation about QuakeOne.com (and the Facebook ones), the user base got waterdown to change the makeup from Quake enthusiasts (people familiar with Quake, like it and play it) to largely Quake casuals (people who look at screenshots, know what a Shambler is).

This is just a demographic observation. 
Spirit, Negke, Onetruepurple And ... 
Anyone else who coops. Are you using fte or ZQuake or are you using Quakespasm?

1. Is there anyone who somewhat regularly LAN coops with a FitzQuake derivative?

2. To anyone cooping big maps ... like with fte and protocol 666 or if using DarkPlaces ... how is coop over the internet with these huge maps? Is it smooth or does the entity count have an impact? 
 
sometimes we used zqds, sometimes quakespasm. some day I need to investigate my aversion to FTEQW, for some reason I never consider it "quake", even less so than dp. It's a shame and probably not justified. 
Not Much Info Yet 
But I like the aesthetic of this game -
http://hitboxteam.com/mystery-and-mastery
It's by the same people who did dustforce, which is a really neat looking game where you can walljump and stuff 
Also.. 
click the "snippets" link at the top to see further assets. 
Baker 
I never play on LAN. Last coop was with Quakespasm which worked suitably well. However, the server didn't seem to use the new protocol, so we had disappearing entities in Masque. Could be Spirit configured it wrong, or something else. Performance-wise it seemed fine. 
Holy Shit 
I think I found the 1997 negke: http://www.quaddicted.com/reviews/seraphim.html
Everyone (Shambler) go play this! 
Problem With 'Quake' Facebook Page 
there's an admin who thinks it's his personal place to advertise his youtube channel and is kind of a dick

http://i.imgur.com/5irxeUy.jpg 
 
no need to drag that here. I will deal with him tomorrow. thanks! (shitbook does not let me reply to your message because it's a virus.) 
Also 
lern hwo to spel u nboo! 
No 
this is serious. something is wrong on the internet. 
@negke 
I have a plan to deal with "too many monsters disappear in coop" like Masque of the Red Death.

Will test this tomorrow morning in some live coop action.

(Involves using "antiwallhack" for enhanced thinning out of entities sent from server to client. I think too many entities is the cause of this, if I recall not only are monsters disappearing but you will get no sound either as sounds are cut-off first).

Actually, if Mark V is the listen server, just type in "sv_cullentities 2" in console and anti-wallhack will thin out all entities with a strict visibility test.

Which is what I'm going to see if helps in a "all benefits, no drawbacks" way. (anti-wallhack is a bit a CPU intensive -- so while I know this should make monsters not disappear, I'm not sure if it might not have a framerate side effect on such a high entity count ... ) 
Thanks, I'm Paying Attention With My One Good Eye... 
PM and I only come to life occasionally, we are editing zombies sometimes able to whip another chunk of flesh at the larger project, but then going back to dormant mode. Peering up from my Vault of Zin, I would definitely want to address this since I plan on having full coop support for the eventual final DRAKE. Indeed, one of the few excuses I can imagine people having for replaying my reconfigured maps with some new ones as a "replacement Quake" is coop with PM's more challenging skill levels. 
Blerg 
Just emailed a vicar to see if they would marry my fiance and I.....

Is that totally inappropriate? 
 
didn't know you swung that way ricky. 
Hmmmm 
Results regarding coop and Masque of Red Death with sv_cullentities 2 = it runs a tad slow and large entities like door tend to get culled when they shouldn't (disappearing doors).

Part #2 can easily be fixed. Not sure how to fix the "runs a bit slow" part. 
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