Dr. Shadowborg wrote:cl_mirrorweap (or whatever the DP version is) - mirrors weapon model left / right (as a cvar, then code could be made to properly align projectiles)
The weird cvar of aligning projectiles can't be done as it would break compatibility, and be stupid potential cheating anyway. Makaqu gets around by making scr_ofsy 'legal' to use (the dirty 1996 way of handedness).
Dr. Shadowborg wrote:attn stuff
I'm not a DSP genius, I can't promise any custom low-pass filter. I'd like to have the same too and did think about it though. The least I can probably do is pull a duke - all sounds started underwater having half pitch.
qbism wrote:I tried r_lightingquality 1 and the framerate did not drop.
It shouldn't, but the cvar is there for the sake of CPU cache and memory (It takes a LONG TIME for a 18-bit lookup table to be generated on the fly, and I have the option to skip that already and force 15-bit only)
Sajt wrote:It's fresh, if anything! (specifically commenting on the above screenshot)
The colored lighting was mostly done for curiosity because of the popular conception that any colored lighting done in 8-bit color is a trainwreck to be seen. So far, the only "truly ugly" bits i've witnessed involve red lights in well-lit rooms (lava and red flourescent). So, in exception of base maps which red lighting is bad, this myth is busted.
Baker wrote:Noticed GoldQuake's tinting, interpolation, the sound pitching noted above ... use of MH's rewritten API wrapper. Some QIP stuffs.
Only the sound pitching is valid in this statement. For the record, there is no GoldQuake tinting, there is no interpolation, and MH's vid_win is not used (I only forced ddraw off when WinNT is detected which solves pretty much nearly every modern video card problem with WinQuake). "Some QIP stuffs"? It's based on QIP so it has
ALL QIP STUFFS.
Spare the unneccessary sugar-coated brownnosing and hype, I didn't do this for attention and accolades, thanks.
Baker wrote:walking it without a lot of lip service is, frankly, an act of ego..
at this time of year, it's called "christmas"
Baker wrote:Combine them and what you get: utmost respect. Not everyone has the courage to go there, and yet leileilol goes there every time. Do such actions have an impact? They certainly do.
No - all it took is deterimination, the time of a week spent looking at code, a good IDE (msvc6), and a good soundtrack to program to (this is important). Considering earlier this year I was begging for an engine just like this, here's an important lesson for all the little ones out there:
If you want something so bad,
DO IT YOURSELF
As for the open source thing, it's a requirement - and if you don't do that, then you're a piece of garbage; your ass don't deserve to 'program' in the same engine much less the same community ... AND THAT'S THE BOTTOM LINE CAUSE JOHN CARMACK SAID SO
as for the whole "impact" thing, SiN already tried 8-bit colored lighting in software way back in 1998 - let's just say SiN wasn't remembered for that nor did it change the world and shift up the communities... SiN had a very bad color palette for it anyway (Quake's is much better apparently). Going a year earlier would lead you to 1997's SandWarriors which had colored dynamic lighting cast upon terrain, and 1996 from the same company had Realms of the Haunting, although everything were sprites it still had atmospheric 8-bit colored lighting, and the hammiest canadian video game acting ever.
Colored lighting was hacked up in 1998 in some unreleased TC developed by General WarT and friends by some "top secret" way undisclosed to the community, but presumably just making new rows on the colormap and forcing them somehow. What a waste of time. Later on these guys went to make Call of Duty 1, 2, 4, Modern Warfare 2, and community favorite Laser Arena