one my favorite game code tricks: Quake (1996) defined light styles with a simple string of alphabetic characters, with A as the brightest light value and Z as the darkest. so style 5, "gentle pulse", is expressed as "jklmnopqrstuvwxyzyxwvutsrqponmlkj" while style 10, "fluorescent flicker", is "mmamammmmammamamaaamammma". https://github.com/id-Software/Quake/blob/master/qw-qc/world.qc#L329
@mcc similarly, i don't think i've seen a single second of an AVGN video that wasn't being quoted in some other video like this. i didn't even make it past the title - "angry video game nerd? yeah, no. i'm good."
@mcc yeah it's just pure performative rage as entertainment and on some subconscious level i could tell even then, many years before gamergate and reactionary youtubers, that this was headed somewhere bad
@dosnostalgic early january 94, a kid came to school with it on 3.5" floppies. playing it on my 386 40MHz at home i had to put it into Low Detail mode, and there was some glitch in 1.0 or 1.1 that made the sfx especially ragged and evil-sounding. so, first encounter was not ideal. but obviously it still completely altered the course of my life.
@dosnostalgic they probably used photoshop to create a custom palette of the available golf tee colors, then converted the photo to that palette with floyd-steinberg dither at the desired size to have a guide to work from.
@torproject web3/crypto is an extremely untrusted space for very thoroughly proven reasons, and you are dealing massive damage to public trust in your project by associating with it.
@dosnostalgic 🤬 i was afraid of that. i looked through the source to see where it might've been defined and couldn't find it, left with more questions than answers.
@dosnostalgic do you have an existing baseq3/q3config_server.cfg? that has a bunch of "seta" commands so you could set sv_maxclients there. but that file might be specific to some or other source port, all of which have touched my ~/.q3a dir over the years.
@dosnostalgic lovely visuals, i have pretty fond memories of this despite how frustrating and fussy it was to play... wonder how much the remake is gonna improve on that
Added some detail to a 20 year old bug report that probably like two other people on the planet care about: https://github.com/adplug/adplug/issues/12 Posting here on the very remote chance that anyone reading this has worked with DOS FM synth music formats and/or the ScummVM Adlib sound code.