Duke4.net Forums: MacoMan - Viewing Profile - Duke4.net Forums

Jump to content

Hide message Show message
Welcome to the Duke4.net Forums!

Register an account now to get access to all board features. After you've registered and logged in, you'll be able to create topics, post replies, send and receive private messages, disable the viewing of ads and more!

Reputation: -5 Neutral
Junior Members
Active Posts:
41 (0.01 per day)
Most Active In:
Everything EDuke32 (30 posts)
07-March 10
Profile Views:
Last Active:
User is offline Jun 02 2017 04:58 PM

My Information

Age Unknown
Birthday Unknown
Not Telling Not Telling

Contact Information


Posts I've Made

  1. In Topic: 8-bit vs. 32-bit and image quality

    15 November 2013 - 12:37 PM

    View PostTerminX, on 15 November 2013 - 10:13 AM, said:

    This thread isn't locked. I'm still waiting for an actual bug report beyond an exchange like "omg the lights aren't working" "okay, show me" "find it yourself!"

    I don't mean to be rude, but if a user can't or won't explain what the actual problem is, nobody can ever fix it. It's irritating, like when a woman is angry with you and expects you to figure out why and fix it without ever saying anything to you about it.

    I know you probably don't mean to be rude, TX, it's just how some people are. It's like some asperger syndrome sufferers, they're frequently brilliant at things like artistic endeavors and coding, but they can have poor people skills. I'm sorry we got off on the wrong foot here, but it's your lecturing & condescending tone that's a real pisser-offer. I sure don't know my shit when it comes to the technical aspects of source ports and such, as demonstrated in this topic, but you make certain people know you do. However, I can see how important this is to you, and you did bring eduke into the world, so I'll tell you what I'm gonna do. Someday when I get around to replaying The Gate (or some other TC that uses similar lighting that brings up the issue), I'll carefully write down the coordinates when I encounter the bug again. Well, you did say you were willing to wait. So wait you will. :o
  2. In Topic: 8-bit vs. 32-bit and image quality

    14 November 2013 - 04:25 AM

    View PostTerminX, on 13 November 2013 - 09:35 PM, said:

    Even that isn't an issue anymore, with r_pr_artmapping (for Polymer) or r_usetileshades (for Polymost) enabled. We use the shade tables directly or generate texture data using them when those modes are enabled.

    So... should I just lock this now because the original poster would rather whine than actually provide any evidence of any of the issues he mentioned? If they aren't a figment of his imagination, I'd really like to see them fixed.

    There, now that was arrogant. Right here on my own forum. Which I personally maintain. For a project I started and donated almost 10 years of free time to. Bam. :o

    It's all about attitude, chief. So I will respond to a rudeness with a rudeness. I pointed out the general direction of where the anomaly is. Play the map, and find it if you give a shit... or not. It's absolutely no skin off my ass if you believe me or not. It's your baby. I'll just continue to play & enjoy the maps & the mods... in software mode. :lol: I am done here, so take the ball & go home. Lock the thread.
  3. In Topic: 8-bit vs. 32-bit and image quality

    12 November 2013 - 09:24 PM

    View PostCommando Nukem, on 12 November 2013 - 09:07 PM, said:

    Dude. Don't claim that you're seeing freaking issues and then be unwilling to demonstrate them. That's a crap move and rather selfish. The only way things get fixed or improved is if the people coding Eduke32 know what the Hell is going on with it among the user base.

    I'm kind of not liking the tone here. Look, I love Duke 3D (my all-time favorite game) and I love what the community has done with mods & usermaps, and I love eduke, but what I'm not loving is what feels like the third degree I'm getting on this forum. I came here as a relative newbie, and rather than being treated with patience, the whole attitude seems to be "you're full of shit" or "you're selfish" and quite frankly it's very condescending. So don't be surprised if I'm currently feeling why the fuck should I even bother? I don't care anymore. I'll just stop posting and continue to enjoy the maps & the mods. Thank you for all the hard work & genuinely creativity you guys have put in over the years. Forgive my enthusiasm, sometimes it's best not to interact with the developers of something solid & worthwhile because they can be understandably touchy, even arrogant, about their successes and I guess this is one of those instances so I'll bid you goodbye.
  4. In Topic: 8-bit vs. 32-bit and image quality

    12 November 2013 - 08:52 PM

    View PostTerminX, on 12 November 2013 - 08:09 PM, said:

    I think I'm gonna have to call bullshit on "lights don't even animate in 32-bit." Seriously, go find even one single instance of that... I'll wait. If you can, we'll fix it. Same thing with the idea that the maps might somehow be easier to navigate in 8-bit... can you qualify this statement with some evidence, or is it just how you feel it might be if you tried? Having a preference for one renderer or the other is fine (I certainly don't care, it's not like I wrote any of them) but you don't need to make up reasons to justify that preference (there are plenty of legitimate ones not covered here).

    Saying that you like the way it looks better is perfectly valid enough on its own... though it is somewhat funny that you've confused what is essentially corrupted texture pixel garbage with some kind of higher quality image in the first place. :o Not "haha, you're stupid!" funny, but more of an oddness in how differently people can perceive scenes composed of low detail textures like these.

    Wow, so protective of your baby! Understandable since eduke is your baby and a lot of hard work was put into it. Appreciated of course. Okay, I only saw ONE instance of lights not animating (pardon my hyperbole in implying it was multiple areas, though I assumed where there's one lighting snafu under eduke 32-bit OpenGL there might be others) but, sorry, it was most definitely there. No bullshit. It's in the first map in the stripper/karaoke bar in The Gate, I think. To be honest, don't feel like playing that map again since I'm finishing up the last episode and- well, so many maps, so little time. I had instantaneous ability to switch between 8-bit & 32-bit and that's exactly what I did, and it was annoying enough to help me decide that it was probably best to be safe than sorry than missing out on certain lighting effects with the 32-bit renderer. As for making up reasons/excuses for not using 32-bit, admittedly I got my info about OpenGL possibly not showing certain crucial things secondhand, reading reviews of usermaps where people implied that this was an issue. If it's not, and the information was incorrect, well, then good for you... and us.
  5. In Topic: 8-bit vs. 32-bit and image quality

    12 November 2013 - 07:12 PM

    View PostTerminX, on 12 November 2013 - 06:35 PM, said:

    In this case, it looks like the mapper purposely placed a non-power of two sized texture on the floors and ceilings, knowing full well that they would be drawn incorrectly and banking on that fact. The second shot is the proper way to draw the scene and the first shot showcases the classic renderer's inability to draw floors using non-power of two textures. I believe there's actually a compile time option in the source code to correct the drawing in 8-bit but it's left disabled because there are a few cases where it causes visual anomalies in the original maps.

    Other stuff like shading, etc should be as close as possible to being identical to classic.

    Personally, I thought it looked better with the tighter, smaller lights. And though screenshots can't capture it, it had a nice undulating lighting effect. Which brings up another issue I noticed with 32-bit in The Gate. At some locations, lights don't even animate in 32-bit, and I think lighting, along with shading & textures, are the reason I'm going with 8-bit now for all old maps unless specifically stated in the readme by the author that it's designed for polymost/polymer. Another reason I'm going with 8-bit now unless suggested otherwise is that some of these maps have a nightmare difficulty in finding certain keys & locations. I figure that in some cases finding that crack in the wall might show up easier in 8-bit. I'd prefer not chasing my tail trying to find certain things due to invisibility under 32-bit because the maps were designed for 8-bit. :o

All copyrights and trademarks are property of their respective owners. Instead of reading this text, you could be playing Ion Maiden! ;) © 2018 Voidpoint, LLC

Enter your sign in name and password

Sign in options