 Monitors
#18279 posted by Vigil on 2010/03/17 23:12:58
Switched from an old 17" flat screen with three colors to an HP LP2475W 24" monitor, and loving it. Component, HDMI, display port, composite and DVI inputs, great adjustability and viewing angles, and works as a USB hub.
 Grahf
#18280 posted by necros on 2010/03/17 23:26:48
i'd go with 16:10.
the popular ones are both 16:10: 1680x1200 and 1440x900. the gigantor 1920x1200 is also 16:10.
besides, if you watch a video that's in 16:9 in a 16:10 monitor, it's the same size. ^_^
 16:10
#18281 posted by RickyT33 on 2010/03/18 03:09:42
i had a 16:10 19x12 and now im 16x9 1080p
The 16:10 definately felt better. 16:9 is too wide and not high enough.
My freind just got a 22inch ASUS from the same range as my 24inch ASUS and his is 16:10, mine 16:9, and they feel the same size. What you gain in width from 22inch 16:10 to 24inch 16:9 you loose in height.
Also a 22" 16:10 is likely to be cheaper than a 24" 16:9, but really I would rather have the former.
What i really want is a 24" 16:10 again, but if i decided to upgrade now I would get a 26" :D
 Hmmm
#18282 posted by negke on 2010/03/18 10:15:45
The reason I'm aiming for such a small screen is that I sit very close to it (not much space on the table) and want to be able to keep it in full view without having to move my head/eyes too much. In this sense, 22 or 24" must be like sitting in the front row in a cinema. Or so I presume.
#18283 posted by Zwiffle on 2010/03/18 15:27:39
 That Just
#18284 posted by RickyT33 on 2010/03/18 17:58:23
made me want to go and try WoW. Im a WoW virgin.
But yeah - she was pretty good looking 8-P
 No No No
#18285 posted by ijed on 2010/03/18 18:01:13
WoW is for virgins.
#18286 posted by Shambler on 2010/03/18 18:06:54
Vondurgins...
 Well
#18287 posted by ijed on 2010/03/18 18:15:29
I spose there's not many people on those icebergs.
 Sorry Master
#18288 posted by ijed on 2010/03/18 18:15:44
 Heh
#18289 posted by RickyT33 on 2010/03/18 18:27:16
Sorry Ijed - no time for RemakeQuake for the next 10'000 hours, I have to play World of Warcraft so we can save teh world!!!
 Think Of Your Girlfriend, And Your Dog
#18290 posted by ijed on 2010/03/18 19:06:06
 FF13
#18291 posted by Jago on 2010/03/19 00:38:32
holy shit chapter 5 looks amazing
 David Byrne On Collaboration
#18292 posted by metlslime on 2010/03/19 04:34:24
Interesting blog entry by David Byrne about collaboration and his creative process. Some of this stuff is pretty applicable to level design, too: http://journal.davidbyrne.com/2010/03/031810-collaborations-updated.html
#18293 posted by Trinca on 2010/03/19 09:47:21
holy shit!
he should get a house cleaner...
 Collaboration
#18294 posted by sock on 2010/03/19 09:56:34
@metlslime, yeah was an interesting blog about the benefits of collaboration. I personally find that developing ideas by yourself is ok but working with others will help create something more diverse.
I have done a couple of map collaborations and they have always produced better results than something I could of done by myself. I think collaboration is about finding someone who is not totally attached to their own ideas and flexible enough to change things around.
 Sock
#18295 posted by metlslime on 2010/03/19 10:19:27
yeah, one of the things Byrne says that i think is key is, when you collaborate with someone (especially if you are helping them on their project), try to help them achieve their vision rather than steering it towards your own, different vision.
I also liked, near the end, where he describes how lyrics can take a song that is somewhat non-specific or ambiguous, and make it too specific and remove the ability for people to fit it into their own imaginations.
I think that's one good way of thinking level design -- good Quake levels are songs without lyrics. Levels with too many "lyrics" become too mundane, too understandable.
 Collaboration...
#18296 posted by generic on 2010/03/19 13:26:36
In many cases is necessary. Beta-testing, for instance, could be viewed as a type of collaboration. And, ultimately, it is what helps an artist/creator/designer get a product out the door.
I have often wondered if I would be successful getting more Quake-stuff out the door if I collaborated with others in this community. I mean, I can put brushes together, and I can texture, but I just can't seem to finish anything other than a speedmap.
The funny thing is, I have never offered to collaborate with anyone and nobody has ever taken me up on it ;)
 Collaboration
#18297 posted by Jago on 2010/03/19 13:46:51
with another mapper would probably require a different attitude/approach to mapping altogether for me. I am simply just really really slow at making any changes to a map. Turtlemap doesn't really even begin to define it. Quite obviously anyone working with me would lose their patience.
 Jago
#18298 posted by Zwiffle on 2010/03/19 14:31:33
Yes. You still need to bounce e1m2rmx back to me! (I'm kidding, I remember you quit.)
 Epic Win
#18299 posted by DaZ on 2010/03/20 21:35:47
#18300 posted by Zwiffle on 2010/03/20 22:36:52
I'm not sure what's so epic win about that. Please explain plz.
 Heh
#18301 posted by DaZ on 2010/03/20 23:29:55
Its not for everyone I suppose, but I found it rather hilarious and quite fun.
#18302 posted by Zwiffle on 2010/03/21 00:46:11
It looks like a TF2-Trine.
 This:
#18303 posted by RickyT33 on 2010/03/21 01:16:55
http://fear.filefront.com/file/Quake_Mod;97789
Who was it that was looking for a better Quakeguy model for a mod or something?
Also /#this is probably quite cool, maybe, because IMOP the FEAR combat is prety good :)
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