#27216 posted by mankrip on 2016/02/23 06:27:06
Shorts uses 16 bits, while bytes uses 8. 8 bytes contains 256 values, while shorts contains 65536.
360 / 65536 = 0.005493164
A short has roughly 5 milidegrees precision.
The 240 frames you speak of may be because the vanilla angle-to-byte algorithm floors the values twice � first before encoding, and then again during the integer division:
((int)f*256/360) & 255
A more accurate 8-bit encoding is:
(int) (f * 256.0f / 360.0f) & 255
This should give the full 256 values for angles.
Anyway, the immediate issue at hand is that the FQ 0.85 protocol still uses some 8-bit angles.
 Brutalism
#27217 posted by adib on 2016/02/24 19:04:09
is a trend, so people are calling "brutalism" any exposed concrete or anything that even just "feel brutal".
 Brutal.
#27218 posted by Shambler on 2016/02/24 20:14:06
Is what I did to your mom the other night. No lube, no mercy. HTH.
#27219 posted by adib on 2016/02/24 23:39:20
Any concrete involved?
#27220 posted by Spirit on 2016/02/25 00:09:30
He couldn't get hard without.
 On Animated Textures
A 'living' texture set (e.g. breathing walls, bleeding brick mortar, spiders escaping orifices), with a lovecraftian feel would be great.
 Try
#27222 posted by ijed on 2016/02/25 18:12:59
 No
Try the actual Matrix before the Animatrix.
 Derp
#27224 posted by ijed on 2016/02/25 18:45:16
#27225 posted by ericw on 2016/02/25 20:21:47
Yeah those breathing walls are classic!
 Brutalism = Style Focusing On Non-hidden Concrete
#27226 posted by megaman on 2016/02/26 12:19:23
definition has nothing in common with being 'brutal'
 Also
#27227 posted by megaman on 2016/02/26 12:20:06
brutalism was a trend in the fecking 60s
#27228 posted by JneeraZ on 2016/02/26 14:20:40
Yeah, it was a huge 60s trend and a huge facepalm at the same time ... luckily, people figured out it was fugly by the time the 70s hit.
#27229 posted by adib on 2016/02/26 16:08:53
I noticed the trend in games, not real world architecture. Some recent indie games like Kairo are recurring to this aesthetic, there was that article on Gamasutra, some architecture related twitter accounts showing it, some level screenshots, etc.
I just made a random comment about people tagging "brutalism" on every exposed concrete around lately because "brutalism" is being hyped.
 Lunaran
This is all your fault you brutalist cubist!!1
 ^
#27231 posted by adib on 2016/02/26 16:55:04
That was an impressive level, btw.
#27232 posted by Jaromir83 on 2016/02/27 11:50:36
I once used to play mods featuring
a) fast axe, better axe sound
b) ogres shooting nails
c) nicer animated explosions
any idea which mods those were? thanks
 Https://www.quaddicted.com/reviews/?filtered=kinn_
#27233 posted by Spirit on 2016/02/27 11:55:29
Kinn's
 RE Spirit
#27234 posted by Jaromir83 on 2016/02/27 21:56:54
yes, that is it. I get Packet Overflow and no sound while too many monsters after starting game using "joequake-gl -game bastion -zone 1024 +sv_aim 1 +r_maxsurfs 4000 +r_maxedges 16000 +skill 1 +mlook 1 +r_farclip 16384 -width 1600 -height 1200 -bpp 32 +map nar_vault" though
 Joequake?
#27235 posted by Kinn on 2016/02/27 23:51:47
try using QuakeSpasm
I don't think JoeQuake has been updated in ten years.
 Also
#27236 posted by Kinn on 2016/02/27 23:53:37
Playing a map other than bastion when using the bastion mod is completely untested and unlikely to work properly.
 This Is A Vore.
#27237 posted by the silent on 2016/02/28 16:58:43
 Ogre With Spiked Shoulder Armor?
#27238 posted by Jaromir83 on 2016/02/29 11:16:36
I remember once having grenade-ogre model replaced with newer one with spiked shoulder armor. Any idea which mod was that?
 AD I Think
#27239 posted by mjb on 2016/02/29 11:59:32
Arcane Dimensions has different types of Ogres with a metal skin that has the shoulder pad your speaking about.
 :P
#27240 posted by Kinn on 2016/02/29 12:20:31
I'm pretty sure they first made an appearance in "In The Shadows" (2012)
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