Random Screenshots Thread
Re: Random Screenshots Thread
I thought these first two were funny (read what Liza says)
deleted because they were too big : )
deleted because they were too big : )
Last edited by Mecca on Tue Jan 05, 2010 7:00 am, edited 1 time in total.
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Re: Random Screenshots Thread
Not really the sort of screenshots this covers. Same reason I didn't put that "odd conversation" in this thread. Look up old threads by that Dylan twerp. They'd fit there.
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Re: Random Screenshots Thread
Yeah, just to reiterate it: For anyone interested, and to give due credit, the rim_wall seen in the background was cropped and resized from a free desktop picture called "Ornamental 2" created by a fellow named Vlad Gerasimov. His work can be found at the following site: http://www.vladstudio.com/home/
I just recently realised that the rim_wall vertical stretching thing is a change with 0.2.8.0. I knew something was different, then was reminded when a) looking through older screenshots, and b) loading up older versions of the client. To make it look like the older versions, set RIM_WALL_WRAP_Y 1, which will repeat the texture up to the "way up there." Some textures look stupid repeated vertically (e.g., a cityscape), though, while others, like this one, look neat with that stretching. And I'm guessing it saves some framerate, too.
The dir_wall is just a light-to-medium grey with a chiseled bevel around the edges. I think I may have to change it for practical purposes, though, because those vertical lines can be deceiving.
...still wondering if anyone can figure out what's going on in that screenshot.
I just recently realised that the rim_wall vertical stretching thing is a change with 0.2.8.0. I knew something was different, then was reminded when a) looking through older screenshots, and b) loading up older versions of the client. To make it look like the older versions, set RIM_WALL_WRAP_Y 1, which will repeat the texture up to the "way up there." Some textures look stupid repeated vertically (e.g., a cityscape), though, while others, like this one, look neat with that stretching. And I'm guessing it saves some framerate, too.
The dir_wall is just a light-to-medium grey with a chiseled bevel around the edges. I think I may have to change it for practical purposes, though, because those vertical lines can be deceiving.
...still wondering if anyone can figure out what's going on in that screenshot.
Re: Random Screenshots Thread
I can, but I'm not going to tell. Also, lucky screenshot!Phytotron wrote:...still wondering if anyone can figure out what's going on in that screenshot.
And the dir_wall was the thing I liked the most. Very cool, very cool.
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Re: Random Screenshots Thread
In-cam, looking backward.
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Re: Random Screenshots Thread
Yeah, but what about the vertical blue line running down the center? (Maybe it's not so extraordinary, but it's neat, anyway.)
Re: Random Screenshots Thread
The two things that I noticed that are a little off is the blue vertical line and the player/ai's name on the right, it says passbootkill (i think) but the b is overlapping the second s for some reason.
You've gone too far, turn back!
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Re: Random Screenshots Thread
Oh yeah. Well, the AI names are just overlapping because of positioning. That's nothing.
The blue stripe? In sinewav's incam server, if you're in the middle position and continue straight from the beginning, you will occasionally grind right down the center (or seemingly so) of the opposite cycle's light trace—the blue one, in this case. This can happen in his coin-op arcade server, too. Weird things happen here. When you first contact, you get a little hesitation as though rubber's being used, but then you bust on through. If you have a speed meter up, it usually goes a little haywire while you're moving straight on.
The screenshot is glancing back. Here's one where it's even more "perfect," in that my tail doesn't have that side to it as in the above screenshot:
The blue stripe? In sinewav's incam server, if you're in the middle position and continue straight from the beginning, you will occasionally grind right down the center (or seemingly so) of the opposite cycle's light trace—the blue one, in this case. This can happen in his coin-op arcade server, too. Weird things happen here. When you first contact, you get a little hesitation as though rubber's being used, but then you bust on through. If you have a speed meter up, it usually goes a little haywire while you're moving straight on.
The screenshot is glancing back. Here's one where it's even more "perfect," in that my tail doesn't have that side to it as in the above screenshot:
Re: Random Screenshots Thread
cool photos dude but the 1st one was the best for me
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Re: Random Screenshots Thread
I told youse there has been phasing! (or whatever the proper term would be)
I'm white, AI is gold, "AoT: Original Arcade" server. This is the only time I've caught it in a screenshot, but I've experienced and witnessed it in other servers as well, and not only early in the round.
I'm white, AI is gold, "AoT: Original Arcade" server. This is the only time I've caught it in a screenshot, but I've experienced and witnessed it in other servers as well, and not only early in the round.
Last edited by Phytotron on Tue Jan 05, 2010 2:45 am, edited 1 time in total.
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Re: Random Screenshots Thread
Last edited by Phytotron on Tue Jan 05, 2010 3:04 am, edited 2 times in total.
Re: Random Screenshots Thread
In that same server I went through the rim and pack into play. Like, 8 meters through the rim and back again.Phytotron wrote:I told youse there has been phasing!
Re: Random Screenshots Thread
The server is running code from mid 2008. A phasing bug that looks like it could be the one in question was fixed beginning of 2009 (bzr revno 1008/1009).