 Is That You Though??
#15697 posted by Shambler on 2008/11/16 19:12:19
:P
 Arrrrrgh It Is DZIP
#15698 posted by Ankh on 2008/11/16 20:00:59
:)
 Yes Actually It Is
#15699 posted by Fern on 2008/11/16 20:28:07
:P
 Spirit
#15700 posted by stevenaaus on 2008/11/16 20:48:21
#15701 posted by Trinca on 2008/11/16 23:21:50
i just want to say sorry Vondur and Lunaran
WAS THE FUCKING AND AS ALWAYS SCAMPIE THAT BAN AND REMOVE THE OP!!!
WHY DONT U GET A LIFE STUPID FUCK?
#15702 posted by Trinca on 2008/11/16 23:37:32
and dont put the fault on other people.. you are such a chirld... get a gun and shoot your self u frustrated fuck...
 THAN
try gl_ztrick 0
#15704 posted by metlslime on 2008/11/17 08:13:32
frib/than: there's no ztrick in fitzquake, so that shouldn't help (if it does anyway, i'm confused)
 Metl
There is, and it does.
My display was completely fucked in Fitz when I got an ATI card. It took me ages to figure out what it was. I just had gl_ztrick 1 lingering in my config files from the old days.
Apparently gl_ztrick 1 uses a slightly dodgy method of clearing the depth buffer that isn't supported on ATI cards/drivers. At least that's what a graphics programmer at work said when I asked him about it - he could just be guessing. I suppose if anyone would know, it'd be you metl :D
 Actually, Metl
You're probably right... my memory of this is very hazy (obviously) but now that I think about it, I think what really happened to me was that everything except FitzQuake was fucked, and FQ was the only one that worked properly.
I still had to figure out the problem and fix it so I could get my QW client and everything else working properly, but if this was the way it all went down then as you suggested, FitzQuake is the win and the rest lose.
 TRINCA
#15707 posted by Shambler on 2008/11/17 12:54:22
try gl_ztrick 0
#15708 posted by Trinca on 2008/11/17 13:07:46
might work shamby ;)
my main point was to say i�m sorry to Lun and von :( that kid still didn�t growup
peace!!!
;)
and sorry to anyothers but my blood is to hot :( boils very fast.
but i�m old enought to say i�m sorry and that i was wrong!
#15709 posted by wrath on 2008/11/17 18:01:26
Not old enough to shut the fuck about it though.
#15710 posted by wrath on 2008/11/17 18:02:28
There might be a word missing from that post. Not to worry, it'll show up somewhere else.
 Up
#15711 posted by RickyT33 on 2008/11/17 18:05:44
#15712 posted by gb on 2008/11/17 21:25:14
it'll show up
oooo, subtle.
 Wrath
It still worked. My brain inserted the missing word anyway. I actually had to read it 3 times to determine what was missing when you mentioned it...
#15714 posted by JneeraZ on 2008/11/18 02:33:27
I love when the brain does that. Someone corrects something and I have to go back and look for the error since it was auto corrected in my head.
 This Is Mission Control...
#15715 posted by DaZ on 2008/11/18 04:10:16
T-minus 3 hours until release of zombification gas is authorised
http://www.l4d.com/blog/post.php?id=2026
 L4D
#15716 posted by bal on 2008/11/18 08:06:04
That post even mentions bees, BEES!
Gotta get some func_zombie action going on tonight!
 Or The Valve Pack
#15717 posted by ijed on 2008/11/18 12:06:24
$100 - if you don't have the Orange box - comes with all Valve games.
Probably not much use to anyone here.
 Space Gameplay / Map
#15718 posted by megaman on 2008/11/21 15:27:27
you guys have ideas how to make space interesting in a space ship game? it annoys me that it's just some empty box with no real strategic stuff in it :(
It's obviously interesting for fps wing-commander likes, but for other game types? I'm thinking rpgish and/or tactics.
Homeworld somehow pulled it off.. but i can't really remember how they did it besides ressource asteroids. there was one (annoying) mission where you couldn't leave a certain path because of radiation around it. Probably can use nebulas that effect sensors,etc., too.
How do movies make space fight interesting? i remember something star trekish where they hid inside nebula..
 Umm Well
#15719 posted by bamb on 2008/11/21 20:18:10
Gravity is extremely fascinating. And what about avalanche effects with asteroids. Theoretically you could send a huge asteroid to earth by pushing a small rock just a little in the asteroid belt if you had infinite calculation capability and infinite time - how they all affect each other and effects start to build up etc.
But you need different timescales to this than traditional airplane battle style space sims.
Think about the curved paths in space, slingshots from planets, everything...
 Scale
#15720 posted by bamb on 2008/11/21 20:23:32
we're talking about months and years and hundreds of millions of kilometers...
Interestingly, manufacturing new units between battles becomes realistic too at these timescales. Red Alert etc were not remotely realistic in this sense.
Also sensor placement is interesting, since you can hide behind a planet or a moon completely. (on the surface too if it's tide locked the right way or if an atmosphere is obfuscating or something else).
 I Remember
#15721 posted by ijed on 2008/11/21 21:11:10
One Q2 mod that had the player fighting on top of asteroids floating in space.
Might sound lame, until I say that they were all rotating in three axis, and some got destroyed by various stuff.
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