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Messages - LedZep

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1
art, music, etc. / Re: Chris Cornell (1964-2017)
« on: July 09, 2017, 01:18:48 PM »
Yes! Off that same album, I know that 'The Day I Tried To Live' uses open E  :o
Until my friend pointed that out to me, I've never even heard of open E. Only open G, since it's a traditional Russian 7-String tuning.
Really creative music, Soundgarden. Really ups the ante on grunge, too, since it typically had a much simpler style.

2
art, music, etc. / Re: Chris Cornell (1964-2017)
« on: June 25, 2017, 07:58:20 PM »
I just noticed this thread. Have a fucked up story.

Basically, right around the time of his death (within a couple hours, as it turned out!), I decided to watch The Cable Man, since I'd never seen it. Figured hey, Jim Carrey, Jack Black are in it. Might be a cool one. In one of the scenes, I look at JB's shirt, and I'm like hey! Superunknown shirt! Recognized it instantly. Was thinking of telling my buddy, who'd be interested in this kind of stuff when I got back to Canada. Too bad. It was that buddy who I got a message from when I woke up the next day. Told me Chris Cornell passed away. What are the fucking odds...
Kind of fucked with my head when I looked up the article, did the math, and found out that my thought must have occurred within hours of his death.

Fell on Black Days is the most beautiful song on this planet hands fucking down. And it's from that very album, Superunknown. Fun fact: literally HALF of the songs on that album are radio singles. Just goes to show how good it is.

Rest in peace Chris Cornell. His music ought to be remembered and looked back upon for centuries to come.

3
/dev/random / Re: Whatcha smoking?
« on: April 14, 2017, 12:14:45 AM »
Is it not normal to smoke Camel Yellows/Blues these days? Nobody buys them apparently. And I mean the American ones, none of that Camel North shit that came out recently as they taste like depleted nuclear power plant shit. Of course I like in Cuckmond Hill, Morontario so I guess that explains it.

Edit:
LIVE* not like. I don't like anything about this place these days..

4
Science / Re: The Ye Science Thread
« on: September 12, 2016, 07:06:07 PM »
When you scroll all the way to the bottom of that pic, it's funny as hell... in a dark way.

Also, the picture is missing Galileo Galileus! Tres important!

5
coop / Re: R1Q2 co-op server crashing when 3.24/vanilla clients end UNIT
« on: December 27, 2015, 11:04:41 AM »
Wait a second... try swapping out 3.24 with anything below 3.23 (3.20 or Carmack's official 3.21 should be good). Tell me if that exact same problem continues.

Edit: By swapping out 3.24, I mean your server's game library inside baseq2. Change it to the stock 3.20 (or 3.21) game dll/so. I realize that this version might crash your biggun level, but this isn't a permanent change. I just want to know if that makes a difference with that error. Also test them with LAN enabled. Those versions have the buffer overflows in umsg problem.

Oh, and could you clarify: does the server crash only when there's a non-R1Q2/Q2Pro client(s) connected? Or just the client? The could not find spawnpoint thing might be unrelated as well. I remember playing loopback singleplayer R1Q2 on Windows, and I always saw that message come up a bunch of times during a cinematic change (unit end).

6
Skins, Models and Maps / Re: Quake 2 Modeller 0.90b
« on: December 27, 2015, 07:50:45 AM »
Yeah, probably just gonna use MilkShape or Blender (Blender I'm very familiar with). Gotta check on the md2 exporting, though. Blender now comes with it pre-packed, but some say that it doesn't work properly either. If not, I'll try MS3D I guess.

7
Skins, Models and Maps / Quake 2 Modeller 0.90b
« on: December 21, 2015, 05:40:15 AM »
Quake 2 Modeller 0.90b :rocketleft:

Why does it even save the skin path? Q2 always looks for skin.pcx!

8
Quake / Re: If Quake 2 was 2D
« on: December 15, 2015, 07:05:03 PM »

Speaking of object size, I try to keep things realistic as possible. Player is the size of a normal human, so 1.8-2 meters tall. On screen he is around 80 pixels tall, that means I use a conversion where 40 pixels on screen is 1 meter in Box2D world. So, whenever I create new objects in Box2D world or get data from it I need to convert the values; pixels to meters, or meters to pixels by this factor. In the manual it says "Box2D has been tuned to work well with moving shapes between 0.1 and 10 meters. So this means objects between soup cans and buses in size should work well. Static shapes may be up to 50 meters
long without trouble."
I may eventually increase the size of the player in the Box2D world because individual body parts are very close to that 0.1 meter limit. Maybe make him 3 meters tall, and use something like 1:30 ratio. I will try to test it more.

Heh, that's exactly the kind of thing I had going. My meter was 16 px, but same difference. As for triangulation, yeah, the acutes tend to make things jump out of whack; especially if they shear something right with that side. But try to look into the Bayazit decomposing algorithm - those concave pentagon angles would be way less sharper than triangles for sure.

Nice d-lights!

9
Quake / Re: If Quake 2 was 2D
« on: December 05, 2015, 10:25:29 AM »
AntonioR,

I happen to have a well-underway, halted Java game engine that uses OpenGL + JBox2d (direct Box2D port for java). Called it Slayertech, then Slayrtech (to avoid Kerry King suing us :P) and now just JPhysGear. Me and a bunch of friends were actually gonna make a game called Elemental Fury with it. Long story, sad story; we ended up splitting and didn't finish it. I now have the engine, my friend has the assets. Funny thing is: one of the IndieGoGo admins kept mailing us after we halted saying that it's a shame and that he really wanted to see the game being done. So apparently physics platformers are at least a bit demanded out there.

Anyways, about Box2D: do you handle (n>5)-gons? I'm sure you already found that Box can't handle hexagons or greater, concaves, etc. If you want those, you'd need to triangulate or better, pentangulate (Bayazit decomposition method?), break it up into fixtures per body. I'm curious about how you're gonna/did approach that. Also, do you keep your units large (i.e. to pixel dimensions) or do you have a virtual metric system? Apparently Box2D gets jittery with large unit amounts.

Nice work, btw.

10
Quake / Re: Action Quake 2 remake on Steam
« on: November 25, 2015, 07:05:04 PM »
The way I feel is that in all actuality, anything higher than 40ms is shit for any FPS (even with lag compensation -- distance-time derivation can only take you so far... no pun intended...)

11
Jokes / Re: Pseudoscientific Audiophile Reviews
« on: July 14, 2015, 01:33:06 AM »
HDMI and USB (if used properly) shouldn't have any audible noise. Any interference should merely drop some data being transmitted. Unless you are modulting analog shit through USB (for which it is also used once in a while). Correct me if I'm wrong, that is.

12
tastyspleen.net / Re: Is anticheat worthless these days?
« on: May 01, 2015, 02:23:59 AM »
Q2pro has the feature to keep it 'stock' but using gl_modulate_world "1" and gl_modulate_entities "99" for example, so items and (original) skins are brighter but the map stays dark as intended. This way , I can have higher visibility as well but without making the game ugly and keep it original and nice.
But Q2pro is not anticheat compatible.

Q2Pro has an old anticheat compatible version.
Also, in R1Q2 and 320, if you set gl_modulate to a low number, vid restart, then set it to a ridiculous value without doing a vid_restart after, the entities are full bright, whereas the lightmap didn't reload with the bright shit and thus looks normal. You need to do this every time the map changes and such, however..

13
tastyspleen.net / Re: Is anticheat worthless these days?
« on: May 01, 2015, 12:12:30 AM »
What about the poor Apple users? The only way to play for these users is to not use anticheat. Handicapping...

LOL Apple. Go play garage band or reversi or whatever else it is that they play.

14
Quake / Re: Mapcore's Quake 3 15th Anniversary Contest
« on: November 21, 2014, 02:13:15 PM »
Yeah that first one looks EPIC. All custom, no Q3 texture dominating the sight anywhere from the looks of it.

15
Quake / Re: MAX_PATCHES, MAX_LIGHTS, Gotta be f***n kidding me...
« on: November 12, 2014, 03:16:04 AM »
exactly what limits are being hit?  I might have missed that part  :exqueezeme:

MAX_PATCHES with ArghRad 3.00T9, MAX_LIGHTS or something with good ol QRad3.

Here's the important section of my batch builder
Code: [Select]
[...]
REM START MAP COMPILING

ECHO Running BSP...
%toolspath%\kmqbsp3 -vb -chop 240 -gamedir %gamedir% %gamedir%\maps\%mapfile% > %gamedir%\maps\%logfile%

ECHO Running vis...
%toolspath%\qvis3 -v -nosort -level 4 -threads 5 %gamedir%\maps\%bspfile% >> %gamedir%\maps\%logfile%

ECHO Running rad...
%toolspath%\arghrad -gamedir %gamedir% %gamedir%\maps\%bspfile% >> %gamedir%\maps\%logfile%

REM END MAP COMPILING
[...]

I even tried adding higher multiples of 240 as light chops (960, 1920) because somebody wrote that it would reduce the number of patches being occupied. Didn't work  :'(

Here's the tail of my log:

Code: [Select]
[...]

cluster  295 :  181 visible
cluster  296 :  234 visible
cluster  297 :  256 visible
Average clusters visible: 192
Building PHS...
Average clusters hearable: 296
visdatasize:25076  compressed from 23840
writing D:\Brutal Shitstorm\bs\basebs\maps\testplace.bsp    <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< VIS clearly succeeds.
  3.0 seconds elapsed
----- ArghRad 3.00T9 by Tim Wright (Argh!) -----
----- TESTING VERSION, DO NOT REDISTRIBUTE -----
Modified from original source code by id Software

----- Settings -----
 -verbose enabled  (more detailed output)
 -choplight set to 1920.0  (normal light patch size)
 -gamedir set to basebs\  (game pak dir)
6 threads
----- Load BSP File -----
reading D:\Brutal Shitstorm\bs\basebs\maps\testplace.bsp
0 shadowfaces found (0 world, 0 bmodel)
----- Texture Reflectivity -----
base_wall/metalfloor_wall_15   ref: 0.820 0.692 0.610   emit: 1.000 0.712 0.553
e1u1/sky1                ref: 1.000 0.726 0.263   emit: 1.000 0.527 0.069
base_trim/border11       ref: 0.609 0.571 0.508   emit: 1.000 0.879 0.695
base_trim/dirty_pewter   ref: 0.360 0.334 0.289   emit: 1.000 0.865 0.645
base_wall/c_met7_2       ref: 0.479 0.476 0.427   emit: 1.000 0.984 0.795
base_wall/c_met5_2       ref: 0.468 0.464 0.411   emit: 1.000 0.983 0.770
base_test/c_met7_m       ref: 0.474 0.470 0.423   emit: 1.000 0.985 0.795
monstorico/phalanxfag    ref: 0.690 0.485 0.314   emit: 1.000 0.494 0.207
base_floor/clang_floor   ref: 0.447 0.340 0.255   emit: 1.000 0.580 0.326
e1u1/metal14_1           ref: 0.252 0.215 0.188   emit: 1.000 0.728 0.556
e1u1/laserbut0           ref: 0.203 0.140 0.110   emit: 1.000 0.477 0.294
----- Light World -----
13280 faces
4727806 square feet

************ ERROR ************
MAX_PATCHES    <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< At this line, we see how ArghRad derped.

It's also interesting how the map can have no light ents whatsoever and still fail with the same error.

Not really hip on the latest memes, but a quick search of youtube yielded this. :D

<span data-s9e-mediaembed="youtube" style="display:inline-block;width:100%;max-width:640px"><span style="display:block;overflow:hidden;position:relative;padding-bottom:56.25%"><iframe allowfullscreen="" scrolling="no" style="background:url(https://i.ytimg.com/vi/Hv6RbEOlqRo/hqdefault.jpg) 50% 50% / cover;border:0;height:100%;left:0;position:absolute;width:100%" src="https://www.youtube.com/embed/Hv6RbEOlqRo"></iframe></span></span><br /><a href="http://www.youtube.com/v/Hv6RbEOlqRo" target="_blank" class="new_win">http://www.youtube.com/v/Hv6RbEOlqRo</a>

<span data-s9e-mediaembed="youtube" style="display:inline-block;width:100%;max-width:640px"><span style="display:block;overflow:hidden;position:relative;padding-bottom:56.25%"><iframe allowfullscreen="" scrolling="no" style="background:url(https://i.ytimg.com/vi/oGL2upfz1b0/hqdefault.jpg) 50% 50% / cover;border:0;height:100%;left:0;position:absolute;width:100%" src="https://www.youtube.com/embed/oGL2upfz1b0"></iframe></span></span><br /><a href="http://www.youtube.com/v/oGL2upfz1b0" target="_blank" class="new_win">http://www.youtube.com/v/oGL2upfz1b0</a>

You should post a copy of your earthquake sound. :lol:

Focalor, here's the sound directly from that mod: http://ledzep.tastyspleen.net/files/herecomes.wav
But it's only the vox part I whipped up at the AT&T text-to-speech showcase. The rumble behind it is the regular Q2 earthquake effect (which triggers at the same time).

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