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User information for Neil Martin

Real Name Neil Martin   
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Nickname Dante_uk
Email Concealed by request - Send Mail
ICQ None given.
Description Tall dark, handsome. Compulsive lair.
Day Job - Programmer( c,c++,OpenGL, 4gl).
Night - SOF2 online.
Homepage http://
Signed On Nov 7, 2002, 13:00
Total Comments 156 (Novice)
User ID 15124
 
User comment history
< Newer [ 1 2 3 4 5 6 7 8 ] Older >


News Comments > 3D Game Lawsuit
42. Re: No subject Nov 2, 2004, 08:53 Dante_uk
 
Elite should count, it did displayed objects in 3d from a viewpoint.

"Elite" was written by David Braben and Ian Bell starting in 1982 while the authors were still at Cambridge University. It was first published by Acornsoft on the BBC Micro in September 1984 to huge critical acclaim. The rights to other computer platforms were then auctioned by Jacqui Lyons of Marjacq, and British Telecom then went on to publish on many other platforms under the name of Firebird, including on the PC.

I had to double check that it isn't April 1st when I first read this new item. It's got to be a joke. Just no one is laughing accept maybe McKool Smith.
This comment was edited on Nov 2, 08:55.
 
Reply Quote Edit Delete Report
 
News Comments > 3D Game Lawsuit
38. DirectX & OpenGL do the maths Nov 2, 2004, 06:40 Dante_uk
 
Having done some basic 3d programming in OpenGL... ( So under this claim I can be sued!! or do I need to have made money from it? )

Surely this comes down to the graphics API ( or maybe now adays the graphics drivers/chips ) ?
The game engines themselves don't normally do the math, that's all done for you.
All the programmers do is give vertex coordenantes to the API and then the API does the math to render those 3d vertices to a 2D space(memory) then the gfx card renderers that to a monitor.

This claim also must include:
- 3d design software ( CAD programs )
- Millitry fight sims, commercial flight sims
- Movie industry, Pixar, ILM and Weta Studios all who have developed software for renderering images in 3d to a monitor.
- Nvidia & ATI etc for 3d demo programs
- FutureMark for their 3dmark200x programs
- Microsoft for DirectX demos, games, 3d screensavers etc
- Macromedia / flash ??
- Anything using VRML

What about 3d barcharts or exploding pie chards in Excel?

If these amoral aholes win this they could make Billions...
The America Dream ( make money of someone elses work ).


 
Reply Quote Edit Delete Report
 
News Comments > Corrections
11. Re: American Meanings. Oct 15, 2004, 06:19 Dante_uk
 
I'm surprised the British don't have something similar, after all they taught us everything we know on these subjects
We try and forget our previous crimes against the world, not celebrate them

Anyway, how do Brits do their Christmas shopping if they don't know when the day after Thanksgiving is?
That's another USA only tradition I guess.
We start Xmas shopping anytime we feel like. Some of shops here are starting to stock Xmas stuff already.
My wife buys presents all through the year and stores them in a suitcase or two, by the time xmas is close she's done all the main shopping ( spreads the cost nicely too ) so no fighting the crowds at the stores.

I guess you people in the US have no idea how fustrating and annoying it is read and see so much stuff that refers to US specific things - but with the attitude that everyone MUST know what they mean. It's a bit like brits going over to France and shouting at the French because they think if they speak loudly enouogh the French will understand them (actually most French people speak and understand English very well, they just pretend not to ).

Not too mention how annoyed I get working for a French owned company with worldwide offices and told to write documentation in American-English instead of British-English, that really hurts to do.

 
Reply Quote Edit Delete Report
 
News Comments > Corrections
9. Re: American Meanings. Oct 14, 2004, 17:27 Dante_uk
 
Holiday Season = Thanksgiving to New Years.


New year - fine, I know that, my b'day is Jan 1st
Thanksgiving - No idea when that is, had to do a google search. We don't have this holiday in the UK. It's another USA only holiday?

Thanksgiving is celebrated on the 4th Thursday of November, which this year (2004) is November 25th.
For all the rest of the non-american readers.

 
Reply Quote Edit Delete Report
 
News Comments > Corrections
5. Re: American Meanings. Oct 14, 2004, 12:27 Dante_uk
 

From visiting here almost everyday for a couple of years, I THOUGHT, "holiday season" ment whatever the next big holiday coming is, either Summer or Xmas. I guess I was wrong.

Riiiight... the game is set to ship for that big summer holiday season. Keep an eye out for it when you do all your Independence Day and Bastille Day shopping.

Waiting for the day the UK becomes Independant from the USA

 
Reply Quote Edit Delete Report
 
News Comments > Commandos Strike Force Announced
7. Do we need another ww2 fps Oct 14, 2004, 12:11 Dante_uk
 
I really don't think we another one.
Return to Castle Wolfenstein
Model of Honour + expension pack
Call of Duty + expension pack
Emery Territory ( MP only true )

The screens are okay, but no better anything already out there running on the Q3 engine.

We've had WW2(see above), Vietnam( Men of Valour +another) & the Gulf war ( Blackhawk down )

Maybe it's time for something new, how about the crasades or the battle of waterloo, complete for horseback sword play in first person.

This comment was edited on Oct 14, 12:15.
 
Reply Quote Edit Delete Report
 
News Comments > Corrections
1. American Meanings. Oct 14, 2004, 06:22 Dante_uk
 
<Rant-Warning>
Maybe an American to plan-english link is needed on this site.

When is 'Holiday Season'?? Summer holidays, xmas holidays, easter etc

It's like saying a 'Summer release' is that summer as in Northern or Southern hemisphere?

I little while ago a someone invented a thing called a calendar. It seems to have caught on, even in all those funny little countries outside the great USA.
A simple conversion table for release guesses:
Early summer 2005 = 2nd Quarter 2005
Late summer 2005 = 3nd Quarter 2005
Xmas time = 4th Quarter
</Rant-Warning>

Love the site.

This comment was edited on Oct 14, 06:23.
 
Reply Quote Edit Delete Report
 
News Comments > Half-Life 2 Release Dates?
185. Email response Oct 7, 2004, 07:08 Dante_uk
 
Valve is very accessable, though. Send Gabe an email and he'll respond within a few hours. Sometimes he'll respond to a rather big issue, and it winds up here.

And he's being faulted for that. Email Carmack and anyone at id and see if they'll email you back. But Valve keeps communications with the average player open and get faulted for that.

That's because carmack is too busy coding game engines ( and building rockets ) to reply to every gamer out there that wants to email him. Having said that I've read (technical) forums before where someone has mailed JC for confirmation of something and they have had a useful reply back.

Gabe on the other hand obviouly has more spare time to answer more people, good for him. Good for you, bad for everyone that's desperate to see HL2 on the shelves.

 
Reply Quote Edit Delete Report
 
News Comments > UK Half-Life 2 DVD Only?
86. Re: No subject Oct 6, 2004, 10:47 Dante_uk
 
Not to mention that you would have to switch the program for every game, as Dante already mentioned... HOW can anyone call that user friendly??? IQ -200?

As opposed to any other game that you have installed on your computer? What, you keep UT2K4 running in the background while you fire up a session of Doom 3?

No you (insert cruel name here) switch programs as in close down steam and load other pub/software houses version of steam to play their game. Read my full post and maybe you can point some faults in each of the bad points I listed, or maybe give a much greater number of good points, because I sure don't see any.

This comment was edited on Oct 6, 10:48.
 
Reply Quote Edit Delete Report
 
News Comments > UK Half-Life 2 DVD Only?
83. Re: Steam Oct 6, 2004, 08:16 Dante_uk
 
I hope steam doesn't catch on.
Imagine all the publishers/software houses doing it.
How many demons would be running on your machine all the time?
Sucking bandwidth & CPU time checking for patches and updates.
Or do you try and control it so, "okay lets play HL2, fire up steam run HL2, okay bored now,quit HL2, closed down steam, fire up activisions version of steam to load game ...".

"Okay now I want to play GameX online, whose's the publisher? whats the name of their Steam product?"

All those programs, with internet access and access to your harddisks and registry, sounds like a hackers dream to me.

I don't trust Valve, they can't even keep their own machines safe from hackers. Would you trust EA or Activision to produce a secure steam type program? Microsoft can't even produce a secure webbrowser.

Then there's the issue of Spyware, tell me they won't be able to send a complete list of fav websites and installed programs back to their marketing guys.

Then what about other OS's? I'm happy to play ET, Q3, RtCW, UT2003/4 and now Doom3 on Linux. All of those games are available on Mac OS X too.

I'm happy to get game updates & patches from official websites when I choose or from Mag cover disks(DVD because they have more on them).
As for the games themselves, DVD is the only sensible alternative to 3/4/5/6 CD's


 
Reply Quote Edit Delete Report
 
News Comments > UK Half-Life 2 DVD Only?
44. Re: No DVD here either Oct 5, 2004, 12:09 Dante_uk
 

For a while I couldn't choose a DVD player for home, while I made up my mind I watched lots of dvds on my computer from my sofa(couch for the yanks) using TV out on my video card and the sound via my stereo.

I don't know about you guys but I prefer to buy the DVD editions of computer mags, you get more demos, mods, game movies & patches etc than the two 2cd versions.

 
Reply Quote Edit Delete Report
 
News Comments > UK Half-Life 2 DVD Only?
11. Re: No subject Oct 5, 2004, 08:11 Dante_uk
 
FarCry was DVD only the UK. I bought DVD/CDRW in case Doom3 was DVD only, it wasn't so I bought Farcry to justify getting the DVD

I agre,e I'd rather have DVD than x number of CD's

The price of FarCry here was average for the FPS game no more than any other game that comes on x CD's

The cost of a single DVDRom and a simple box should be less than 3+ CD and a special box to handle that number of disks.

The time and expense of writing one DVD should be less than creating & labelling 3+ CD's

The installation procedure should be simplier for end users.

A DVD is a 'little' harder to rip/repacked for the crackers. Plus the bigger the download the less people can be bothered.

DVD readers cost less than some games in the UK so cost of upgrade is not an issue.

 
Reply Quote Edit Delete Report
 
News Comments > Linux DOOM 3
12. Re: Startup Errors Oct 5, 2004, 06:31 Dante_uk
 
I get errors in startup too but it does run okay.
I think there is a problem with you gfx driver somehow.
I also have quake3 running.
I'm using 61.11 on Suse 8.2 Linux
My laptop is only a GF4 4200GO
NOTE: sound failed because I was a different user then the user that started the X system.

DOOM 1.1.1282 linux-x86 Oct 4 2004 08:21:14
Hostname: semillon.4js
Alias: semillon
IP: 10.2.1.13
------ Initializing File System ------
Loaded pk4 /home/neilm/d3/base/game00.pk4 with checksum 0x7dafc4d4
Loaded pk4 /home/neilm/d3/base/game01.pk4 with checksum 0x16cf3b8a
Loaded pk4 /home/neilm/d3/base/pak000.pk4 with checksum 0x28d208f1
Loaded pk4 /home/neilm/d3/base/pak001.pk4 with checksum 0x40244be0
Loaded pk4 /home/neilm/d3/base/pak002.pk4 with checksum 0xc51ecdcd
Loaded pk4 /home/neilm/d3/base/pak003.pk4 with checksum 0xcd79d028
Loaded pk4 /home/neilm/d3/base/pak004.pk4 with checksum 0x765e4f8b
Loaded pk4 /home/neilm/d3/base/pak005.pk4 with checksum 0x8ffc3621
Current search path:
/home/neilm/.doom3/base
/home/neilm/d3/base
/home/neilm/d3/base/pak005.pk4 (63 files)
/home/neilm/d3/base/pak004.pk4 (5137 files)
/home/neilm/d3/base/pak003.pk4 (4676 files)
/home/neilm/d3/base/pak002.pk4 (6120 files)
/home/neilm/d3/base/pak001.pk4 (8972 files)
/home/neilm/d3/base/pak000.pk4 (2698 files)
/home/neilm/d3/base/game01.pk4 (2 files)
/home/neilm/d3/base/game00.pk4 (2 files)
game DLL: 0x0 in pak: 0x0
file system initialized.
--------------------------------------
----- Initializing Decls -----
------------------------------
------- Initializing renderSystem --------
using ARB renderSystem
renderSystem initialized.
--------------------------------------
5151 strings read from strings/english.lang
Couldn't open journal files
execing editor.cfg
execing default.cfg
execing DoomConfig.cfg
execing autoexec.cfg
"\\" isn't a valid key
5151 strings read from strings/english.lang
----- Initializing Sound System ------
sound system initialized.
--------------------------------------
----- R_InitOpenGL -----
dlopen(libGL.so.1)
Open X display
Initializing OpenGL display
Using XFree86-VidModeExtension Version 2.2
DGA DirectVideo Mouse (Version 2.0) initialized
Free86-VidModeExtension Activated at 800x600
Using 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display.
GL_RENDERER: GeForce4 4200 Go/AGP/SSE2
GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_imaging GL_ARB_multisample GL_ARB_m
ultitexture GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_point_sprite
GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_textur
e_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_textu
re_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_m
irrored_repeat GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vert
ex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_S3_s3tc GL_EXT_texture_en
v_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_bl
end_subtract GL_EXT_compiled_vertex_array GL_EXT_draw_range_elements GL_EXT_fo
g_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_paletted_texture
GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EX
T_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_sh
ared_texture_palette GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compr
ession_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_e
nv_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_te
xture_lod GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_vertex_array GL
_HP_occlusion_test GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX
_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp
GL_NV_fence GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_multisample_filt
er_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_rang
e GL_NV_point_sprite GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_
texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_
NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_
shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_progra
m GL_NV_vertex_program1_1 GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS
_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum

------- Input Initialization -------
XKB extension: compile time 0x1:0x0, runtime 0x1:0x0: OK
XKB extension present on server ( 0x1:0x0 )
------------------------------------
----------- OSS Sound Initialization -----------
WARNING: failed to open sound device '/dev/dsp': Permission denied

WARNING: sound subsystem disabled

------------------------------------------------
...using GL_ARB_multitexture
...using GL_ARB_texture_env_combine
...using GL_ARB_texture_cube_map
...using GL_ARB_texture_env_dot3
...using GL_ARB_texture_env_add
X..GL_ARB_texture_non_power_of_two not found
...using GL_ARB_texture_compression
...using GL_EXT_texture_filter_anisotropic
maxTextureAnisotropy: 8.000000
...using GL_1.4_texture_lod_bias
...using GL_EXT_shared_texture_palette
...using GL_EXT_texture3D
...using GL_EXT_stencil_wrap
...using GL_NV_register_combiners
X..GL_EXT_stencil_two_side not found
X..GL_ATI_separate_stencil not found
X..GL_ATI_fragment_shader not found
X..GL_ATI_text_fragment_shader not found
...using GL_ARB_vertex_buffer_object
...using GL_ARB_vertex_program
X..GL_ARB_fragment_program not found
X..EXT_depth_bounds_test not found
---------- R_NV20_Init ----------
---------------------------------
----------- R200_Init -----------
Not available.
---------- R_ARB2_Init ----------
Not available.
---------- R_Exp_Init -----------
Disabled at compile time.
---------------------------------
----- R_ReloadARBPrograms -----
glprogs/test.vfp
GL_PROGRAM_ERROR_STRING_ARB: line 66, column 22: error: invalid texture coord
inate reference
line 67, column 22: error: invalid texture coordinate reference
line 68, column 22: error: invalid texture coordinate reference
line 71, column 22: error: invalid texture coordinate reference
line 72, column 22: error: invalid texture coordinate reference
line 73, column 22: error: invalid texture coordinate reference
line 79, column 22: error: invalid texture coordinate reference
line 80, column 22: error: invalid texture coordinate reference
line 81, column 22: error: invalid texture coordinate reference

error at 1899:
4], defaultTexCoord;
DP4 result.texcoord[4].x, vertex.attri8], program.env[12];
DP4 result.texcoord[4].y, vertex.attri8], program.env[13];

# textures 5 takes the base coordinates by the texture matrix
MOV result.texcoord[5], defaultTexCoord;
DP4 result.texcoord[5].x, vertex.attri8], program.env[14];
DP4 result.texcoord[5].y, vertex.attri8], program.env[15];

# calculate vector to viewer in R0
SUB R0, program.env[5], vertex.position;

# put into texture space for TEX6
DP3 result.texcoord[6].x, vertex.attri9], R0;
DP3 result.texcoord[6].y, vertex.attri10], R0;
DP3 result.texcoord[6].z, vertex.attri11], R0;

# generate the vertex color, which can be 1.0, color, or 1.0 - color
# for 1.0 : env[16] = 0, env[17] = 1
# for color : env[16] = 1, env[17] = 0
# for 1.0-color : env[16] = -1, env[17] = 1
MAD result.color, vertex.color, program.env[16], program.env[17];
#SWZ result.color, R0, 1, 1, 1, 1;

ENDglprogs/test.vfp: GL_FRAGMENT_PROGRAM_ARB not available
glprogs/interaction.vfp
GL_PROGRAM_ERROR_STRING_ARB: line 66, column 22: error: invalid texture coord
inate reference
line 67, column 22: error: invalid texture coordinate reference
line 68, column 22: error: invalid texture coordinate reference
line 71, column 22: error: invalid texture coordinate reference
line 72, column 22: error: invalid texture coordinate reference
line 73, column 22: error: invalid texture coordinate reference
line 93, column 22: error: invalid texture coordinate reference
line 94, column 22: error: invalid texture coordinate reference
line 95, column 22: error: invalid texture coordinate reference

error at 1899:
4], defaultTexCoord;
DP4 result.texcoord[4].x, vertex.attri8], program.env[12];
DP4 result.texcoord[4].y, vertex.attri8], program.env[13];

# textures 5 takes the base coordinates by the texture matrix
MOV result.texcoord[5], defaultTexCoord;
DP4 result.texcoord[5].x, vertex.attri8], program.env[14];
DP4 result.texcoord[5].y, vertex.attri8], program.env[15];

# texture 6's texcoords will be the halfangle in texture space

# calculate normalized vector to light in R0
SUB R0, program.env[4], vertex.position;
DP3 R1, R0, R0;
RSQ R1, R1.x;
MUL R0, R0, R1.x;

# calculate normalized vector to viewer in R1
SUB R1, program.env[5], vertex.position;
DP3 R2, R1, R1;
RSQ R2, R2.x;
MUL R1, R1, R2.x;

# add together to become the half angle vector in object space (non-normalized
)
ADD R0, R0, R1;

# put into texture space
DP3 result.texcoord[6].x, vertex.attri9], R0;
DP3 result.texcoord[6].y, vertex.attri10], R0;
DP3 result.texcoord[6].z, vertex.attri11], R0;

# generate the vertex color, which can be 1.0, color, or 1.0 - color
# for 1.0 : env[16] = 0, env[17] = 1
# for color : env[16] = 1, env[17] = 0
# for 1.0-color : env[16] = -1, env[17] = 1
MAD result.color, vertex.color, program.env[16], program.env[17];

ENDglprogs/interaction.vfp: GL_FRAGMENT_PROGRAM_ARB not available
glprogs/bumpyEnvironment.vfp
GL_PROGRAM_ERROR_STRING_ARB: line 40, column 22: error: invalid texture coord
inate reference
line 45, column 22: error: invalid texture coordinate reference
line 50, column 22: error: invalid texture coordinate reference

error at 1202:
4].x, vertex.attri9], program.env[8];

# texture 3 gets the transformed tangent
DP3 result.texcoord[2].y, vertex.attri10], program.env[6];
DP3 result.texcoord[3].y, vertex.attri10], program.env[7];
DP3 result.texcoord[4].y, vertex.attri10], program.env[8];

# texture 4 gets the transformed tangent
DP3 result.texcoord[2].z, vertex.normal, program.env[6];
DP3 result.texcoord[3].z, vertex.normal, program.env[7];
DP3 result.texcoord[4].z, vertex.normal,program.env[8];

MOV result.color, vertex.color;

ENDglprogs/bumpyEnvironment.vfp: GL_FRAGMENT_PROGRAM_ARB not available
glprogs/ambientLight.vfp
GL_PROGRAM_ERROR_STRING_ARB: line 74, column 22: error: invalid texture coord
inate reference
line 75, column 22: error: invalid texture coordinate reference
line 76, column 22: error: invalid texture coordinate reference
line 79, column 22: error: invalid texture coordinate reference
line 80, column 22: error: invalid texture coordinate reference
line 81, column 22: error: invalid texture coordinate reference
line 84, column 22: error: invalid texture coordinate reference
line 85, column 22: error: invalid texture coordinate reference
line 86, column 22: error: invalid texture coordinate reference

error at 2311:
4].x, vertex.attri\9], program.env[20];
DP3 result.texcoord[4].y, vertex.attri\10], program.env[20];
DP3 result.texcoord[4].z, vertex.attri\11], program.env[20];

# put into texture space
DP3 result.texcoord[5].x, vertex.attrib\[9], program.env[21];
DP3 result.texcoord[5].y, vertex.attri\10], program.env[21];
DP3 result.texcoord[5].z, vertex.attri\11], program.env[21];

# put into texture space
DP3 result.texcoord[6].x, vertex.attri\9], program.env[22];
DP3 result.texcoord[6].y, vertex.attri\10], program.env[22];
DP3 result.texcoord[6].z, vertex.attri\11], program.env[22];

# generate the vertex color, which can be 1.0, color, or 1.0 - color
# for 1.0 : env[16] = 0, env[17] = 1
# for color : env[16] = 1, env[17] = 0
# for 1.0-color : env[16] = -1, env[17] = 1
MAD result.color, vertex.color, program.env[16], program.env[17];

ENDglprogs/ambientLight.vfp: GL_FRAGMENT_PROGRAM_ARB not available
glprogs/shadow.vp
glprogs/R200_interaction.vp
GL_PROGRAM_ERROR_STRING_ARB: line 83, column 22: error: invalid texture coord
inate reference
line 84, column 22: error: invalid texture coordinate reference
line 85, column 22: error: invalid texture coordinate reference
line 88, column 22: error: invalid texture coordinate reference
line 89, column 22: error: invalid texture coordinate reference
line 90, column 22: error: invalid texture coordinate reference

error at 2579:
4].x, vertex.texcoord[1], R0;
DP3 result.texcoord[4].y, vertex.texcoord[2], R0;
DP3 result.texcoord[4].z, vertex.texcoord[3], R0;

# texture 5's texcoords will be the unnormalized lightDir in tangent space
DP3 result.texcoord[5].x, vertex.texcoord[1], lightDir;
DP3 result.texcoord[5].y, vertex.texcoord[2], lightDir;
DP3 result.texcoord[5].z, vertex.texcoord[3], lightDir;

# generate the vertex color, which can be 1.0, color, or 1.0 - color
# for 1.0 : env[16] = 0, env[17] = 1
# for color : env[16] = 1, env[17] = 0
# for 1.0-color : env[16] = -1, env[17] = 1
MAD result.color, vertex.color, program.env[16], program.env[17];

ENDglprogs/nv20_bumpAndLight.vp
glprogs/nv20_diffuseColor.vp
glprogs/nv20_specularColor.vp
glprogs/nv20_diffuseAndSpecularColor.vp
glprogs/environment.vfp
glprogs/environment.vfp: GL_FRAGMENT_PROGRAM_ARB not available
-------------------------------
using ARB_vertex_buffer_object memory
using NV20 renderSystem
found DLL in pak file: /home/neilm/d3/base/game01.pk4/gamex86.so
copy gamex86.so to /home/neilm/.doom3/base/gamex86.so
--------- Initializing Game ----------
gamename: baseDOOM-1
gamedate: Oct 4 2004
Initializing event system
...472 event definitions
Initializing class hierarchy
...141 classes, 381376 bytes for event callbacks
Initializing scripts
/proc/cpuinfo CPU frequency: 2393.02 MHz
Compiled 'weapon_rocketlauncher': 5710.2 ms
---------- Compile stats ----------

Memory usage:
Strings: 79, 12592 bytes
Statements: 67783, 1355660 bytes
Functions: 2108, 250452 bytes
Variables: 147320 bytes
Mem used: 2476244 bytes
Static data: 2277552 bytes
Allocated: 3283340 bytes
Thread size: 7068 bytes

...6 aas types
game initialized.
--------------------------------------
-------- Initializing Session --------
session initialized
--------------------------------------
--- Common Initialization Complete ---
------------- Warnings ---------------
during DOOM 3 initialization...
WARNING: failed to open sound device '/dev/dsp': Permission denied

WARNING: sound subsystem disabled

2 warnings
pid: 2814
496 MB System Memory
guessing video ram ( use +set sys_videoRam to force ) ..
found XNVCtrl extension 1.6
64 MB Video Memory
Async thread started
--------- Game Map Shutdown ----------
--------------------------------------
execing gfx_med.cfg
ondump lnxlaptop.txt
Dumped console text to lnxlaptop.txt.

This comment was edited on Oct 5, 06:45.
 
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News Comments > Linux DOOM 3
10. So far so good. Oct 5, 2004, 04:44 Dante_uk
 
Installed and ran without problems on my laptop using Suse 8.2.
Laptop: 2.2ghz 512mb NVidia GF4 4200go
Driver for Linux is 61.11
Demo1 1280x800 Med 14.6FPS
Demo1 960x700 Med 19.9FPS
Demo1 800x600 Med 23.9FPS

Driver for WinXP is 65.73
Demo1 1280x800 Med 14.8
Demo1 960x700 Med 20.5
Demo1 800x600 Med 26.1

For widescreen I'm using:
seta r_customHeight "700"
seta r_customWidth "960"
seta r_aspectRatio "2"
seta r_mode "-1"
seta r_fullscreen "1"

I'm getting a sound problem in some cut scenes, sort of clipped echo like a guitar delay pedel.
This comment was edited on Oct 5, 06:19.
 
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News Comments > Linux DOOM 3
3. Re: like D3 or hate D3... Oct 4, 2004, 19:59 Dante_uk
 
I'll be testing this tomorrow on my Linux laptop.

 
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News Comments > Half-Life 2 Screenshots
39. Re: No subject Oct 4, 2004, 05:05 Dante_uk
 
"Just in case anyone is interested PC Gamer in the UK has reviewed HL2 and given it a 96%."

THat doesn't mean anything. They also gave Doom 3 94% if I recall correctly. A figure not worthy of the game.

It's just a opinion. Personally I loved Doom3 and think they underscored it.

Gravity gun sounds like fun, a gimmick, but it sounds like it's the gimmick that 'makes the game fun'. I mean really, so some guy runs out and starts shooting at you, so you shout "hold on a sec, just let me use this gravity gun to suck that radiator of the wall to use as a shield" so assuming it has enough power to rip the thing of the wall and bring it hurtling toward us, does it then reverse the field so you don't get flattened by it? I guess the AI is coded to miss for the first 5 seconds or so to give to time to suck some piece of furniture to use as a shield.

I'm still looking forward to playing with a gravity gun in Doom3, just for laughs. Someone already has a working prototype able to pull physics objects and bodies towards the player and then throw them again.
The vechicals will be fun too ( I played the leaked HL2 non-alpha, non-alpha because it whould have to be a lot closer to compelte to be an alpha, as in it still needed another year. ), looking forward to the Doom3 SDK with it's promised map with vechical support.

 
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News Comments > Half-Life 2 Screenshots
8. Wow source is impressive Oct 3, 2004, 13:44 Dante_uk
 
Not.

Looks like some of the characters have a reasonable SINGLE shadow but everything else looks like standard lightmaps. It's nice see a 'modern engine' that looks no different from any other engine from more that two years ago.

The only remotely impressive things in any of those screenshots is the magnifing glass in pic 19, the water(as good has Farcry? maybe) and the level of detail in the charactors faces not bad.

Nice to see all those years weren't wasted just trying to do something impressive with a new engine. I expect the gameplay to the best thing ever, because the engine looks like it's lacking, nothing to seperate it from any other engine.

 
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News Comments > Half-Life 2 Release Dates?
39. Re: omg shiny Oct 1, 2004, 12:00 Dante_uk
 
I will take that over Doom 3's "flashlight in a small dark closet" look any time.

Do I detect an unhappy childhood ( possibly ongoing )
Each to he's own, I guess you'd prefer to watch Austin Powers films rather then something like Aliens. I understand that, the dark is scary place.

Bring on HL2 and the 'shiny happy people' with that retro graphics look. Obviously they didn't want to HL2 look too different from HL, it's a continuation of the original story.


 
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News Comments > Half-Life 2 Release Dates?
25. Re: Looks like they improved it Oct 1, 2004, 10:45 Dante_uk
 
I get a feeling it will be good just looking at the outdoor shots. After the dark closet of DOOM, this is what a 2004 game engine is supposed to offer people. Wide open vistas, light, colorful models, light, many different interesting characters, not PDA messages, light. Did I say light? You can actually see the game you paid money to buy?

Yes there is lots of light in HL2, just like the original engine or the quake2 engine or the quake3 engine or the unreal engine etc etc.
Doom3 was set indoor in a space station with failing power, surprisingly it was dark in places due to a lack of light and/or power. What it was full of was reealtme shadows and damn good realtme lighting interaction off all the surfaces and monsters etc.
With a few simple console commands "Let there be light!":
set r_lightScale 5
set r_skipDiffuse 1
set r_skipBump 1
set r_brightness 1.5"
Now Doom3 almost matches HL2, of cause it looks like shit though.

HL2 looks like some characters have a reasonable SINGLE shadow but everything else looks like standard lightmaps. It's nice see a 'modern engine' that looks no different from any other engine from more that two years ago.

The only remotely impressive things in any of those screenshots is the magnifing glass in pic 19, the water(as good has Farcry? maybe) and the level of detail in the charactors faces.

This comment was edited on Oct 1, 10:50.
 
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News Comments > DOOM 3 Patch
81. Re: No subject Oct 1, 2004, 04:36 Dante_uk
 
why even bother patching a game no one plays anymore. I have so moved on from this game

Completely agree, except that doesn't apply to Doom3 because a lot of people still play it and a lot of people are working on new maps, weapons & mods for it.
Check out here for stuff developement:
http://www.doom3world.org/phpbb2/index.php
and here:
http://www.planetdoom.com/

Of course if you install a game and find your attention span is not enough to complete the game then that's your lose and it's your money wasted. Personly I like to get my moneys worth and expand games with new maps and mods etc.

 
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