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Zerbrechliche Klauen For Wolf3D (Released: Feb) 
Don't think is worth making a big news post for this, unless others think otherwise. Back in Feburary this year, I released a 3 level Wolf3D project. For anyone interested, here's some screenshots and a download link. Enjoy!

Screenshot 1 Screenshot 2
Screenshot 3 Screenshot 4
Download 
 
you can make maps for wolf3d????? 
No 
It's an con! Get back to that Quake map you were working on! 
To Be Honest... 
If I was going to defect from Quake it'd be Doom or Unreal that I would run to and not Wolf... Funny stuff though, never knew you could make wolf maps either. 
Real Time Path Lighting 
Trinca 
How do you pronounce "roulf"? 
R.O.F.L 
Roll On Floor Laughing

R.O.U.L.F.

Roll On Neg|ke's Mum's Floor Mispelling Flame Bait 
Brigade 
Rendering looks similar to Cycles.

Very cool, but performance? 
It Needs 
A massive CPU behind it. Double that is half the noise time as it computes.

It's nothing feasible for the consumer market just yet, but in, say, 3 years, it'll be close to min spec. Assuming something better and faster isn't invented in the interim. 
Roulf 
 
Brigade 
Could be wrong about all this, but afaik the raytracing is done on the GPU. I also wonder how well it handles fully dynamic scenes, I'm sure there's some kind of acceleration structure in place to speed up the rendering.

Also, this is low framerate, low resolution and low samples per pixel. You'dd need much more than twice the computing power. I think more on the order of 16 for it starts to be feasible (twice resolution = *4, twice the framerate = *2, half as much noise = *2).

A more likely road for future raytracing like solutions would probably be ray casting inside volumes like UE3 does, or do a dynamic unique virtual texturing that updates all the light data in texture space and uses rasterisation for rendering. That could be interesting as it also seems very well suited for a hybrid client/cloud gaming solution. 
 
I could imagine some indie game actually making an art style out of the grainy rendering by intentionally limiting it. Before hardware catches up, that is. 
 
GPUs aren't designed to handle raytracing. The GPU can be used to supplement the CPU, but there aren't any 'acceleration' features in place.

There are some custom 'RPUs' that have been made, but obviously they are not common consumer hardware.
http://en.wikipedia.org/wiki/Ray_Processing_Unit 
Gb 
How Fast Is The Quake Guy 
in units / second? Does anyone know? 
 
21:59:34 | <onetruepurple> 320
21:59:51 | <onetruepurple> voreballs are 240, except for skill 3 where they're 340 and will outrun the player
 
 
Scampie: Yeah but... there's already GPU raytracing stuff all over the place? Might be technical stuff I don't get. 
 
I could imagine some indie game actually making an art style out of the grainy rendering by intentionally limiting it. Before hardware catches up, that is.

I sometimes wonder what if we had all the gpu power we have today but were stuck on 640*480 monitors. You could play some kid that lost his glasses, haha. 
640*480 
Has to be the best resolution evar.

To me it will always be 'hi-res'.

The moment when games were nolonger blocky as a mutherfucker. 
Randomize Maps 
Is there a way to play the installed custom maps in random order, without knowing in advance which one will load ?

Suppose you're ending a first map. Then Quake loads a random map in your collection, etc, even if it wasn't coded in the previous map.

Is there a mod to do this ? 
That Would Be Quite Easy To Hack Into Quakeinjector 
*hides* 
 
i don't think that is possible with qc. 
And Maps In Order ? 
And what about playing all the maps, in order, without having to enter the map name in the console ? 
I Think 
you could call a random map from a list in QC if you encode all the maps in changelevel_touch, like

local float r;
r = floor(random()*(number of maps));
if (r == 0)
{nextmap = e1m2}
if (r == 1)
{nextmap = e1m2}



etc 
 
oh hmmmm yeah, what you could do is just do a dump of your map folder:
dir /b *.bsp > maps.txt
get rid of some of the random text and such, and then script up a little thing to assign each map to an integer number like slapmap is saying. 
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