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InsideQC Forums • View topic - General Discussion! *salutes*

General Discussion! *salutes*

Discuss anything not covered by any of the other categories.

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General Discussion! *salutes*

Postby scar3crow » Mon Jun 30, 2014 4:15 pm

Here, it's a throwaway thread within the catch-all subforum. I wanted to share a random thing, but didn't think it justified its own thread, and realized we don't quite have a subject dump. Theoretically this should stay gaming related in some way.
...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
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Re: General Discussion! *salutes*

Postby scar3crow » Mon Jun 30, 2014 4:17 pm

...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
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Re: General Discussion! *salutes*

Postby frag.machine » Mon Jun 30, 2014 7:38 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: General Discussion! *salutes*

Postby leileilol » Mon Jun 30, 2014 10:43 pm

Somehow, I don't think there's going to be a throwable human head sentry gun that shoots lasers for UT4.
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Re: General Discussion! *salutes*

Postby revelator » Tue Jul 01, 2014 2:22 am

Old ?!? i started browsing the internet on win 3.1 with the mosaic browser :P and spent my social hours on mirc networks hehe that was times :)
Oldest game hmm anyone remember the pingpong game you could code up in basic for the amstrad zx80 ? :mrgreen:

Duked it out on my 386 and got quake on my first 486 also played a lot of hexen on lan with buddys (not the lan of today old style coaxial type forgot the name) no mouse either before my first pentium.
Still play hexen from time to time :) also heretic 1 and 2.
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Re: General Discussion! *salutes*

Postby leileilol » Tue Jul 01, 2014 11:56 am

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Re: General Discussion! *salutes*

Postby revelator » Wed Jul 02, 2014 5:41 am

got one of these babies :)



No need for an emulator ;)

By todays standard it stinks but back then this was probably the fastest machine any of us could afford (only barely even) mines got 2 gig rambus ram and dual voodoo2's hehe.
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Re: General Discussion! *salutes*

Postby Spiney » Fri Jul 04, 2014 5:09 pm

Antialiased Nearest Neighbour Filtering. Would be cool if a Quake/Doom/Retro-ish engine could do this...
http://csantosbh.wordpress.com/2014/02/ ... fications/
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Re: General Discussion! *salutes*

Postby leileilol » Thu Jul 24, 2014 7:20 pm

Image

s3 virge emulation :P
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Re: General Discussion! *salutes*

Postby mankrip » Thu Aug 07, 2014 6:32 am

Some of the tech used in seems really interesting. Specially the sprite-based 3D shadows and the integrated normal map editor.
Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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Re: General Discussion! *salutes*

Postby leileilol » Thu Aug 07, 2014 3:45 pm

>Dreamcast
>(We are crazy enough to attempt resurrecting the Sega Dreamcast, after all!)

might as well make a DOS version too if someone's obsessed with beating a software pixel buffer for some technological glory thing. PVR CLX2 has already seen its suffering limits.

Now the real question is, is it going to be a game people would want to play? A lot of the hype I read is purely about its technologies and the platforms it'll be on, and also the term "nextgen", as if Hexplore and Nox never existed.
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Re: General Discussion! *salutes*

Postby mankrip » Tue Aug 12, 2014 7:28 am

Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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Re: General Discussion! *salutes*

Postby qbism » Tue Aug 12, 2014 4:22 pm

Think about dynamic lights and normal maps in software Quake.
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Re: General Discussion! *salutes*

Postby mankrip » Wed Aug 13, 2014 4:36 am

Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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Re: General Discussion! *salutes*

Postby qbism » Wed Aug 13, 2014 5:01 pm

Low-res normal maps with standard Quake textures in 8-bit is the more interesting question aesthetically. What would it look like? It might be easier to shoot for a gloss-like map used to scale dynamic light intensity, close enough for 8-bit walls.

So far, hardware simulation isn't quite the same, as far as generating banding and interesting artifacts.
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