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Messages - InCreator

#301
Quote from: Knoodn on Wed 19/01/2011 16:01:58
in fact most people older than 20 years can't hear above 16kHz. Calin is also right with the reproducing by speakers. the upper limits are by 18kHz to 22kHz.

So, technically, I could take a track, use equalizer to bandstop out all sound to 16KHz or so and see if I hear anything?
Or am I getting this wrong? If it's typical 44000 track, there's no "surplus" sound anyway?

EDIT; Just tested it, last hithat heard (barely) at 16737Hz. But sounds at such frequency, I'm glad I don't hear them. Hearing better means basically worse headache when listening at tv or radio static, amirite?

Lower end for me seems to be 29Hz. So much for sweet, sweet bass.
#302
Perfect thread.
#303
Well, I hope you don't write in bugs and annoyances that were on Dune 1, such as

* fremen giving old, useless hints
* sietch scouting radius way too low (I'd go for something node/direction-based instead of totally free movement around planet to avoid endless searches for sietches)
* at least 50% of games have bug when you're supposed to go into desert and spend time to recieve telepathic message, but it never occurs and game is dead-ended at this point
* at least 50% of games have bug where Leto is supposedly dead, but character still wanders around palace
* that odd zoom bug Cryo's engine had that while looking at character closeup, sometimes randomly scaled screen 16x or so for a half second. Not game-breaking, but very strange. KGB (another awesome and imo better game using same engine) had same thing
* there were some other bugs also I cannot remember correctly. Such as not falling in love with Chani thus never getting access to Kynes Leet

Anyway, it's a cool project. Waiting to play!
#304
Quote from: Calin Elephantsittingonface on Sun 26/12/2010 14:56:47
Also how do you feel about being a simulated lifeform?

That's why we have religion. A concept of different life after or before life.
That's why we value what we have.

So, let's say, tomorrow someone comes and says, YES, this is Matrix.
What would that change for us? For any individual?

Nothing I think. There would be even more science to find the limitations, bugs and ends of the simulation, same thing we do now, with "universe" instead of "simulation".

We'd still value what we feel, see and sense. After all, what's the alternative? Only way out of simulation is death, it's not like Matrix where you can wake up and live different life. All we could do is pray for BSOD not to happen.
#305
wave editing: Goldwave, music: FL studio
#306
Commercial:
Sony Vegas.

It's a pro-class tool, but extremely easy to use, not a single bit of headache you would get from say - Virtualdub or Adobe Premiere.
Try a demo!

Virtualdub classifies as minimal, free program for what you need, but I don't think it's that super simple.

#307
General Discussion / Re: Christmas Wishes
Mon 27/12/2010 09:42:37
Didn't start in first 24 hours, why now?
Also, Darth pretty much spoiled the end, even if there would be one.
#308
General Discussion / Re: Christmas Wishes
Sun 26/12/2010 14:43:42
I cannot decide whether it's funny or sad.
#309
Game Maker. Absolutely wonderful for 2D games with reasonable* amount of content.

You can have parrallax scrolling, use quick tilesets, customize everything and everywhere, etc.
Also, it has probably more users, tutorials and examples and code snippets available than all other engines combined.

Scripting is super easy also.

However, free version has GM logo embedded and some script functions (such as directX surfaces, sprite rotation and few others) are disabled. Then again, $25 for Pro version doesn't even count as money, considering power of the engine.

* "reasonable" means that you won't try to make SimCity 3000 for example (possible in theory, painfully slow in practice).

Also, should you encounter a bug, there's nothing to do about it. Forum has no place for bug reporting, and no dev gives a crap anyway. There's some bug reporting system on webpage (Mantis), but it has no use nor people actually using it.

However, there's only about 10 bugs I've encountered over last 6 versions and none of them are game-breaking.
#310
I find this thread awful.

Personally,
If someone's too retarded or lazy to learn my name and decides to call me "Mike" or whatever crap, I'd issue a very physical lesson instantly
#311
Critics' Lounge / Re: Windows windows windows.
Thu 16/12/2010 11:21:45
incredibly sloppy edit (cannot draw on laptop) but here's 2 techniques I use



1) Reflection. I basically copied whole room into new layer, flipped upside down (or not), then using skew transform in photoshop, fitted to glass area. Finally, Reduced layer opacity to around 15-10%.

It doesn't really matter what's reflected really if the opacity is low enough. Also, you can go over reflection layer and play with hue & saturation - for tinted glass, for example.

And despite book of perspective written into this thread, my version is very unrealistic. Important is that if used properly, it simply looks good!

What I couldn't do properly was to remove reflections from between window.

2) Dim - although you're strictly not using soft brushes, here's also what works: I cover glass area with pure white, lower opacity to 3-10%, and using soft eraser, erase most of the white layer, leaving only glass edges.

Good technique to imitate old or dirty glass. Some monochromatic noise doubles the effect.

As for current image, those are only ideas and I'm not sure if neither of them does any good.
#312
Since same question was horribly derailed with irrelevant notions last time, but I'm still wondering, I ask again:

setting:

let's assume that you're... God. Or Neo, and world is fully implemented Matrix... or whatever.
Anyway, it is important that you see everything, you hear everything.
And you can "zoom in" to any scale in the universe. For example, to flea level and see flea in "full size" and hear every sound it makes, etc.

Well, and you can zoom in to atomic level. See atoms close up, how they act etc.

case:

A brick wall stands in the wind. You zoom in to atomic level. You can actually see air molecules impact with the ones of materials bricks are made.

questions:

* How would it look? Would it be equivalent to sky raining asteroids, with "explosions" everywhere, some of the air molecules binding with ones of whatever-brick-clay-consists-of, atoms flying apart from impact, etc?

Logic - slight wind for us is a hurricane to an ant. How about an atom?

* Would you see surface of brick decaying endlessy all the time and simply the super minor scale of this happening causes bricks to last... seemingly forever for us? Or are things much more stable even in so microscopic world?

* How would it sound? I believe there is no sound where is no friction, and everything around us makes noise, even though we don't hear even fragment of it... But atoms are all about friction and impacts... imaging you "zoom" so close, would there be hell of a "noise" with billions of impacts happening every second? Or is there some physics law that kills sound at some point?
Well, sound is movement of air, right... Would wind blowing against brick wall cause enough force to actually make airwaves?

...again, it doesn't matter at all who or what observer is. Might aswell be a super microscope & microphone from year 3605 AD. No humanly limits!
#313
Who cares? ??? They don't. I don't.
#314
Being closely watching NeoAxis for a year by now.

While there's incredible amount of power in it, it's still broken and loose pretty much. Serious problems are:

* Devs not reacting to actual issues.

Bugs are fixed, but for a feature, standard answer is "buy-shit-expensive-commercial-license and implement yourself". If I could implement something complex such as animation system for just a single project, I'd be better off writing my own wrapper to the Ogre3D engine, right?

* No solid animation system.

For an engine with such vision and scope, smooth way to manage and blend animations is a must.
Not for Neoaxis, yet.

* Lack of background loading
Word around is this'll be added. Still, loading times are slow right now. Playing Divinity II right now... basic loading takes around 6 seconds. NA has about same graphics capabilities, but loading same map would be over 5 minutes, at least.

* Lack of any documentation

* C#

Even some kind of basic scripting system would be friendlier than this crap.

  And my biggest gripe:

* Whole thing feels basically like unfinished fps game. Or tbh, it IS one.

And badly planned game at that: Simply adding a weapon to existing set takes insane amount of things to do. Not to mention making totally new mapobject type with custom function or anything else that isn't part of broken fps.

Also, there's no "start a new game" button. It's all basically an editable fps and for every project, you have to reinstall whole engine and start sraping out default stuff you don't need. Result is a horrid mess.

--
Looks, which I admit are unbeatable, isn't everything yet!
#315
When I say "see above" then I've probably provided something useful, such as a link :P

Crack included and since it's discontinued, I guess cracking is legal. Cracked state tends to fail sometimes (once in 3-4 months or so), it's easy to restore if you simply manually erase whole "HKEY_CURRENT_USERSoftwareRL Vision" folder from registry and restart program (which will restore it).

---
It's rather simple program, say, MSPaint on triple steroids. Perfect for pixel work, not so much for photo manipulation, etc. Biggest downside is odd way it uses snap-to-grid (32x32 snap results in 33x33 rectangles?), only 16 layers per image, and lack of (useful) filters, but everything else makes it quite a powerful tool. Been using for ages and every image I've ever made.

99% of work is done basically by painting an area with base color, pressing "3" on keyboard to switch processor to brighten/darken, and right/left clicking like crazy.

See my youtube drawing tutorials (link in signature) to see how quickly things get awesome.
#316
Quote from: Eggie on Mon 06/12/2010 10:38:35

There's a feature I've been wanting in a decent paint program for ages; the ability to shift the whole image in a direction and have the pixels you moved off the page appear on the other side; really useful for making seamless tiles.
I believe the only program I've seen to have it is the built in RPG Toolkit tile editor and in other respects it's quite an unusable program.

ArtGem (see above) also does. You can even spraypaint/stroke/whatever and everything teleports around eges.
#317
Adblock becomes super useful once you've installed Easylist so it knows what to block.
Noscript... somewhat. Finished using it now, too much blocking. It actually works against itself: If you surf much on new sites, it always blocks useful things too and becomes a hassle to use. If you don't surf much and use same sites.... well, you don't need NoScript then, because there's no new dangers to avoid.
#318
ArtGem does all my layers, grid and pixel work
Sprite Editor of Game Maker does all the animation, tilesheets, etc stuff.

Never needed anything else.
#319
Man, you suck.
Torrent technology was invented like 99 years ago and you still ended up on megavideo.

If you're going to watch something for free and there's no way you're going to do it legally, just

1) install Bittorrent
2) go to btjunkie.org or thepiratebay.org (only two you'll EVER need. There's fake torrent sites too, so avoid)
3) search ("direct high speed", etc shit in BTjunkie is fake, so is big green "download" button in tpb). Find real ones
4) pick torrent with most seeds

Atleast there will be no viruses.
#320
General Discussion / Re: Politics in AGS
Tue 30/11/2010 14:19:05
Quote from: anian on Mon 29/11/2010 22:21:56
If the only social responsibility is profit, then why not blow up a competitor's factory, why not have slaves instead of workers...

In capitalist system, workers are slaves pretty much.
Just compare profits and wages.
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