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A 100 Reasons Why Boruto Sucks Thread

Name: Peter 2018-02-22 3:51

Begin

Name: Anonymous 2025-03-12 3:32

nope
vert = rsurface.batchvertex3f + 3*j; // Au 15 roundwave
// deform vertex array to make water with round waves // Au 15 roundwave
VectorSubtract(right, vert, v); // Au 15 roundwave
animpos = (radius - VectorLength(v)) / radius; // Au 15 roundwave

vert = rsurface.batchvertex3f + 3*j;
VectorSubtract(center, vert, v); // Au 15 roundwave
animpos = animpos + ((radius - VectorLength(v)) / radius); // Au 15 roundwave

//animpos = max(0, animpos);

Name: Anonymous 2025-03-12 3:34

trying this
vert = rsurface.batchvertex3f + 3*j; // Au 15 roundwave
// deform vertex array to make water with round waves // Au 15 roundwave
if (lhrandom(0, 1) > 0.5) {
VectorSubtract(right, vert, v); // Au 15 roundwave
animpos = (radius - VectorLength(v)) / radius; // Au 15 roundwave
} else {
VectorSubtract(center, vert, v); // Au 15 roundwave
animpos = (radius - VectorLength(v)) / radius; // Au 15 roundwave
}

animpos = max(0, animpos); // Au 15 roundwave
if (animpos > 0)

Name: Anonymous 2025-03-12 3:36

frantic, interesting

Name: Anonymous 2025-03-12 3:37

VectorSet(right, 128, 128, 0); // Au 15 roundwave
if (1) { //Make ISO C90 happy (warning: ISO C90 forbids mixed declarations and code) // Au 16? roundwave
float numwaves = deform->parms[0] / deform->parms[1]; // Au 15 roundwave
float radius = deform->parms[0]; // Au 15 roundwave
float exponent = deform->parms[2]; // Au 15 roundwave
float *vert, *norm; // Au 15 roundwave
// now deform vertexes // Au 15 roundwave
for (j = 0;j < batchnumvertices;j++) // Au 15 roundwave
{ // Au 15 roundwave
vert = rsurface.batchvertex3f + 3*j; // Au 15 roundwave
// deform vertex array to make water with round waves // Au 15 roundwave
if (lhrandom(0, 1) > 0.5) {
VectorSubtract(right, vert, v); // Au 15 roundwave
animpos = (radius - VectorLength(v)) / radius; // Au 15 roundwave
} else {
VectorSubtract(center, vert, v); // Au 15 roundwave
animpos = (radius - VectorLength(v)) / radius; // Au 15 roundwave
}

animpos = max(0, animpos); // Au 15 roundwave
if (animpos > 0) // Au 15 roundwave
{ // Au 15 roundwave
waveparms[0] = deform->waveparms[0]; // Au 15 roundwave
waveparms[1] = deform->waveparms[1] * animpos; // Au 15 roundwave
waveparms[2] = deform->waveparms[2] + pow(animpos, exponent) * numwaves; // Au 15 roundwave
waveparms[3] = deform->waveparms[3]; // Au 15 roundwave
scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms); // Au 15 roundwave
norm = rsurface.batchnormal3f + 3*j; // Au 15 roundwave
VectorMA(vert, scale, norm, vert); // Au 15 roundwave
} // Au 15 roundwave
// Au 15 roundwave
} // Au 15 roundwave
//rebuildNormals = true; // Au 15 roundwave
} //Finished Makeing ISO C90 happy (warning: ISO C90 forbids mixed declarations and code) // Au 16? roundwave
break; // Au 15 roundwave

frantic, almost ghosting

Name: Anonymous 2025-03-12 3:46

deformVertexes roundwave 180 18 3 180 180 0 sin 2 30 0 0.2
deformVertexes roundwave 180 18 3 -180 -180 0 sin 2 30 0 0.2

Name: Anonymous 2025-03-12 3:49

deformVertexes inverseroundwave 180 18 3 180 180 0 sin 2 30 0 0.2
deformVertexes inverseroundwave 180 18 3 -180 -180 0 sin 2 30 0 0.2

eh...

Name: Anonymous 2025-03-12 3:50

deformVertexes inverseroundwave 180 18 3 180 180 0 sin 2 30 0 0.2

wrks

Name: Anonymous 2025-03-12 3:52

deformVertexes inverseroundwave 180 18 3 180 180 0 sin 2 30 0 0.2
deformVertexes roundwave 180 18 3 -180 -180 0 sin 2 30 0 0.2

also sorta

Name: Anonymous 2025-03-12 4:13

causes a strange inverse offset sorta
VectorSet(center, 128, 128, 0); // Au 15 roundwave
VectorSet(right, -128, -128, 0); // Au 15 roundwave
if (1) { //Make ISO C90 happy (warning: ISO C90 forbids mixed declarations and code) // Au 16? roundwave
float numwaves = deform->parms[0] / deform->parms[1]; // Au 15 roundwave
float radius = deform->parms[0]; // Au 15 roundwave
float exponent = deform->parms[2]; // Au 15 roundwave
float *vert, *norm;
float animpos1;
float animpos2; // Au 15 roundwave
vec3_t v2;
// now deform vertexes // Au 15 roundwave
for (j = 0;j < batchnumvertices;j++) // Au 15 roundwave
{ // Au 15 roundwave
vert = rsurface.batchvertex3f + 3*j; // Au 15 roundwave
// deform vertex array to make water with round waves // Au 15 roundwave
VectorSubtract(center, vert, v); // Au 15 roundwave
VectorSubtract(right, vert, v2);
animpos1 = (VectorLength(v) - radius) / VectorLength(v); // Au 15 roundwave
animpos2 = (VectorLength(v2) - radius) / VectorLength(v2); // Au 15 roundwave
animpos = animpos1 - animpos2;
//animpos = (radius - VectorLength(v)) / radius; // Au 15 roundwave
animpos = max(0, animpos); // Au 15 roundwave
if (animpos > 0) // Au 15 roundwave
{ // Au 15 roundwave
waveparms[0] = deform->waveparms[0]; // Au 15 roundwave
waveparms[1] = deform->waveparms[1] * animpos; // Au 15 roundwave
waveparms[2] = deform->waveparms[2] + pow(animpos, exponent) * numwaves; // Au 15 roundwave
waveparms[3] = deform->waveparms[3]; // Au 15 roundwave
scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms); // Au 15 roundwave
norm = rsurface.batchnormal3f + 3*j; // Au 15 roundwave
VectorMA(vert, scale, norm, vert); // Au 15 roundwave
} // Au 15 roundwave
// Au 15 roundwave
} // Au 15 roundwave
//rebuildNormals = true; // Au 15 roundwave
} //Finished Makeing ISO C90 happy (warning: ISO C90 forbids mixed declarations and code) // Au 16? roundwave
break; // Au 15 roundwave
}

Name: Anonymous 2025-03-12 4:15

// find a center of a surface (entity center plus shader-set offsets) // Au 15 roundwave
//VectorSet(center, deform->parms2[0], deform->parms2[1], deform->parms2[2]); // Au 15 roundwave
VectorSet(center, 128, 128, 0); // Au 15 roundwave
VectorSet(right, -128, -128, 0); // Au 15 roundwave
if (1) { //Make ISO C90 happy (warning: ISO C90 forbids mixed declarations and code) // Au 16? roundwave
float numwaves = deform->parms[0] / deform->parms[1]; // Au 15 roundwave
float radius = deform->parms[0]; // Au 15 roundwave
float exponent = deform->parms[2]; // Au 15 roundwave
float *vert, *norm;
float animpos1;
float animpos2; // Au 15 roundwave
vec3_t v2;
// now deform vertexes // Au 15 roundwave
for (j = 0;j < batchnumvertices;j++) // Au 15 roundwave
{ // Au 15 roundwave
vert = rsurface.batchvertex3f + 3*j; // Au 15 roundwave
// deform vertex array to make water with round waves // Au 15 roundwave
VectorSubtract(center, vert, v); // Au 15 roundwave
VectorSubtract(right, vert, v2);
animpos1 = (VectorLength(v) - radius) / VectorLength(v); // Au 15 roundwave
animpos2 = (VectorLength(v2) - radius) / VectorLength(v2); // Au 15 roundwave
animpos = animpos2 - animpos1;
//animpos = (radius - VectorLength(v)) / radius; // Au 15 roundwave
animpos = max(0, animpos); // Au 15 roundwave
if (animpos > 0) // Au 15 roundwave
{ // Au 15 roundwave
waveparms[0] = deform->waveparms[0]; // Au 15 roundwave
waveparms[1] = deform->waveparms[1] * animpos; // Au 15 roundwave
waveparms[2] = deform->waveparms[2] + pow(animpos, exponent) * numwaves; // Au 15 roundwave
waveparms[3] = deform->waveparms[3]; // Au 15 roundwave
scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms); // Au 15 roundwave
norm = rsurface.batchnormal3f + 3*j; // Au 15 roundwave
VectorMA(vert, scale, norm, vert); // Au 15 roundwave
} // Au 15 roundwave
// Au 15 roundwave
}


same on the other side, inverse of the expo

Name: Anonymous 2025-03-12 4:17

VectorSet(right, -128, -128, 0); // Au 15 roundwave
if (1) { //Make ISO C90 happy (warning: ISO C90 forbids mixed declarations and code) // Au 16? roundwave
float numwaves = deform->parms[0] / deform->parms[1]; // Au 15 roundwave
float radius = deform->parms[0]; // Au 15 roundwave
float exponent = deform->parms[2]; // Au 15 roundwave
float *vert, *norm;
float animpos1;
float animpos2; // Au 15 roundwave
vec3_t v2;
// now deform vertexes // Au 15 roundwave
for (j = 0;j < batchnumvertices;j++) // Au 15 roundwave
{ // Au 15 roundwave
vert = rsurface.batchvertex3f + 3*j; // Au 15 roundwave
// deform vertex array to make water with round waves // Au 15 roundwave
VectorSubtract(center, vert, v); // Au 15 roundwave
VectorSubtract(right, vert, v2);
animpos1 = (VectorLength(v) - radius) / VectorLength(v); // Au 15 roundwave
animpos2 = (VectorLength(v2) - radius) / VectorLength(v2); // Au 15 roundwave
animpos = animpos1 / animpos2;
//animpos = (radius - VectorLength(v)) / radius; // Au 15 roundwave
animpos = max(0, animpos); // Au 15 roundwave
if (animpos > 0) // Au 15 roundwave
{ // Au 15 roundwave
waveparms[0] = deform->waveparms[0]; // Au 15 roundwave
waveparms[1] = deform->waveparms[1] * animpos; // Au 15 roundwave
waveparms[2] = deform->waveparms[2] + pow(animpos, exponent) * numwaves; // Au 15 roundwave
waveparms[3] = deform->waveparms[3]; // Au 15 roundwave
scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms); // Au 15 roundwave
norm = rsurface.batchnormal3f + 3*j; // Au 15 roundwave
VectorMA(vert, scale, norm, vert); // Au 15 roundwave
} // Au 15 roundwave
// Au 15 roundwave
} // Au 15 roundwave
//rebuildNormals = true; // Au 15 roundwave
} //Finished Makeing ISO C90 happy (warning: ISO C90 forbids mixed declarations and code) // Au 16? roundwave
break; // Au 15 roundwave
}


interesting, butterfly pattern with one side going crazy at the inner edge, but calm inside,
would be useful if it didn't go crazy,
interesting tho

Name: Anonymous 2025-03-12 4:18

one side has great tulmult or so, the other is as you'd expect and want

Name: Anonymous 2025-03-12 4:19

// find a center of a surface (entity center plus shader-set offsets) // Au 15 roundwave
//VectorSet(center, deform->parms2[0], deform->parms2[1], deform->parms2[2]); // Au 15 roundwave
VectorSet(center, 128, 128, 0); // Au 15 roundwave
VectorSet(right, -128, -128, 0); // Au 15 roundwave
if (1) { //Make ISO C90 happy (warning: ISO C90 forbids mixed declarations and code) // Au 16? roundwave
float numwaves = deform->parms[0] / deform->parms[1]; // Au 15 roundwave
float radius = deform->parms[0]; // Au 15 roundwave
float exponent = deform->parms[2]; // Au 15 roundwave
float *vert, *norm;
float animpos1;
float animpos2; // Au 15 roundwave
vec3_t v2;
// now deform vertexes // Au 15 roundwave
for (j = 0;j < batchnumvertices;j++) // Au 15 roundwave
{ // Au 15 roundwave
vert = rsurface.batchvertex3f + 3*j; // Au 15 roundwave
// deform vertex array to make water with round waves // Au 15 roundwave
VectorSubtract(center, vert, v); // Au 15 roundwave
VectorSubtract(right, vert, v2);
animpos1 = (VectorLength(v) - radius) / VectorLength(v); // Au 15 roundwave
animpos2 = (VectorLength(v2) - radius) / VectorLength(v2); // Au 15 roundwave
animpos = animpos1 / animpos2;
////animpos = (radius - VectorLength(v)) / radius; // Au 15 roundwave
//animpos = max(0, animpos); // Au 15 roundwave
//if (animpos > 0) // Au 15 roundwave
{ // Au 15 roundwave
waveparms[0] = deform->waveparms[0]; // Au 15 roundwave
waveparms[1] = deform->waveparms[1] * animpos; // Au 15 roundwave
waveparms[2] = deform->waveparms[2] + pow(animpos, exponent) * numwaves; // Au 15 roundwave
waveparms[3] = deform->waveparms[3]; // Au 15 roundwave
scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms); // Au 15 roundwave
norm = rsurface.batchnormal3f + 3*j; // Au 15 roundwave
VectorMA(vert, scale, norm, vert); // Au 15 roundwave
} // Au 15 roundwave
// Au 15 roundwave
} // Au 15 roundwave
//rebuildNormals = true; // Au 15 roundwave
} //Finished Makeing ISO C90 happy (warning: ISO C90 forbids mixed declarations and code) // Au 16? roundwave
break;



does this fix?

Name: Anonymous 2025-03-12 4:20

no, but adds a mirror inverse interior tumult to the other side

Name: Anonymous 2025-03-12 4:24

does adding a vert fix it?
// find a center of a surface (entity center plus shader-set offsets) // Au 15 roundwave
//VectorSet(center, deform->parms2[0], deform->parms2[1], deform->parms2[2]); // Au 15 roundwave
VectorSet(center, 128, 128, 0); // Au 15 roundwave
VectorSet(right, -128, -128, 0); // Au 15 roundwave
if (1) { //Make ISO C90 happy (warning: ISO C90 forbids mixed declarations and code) // Au 16? roundwave
float numwaves = deform->parms[0] / deform->parms[1]; // Au 15 roundwave
float radius = deform->parms[0]; // Au 15 roundwave
float exponent = deform->parms[2]; // Au 15 roundwave
float *vert, *norm;
float animpos1;
float animpos2; // Au 15 roundwave
vec3_t v2;
float *vert2;
// now deform vertexes // Au 15 roundwave
for (j = 0;j < batchnumvertices;j++) // Au 15 roundwave
{ // Au 15 roundwave
vert = rsurface.batchvertex3f + 3*j; // Au 15 roundwave
vert2 = rsurface.batchvertex3f + 3*j;
// deform vertex array to make water with round waves // Au 15 roundwave
VectorSubtract(center, vert, v); // Au 15 roundwave
VectorSubtract(right, vert2, v2);
animpos1 = (VectorLength(v) - radius) / VectorLength(v); // Au 15 roundwave
animpos2 = (VectorLength(v2) - radius) / VectorLength(v2); // Au 15 roundwave
animpos = animpos1 / animpos2;
//animpos = (radius - VectorLength(v)) / radius; // Au 15 roundwave
animpos = max(0, animpos); // Au 15 roundwave
if (animpos > 0) // Au 15 roundwave
{ // Au 15 roundwave
waveparms[0] = deform->waveparms[0]; // Au 15 roundwave
waveparms[1] = deform->waveparms[1] * animpos; // Au 15 roundwave
waveparms[2] = deform->waveparms[2] + pow(animpos, exponent) * numwaves; // Au 15 roundwave
waveparms[3] = deform->waveparms[3]; // Au 15 roundwave
scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms); // Au 15 roundwave
norm = rsurface.batchnormal3f + 3*j; // Au 15 roundwave
VectorMA(vert, scale, norm, vert); // Au 15 roundwave
} // Au 15 roundwave
// Au 15 roundwave
} // Au 15 roundwave
//rebuildNormals = true; // Au 15 roundwave
} //Finished Makeing ISO C90 happy (warning: ISO C90 forbids mixed declarations and code) // Au 16? roundwave
break;

Name: Anonymous 2025-03-12 4:25

no

Name: Anonymous 2025-03-12 4:26

does setting only 1 roundwave fix it?

Name: Anonymous 2025-03-12 4:28

no, also the mroe crazy side gotes to the sky in the round edge and is tumult etc

Name: Anonymous 2025-03-12 4:30

// find a center of a surface (entity center plus shader-set offsets) // Au 15 roundwave
//VectorSet(center, deform->parms2[0], deform->parms2[1], deform->parms2[2]); // Au 15 roundwave
VectorSet(center, 128, 128, 0); // Au 15 roundwave
VectorSet(right, -128, -128, 0); // Au 15 roundwave
if (1) { //Make ISO C90 happy (warning: ISO C90 forbids mixed declarations and code) // Au 16? roundwave
float numwaves = deform->parms[0] / deform->parms[1]; // Au 15 roundwave
float radius = deform->parms[0]; // Au 15 roundwave
float exponent = deform->parms[2]; // Au 15 roundwave
float *vert, *norm;
float animpos1;
float animpos2; // Au 15 roundwave
vec3_t v2;
// now deform vertexes // Au 15 roundwave
for (j = 0;j < batchnumvertices;j++) // Au 15 roundwave
{ // Au 15 roundwave
vert = rsurface.batchvertex3f + 3*j; // Au 15 roundwave
// deform vertex array to make water with round waves // Au 15 roundwave
VectorSubtract(center, vert, v); // Au 15 roundwave
VectorSubtract(right, vert, v2);
animpos1 = (VectorLength(v) - radius) / VectorLength(v); // Au 15 roundwave
animpos2 = (VectorLength(v2) - radius) / VectorLength(v2); // Au 15 roundwave
animpos = animpos1 / animpos2;
//animpos = (radius - VectorLength(v)) / radius; // Au 15 roundwave
animpos = max(0, animpos); // Au 15 roundwave
if (animpos > 0) // Au 15 roundwave
{ // Au 15 roundwave
waveparms[0] = deform->waveparms[0]; // Au 15 roundwave
waveparms[1] = deform->waveparms[1] * animpos; // Au 15 roundwave
waveparms[2] = deform->waveparms[2] + pow(animpos, exponent) * numwaves; // Au 15 roundwave
waveparms[3] = deform->waveparms[3]; // Au 15 roundwave
scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms); // Au 15 roundwave
norm = rsurface.batchnormal3f + 3*j; // Au 15 roundwave
VectorMA(vert, scale, norm, vert); // Au 15 roundwave
} // Au 15 roundwave
// Au 15 roundwave
} // Au 15 roundwave
//rebuildNormals = true; // Au 15 roundwave
} //Finished Makeing ISO C90 happy (warning: ISO C90 forbids mixed declarations and code) // Au 16? roundwave
break; // Au 15 roundwave
}


so close to being a good deform

Name: Anonymous 2025-03-12 4:33

animpos = animpos1 * animpos2; gives very calm with 2 foci

Name: Anonymous 2025-03-12 4:33

VectorSet(center, 128, 128, 0); // Au 15 roundwave
VectorSet(right, -128, -128, 0); // Au 15 roundwave
if (1) { //Make ISO C90 happy (warning: ISO C90 forbids mixed declarations and code) // Au 16? roundwave
float numwaves = deform->parms[0] / deform->parms[1]; // Au 15 roundwave
float radius = deform->parms[0]; // Au 15 roundwave
float exponent = deform->parms[2]; // Au 15 roundwave
float *vert, *norm;
float animpos1;
float animpos2; // Au 15 roundwave
vec3_t v2;
// now deform vertexes // Au 15 roundwave
for (j = 0;j < batchnumvertices;j++) // Au 15 roundwave
{ // Au 15 roundwave
vert = rsurface.batchvertex3f + 3*j; // Au 15 roundwave
// deform vertex array to make water with round waves // Au 15 roundwave
VectorSubtract(center, vert, v); // Au 15 roundwave
VectorSubtract(right, vert, v2);
animpos1 = (VectorLength(v) - radius) / VectorLength(v); // Au 15 roundwave
animpos2 = (VectorLength(v2) - radius) / VectorLength(v2); // Au 15 roundwave
animpos = animpos1 * animpos2;
//animpos = (radius - VectorLength(v)) / radius; // Au 15 roundwave
animpos = max(0, animpos); // Au 15 roundwave
if (animpos > 0) // Au 15 roundwave
{ // Au 15 roundwave
waveparms[0] = deform->waveparms[0]; // Au 15 roundwave
waveparms[1] = deform->waveparms[1] * animpos; // Au 15 roundwave
waveparms[2] = deform->waveparms[2] + pow(animpos, exponent) * numwaves; // Au 15 roundwave
waveparms[3] = deform->waveparms[3]; // Au 15 roundwave
scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms); // Au 15 roundwave
norm = rsurface.batchnormal3f + 3*j; // Au 15 roundwave
VectorMA(vert, scale, norm, vert); // Au 15 roundwave
} // Au 15 roundwave
// Au 15 roundwave
} // Au 15 roundwave
//rebuildNormals = true; // Au 15 roundwave
} //Finished Makeing ISO C90 happy (warning: ISO C90 forbids mixed declarations and code) // Au 16? roundwave
break; // Au 15 roundwave

Name: Anonymous 2025-03-12 4:39

this has a similar effect but not exactly the same
not quite 2 foci, almost
but here we + the radius and / eachother
it's like 1.2 of...

// find a center of a surface (entity center plus shader-set offsets) // Au 15 roundwave
//VectorSet(center, deform->parms2[0], deform->parms2[1], deform->parms2[2]); // Au 15 roundwave
VectorSet(center, 128, 128, 0); // Au 15 roundwave
VectorSet(right, -128, -128, 0); // Au 15 roundwave
if (1) { //Make ISO C90 happy (warning: ISO C90 forbids mixed declarations and code) // Au 16? roundwave
float numwaves = deform->parms[0] / deform->parms[1]; // Au 15 roundwave
float radius = deform->parms[0]; // Au 15 roundwave
float exponent = deform->parms[2]; // Au 15 roundwave
float *vert, *norm;
float animpos1;
float animpos2; // Au 15 roundwave
vec3_t v2;
// now deform vertexes // Au 15 roundwave
for (j = 0;j < batchnumvertices;j++) // Au 15 roundwave
{ // Au 15 roundwave
vert = rsurface.batchvertex3f + 3*j; // Au 15 roundwave
// deform vertex array to make water with round waves // Au 15 roundwave
VectorSubtract(center, vert, v); // Au 15 roundwave
VectorSubtract(right, vert, v2);
animpos1 = (VectorLength(v) - radius) / VectorLength(v); // Au 15 roundwave
animpos2 = (VectorLength(v2) + radius) / VectorLength(v2); // Au 15 roundwave
animpos = animpos1 / animpos2;
//animpos = (radius - VectorLength(v)) / radius; // Au 15 roundwave
animpos = max(0, animpos); // Au 15 roundwave
if (animpos > 0) // Au 15 roundwave
{ // Au 15 roundwave
waveparms[0] = deform->waveparms[0]; // Au 15 roundwave
waveparms[1] = deform->waveparms[1] * animpos; // Au 15 roundwave
waveparms[2] = deform->waveparms[2] + pow(animpos, exponent) * numwaves; // Au 15 roundwave
waveparms[3] = deform->waveparms[3]; // Au 15 roundwave
scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms); // Au 15 roundwave
norm = rsurface.batchnormal3f + 3*j; // Au 15 roundwave
VectorMA(vert, scale, norm, vert); // Au 15 roundwave
} // Au 15 roundwave
// Au 15 roundwave
} // Au 15 roundwave
//rebuildNormals = true; // Au 15 roundwave
} //Finished Makeing ISO C90 happy (warning: ISO C90 forbids mixed declarations and code) // Au 16? roundwave
break;

Name: Anonymous 2025-03-12 4:42

both adding,

this is similar to the interesting pattern, with similar problems

// find a center of a surface (entity center plus shader-set offsets) // Au 15 roundwave
//VectorSet(center, deform->parms2[0], deform->parms2[1], deform->parms2[2]); // Au 15 roundwave
VectorSet(center, 128, 128, 0); // Au 15 roundwave
VectorSet(right, -128, -128, 0); // Au 15 roundwave
if (1) { //Make ISO C90 happy (warning: ISO C90 forbids mixed declarations and code) // Au 16? roundwave
float numwaves = deform->parms[0] / deform->parms[1]; // Au 15 roundwave
float radius = deform->parms[0]; // Au 15 roundwave
float exponent = deform->parms[2]; // Au 15 roundwave
float *vert, *norm;
float animpos1;
float animpos2; // Au 15 roundwave
vec3_t v2;
// now deform vertexes // Au 15 roundwave
for (j = 0;j < batchnumvertices;j++) // Au 15 roundwave
{ // Au 15 roundwave
vert = rsurface.batchvertex3f + 3*j; // Au 15 roundwave
// deform vertex array to make water with round waves // Au 15 roundwave
VectorSubtract(center, vert, v); // Au 15 roundwave
VectorSubtract(right, vert, v2);
animpos1 = (VectorLength(v) + radius) / VectorLength(v); // Au 15 roundwave
animpos2 = (VectorLength(v2) + radius) / VectorLength(v2); // Au 15 roundwave
animpos = animpos1 / animpos2;
//animpos = (radius - VectorLength(v)) / radius; // Au 15 roundwave
animpos = max(0, animpos); // Au 15 roundwave
if (animpos > 0) // Au 15 roundwave
{ // Au 15 roundwave
waveparms[0] = deform->waveparms[0]; // Au 15 roundwave
waveparms[1] = deform->waveparms[1] * animpos; // Au 15 roundwave
waveparms[2] = deform->waveparms[2] + pow(animpos, exponent) * numwaves; // Au 15 roundwave
waveparms[3] = deform->waveparms[3]; // Au 15 roundwave
scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms); // Au 15 roundwave
norm = rsurface.batchnormal3f + 3*j; // Au 15 roundwave
VectorMA(vert, scale, norm, vert); // Au 15 roundwave
} // Au 15 roundwave
// Au 15 roundwave
} // Au 15 roundwave
//rebuildNormals = true; // Au 15 roundwave
} //Finished Makeing ISO C90 happy (warning: ISO C90 forbids mixed declarations and code) // Au 16? roundwave
break;

Name: Anonymous 2025-03-12 4:44

//halve and pluss

VectorSet(center, 128, 128, 0); // Au 15 roundwave
VectorSet(right, -128, -128, 0); // Au 15 roundwave
if (1) { //Make ISO C90 happy (warning: ISO C90 forbids mixed declarations and code) // Au 16? roundwave
float numwaves = deform->parms[0] / deform->parms[1]; // Au 15 roundwave
float radius = deform->parms[0]; // Au 15 roundwave
float exponent = deform->parms[2]; // Au 15 roundwave
float *vert, *norm;
float animpos1;
float animpos2; // Au 15 roundwave
vec3_t v2;
// now deform vertexes // Au 15 roundwave
for (j = 0;j < batchnumvertices;j++) // Au 15 roundwave
{ // Au 15 roundwave
vert = rsurface.batchvertex3f + 3*j; // Au 15 roundwave
// deform vertex array to make water with round waves // Au 15 roundwave
VectorSubtract(center, vert, v); // Au 15 roundwave
VectorSubtract(right, vert, v2);
animpos1 = (VectorLength(v) + radius) / VectorLength(v); // Au 15 roundwave
animpos2 = (VectorLength(v2) + radius) / VectorLength(v2); // Au 15 roundwave
animpos = (animpos1*0.5) + (animpos2*0.5);
//animpos = (radius - VectorLength(v)) / radius; // Au 15 roundwave
animpos = max(0, animpos); // Au 15 roundwave
if (animpos > 0) // Au 15 roundwave
{ // Au 15 roundwave
waveparms[0] = deform->waveparms[0]; // Au 15 roundwave
waveparms[1] = deform->waveparms[1] * animpos; // Au 15 roundwave
waveparms[2] = deform->waveparms[2] + pow(animpos, exponent) * numwaves; // Au 15 roundwave
waveparms[3] = deform->waveparms[3]; // Au 15 roundwave
scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms); // Au 15 roundwave
norm = rsurface.batchnormal3f + 3*j; // Au 15 roundwave
VectorMA(vert, scale, norm, vert); // Au 15 roundwave
} // Au 15 roundwave
// Au 15 roundwave
} // Au 15 roundwave
//rebuildNormals = true; // Au 15 roundwave
} //Finished Makeing ISO C90 happy (warning: ISO C90 forbids mixed declarations and code) // Au 16? roundwave
break;


Two very active centers.

Name: Anonymous 2025-03-12 4:46

halve and minus doesn't help
VectorSubtract(center, vert, v); // Au 15 roundwave
VectorSubtract(right, vert, v2);
animpos1 = (VectorLength(v) + radius) / VectorLength(v); // Au 15 roundwave
animpos2 = (VectorLength(v2) + radius) / VectorLength(v2); // Au 15 roundwave
animpos = (animpos1*0.5) - (animpos2*0.5);

Name: Anonymous 2025-03-12 4:48

minus and inverse,
not too good, 2 loops, crazy inside or crazy on the border calm outside.

if (1) { //Make ISO C90 happy (warning: ISO C90 forbids mixed declarations and code) // Au 16? roundwave
float numwaves = deform->parms[0] / deform->parms[1]; // Au 15 roundwave
float radius = deform->parms[0]; // Au 15 roundwave
float exponent = deform->parms[2]; // Au 15 roundwave
float *vert, *norm;
float animpos1;
float animpos2; // Au 15 roundwave
vec3_t v2;
// now deform vertexes // Au 15 roundwave
for (j = 0;j < batchnumvertices;j++) // Au 15 roundwave
{ // Au 15 roundwave
vert = rsurface.batchvertex3f + 3*j; // Au 15 roundwave
// deform vertex array to make water with round waves // Au 15 roundwave
VectorSubtract(center, vert, v); // Au 15 roundwave
VectorSubtract(right, vert, v2);
animpos1 = (VectorLength(v) - radius) / VectorLength(v); // Au 15 roundwave
animpos2 = (VectorLength(v2) - radius) / VectorLength(v2); // Au 15 roundwave
animpos = animpos1 / (animpos2*-1);
//animpos = (animpos1*0.5) + (animpos2*0.5);
//animpos = (radius - VectorLength(v)) / radius; // Au 15 roundwave
animpos = max(0, animpos); // Au 15 roundwave
if (animpos > 0) // Au 15 roundwave
{ // Au 15 roundwave
waveparms[0] = deform->waveparms[0]; // Au 15 roundwave
waveparms[1] = deform->waveparms[1] * animpos; // Au 15 roundwave
waveparms[2] = deform->waveparms[2] + pow(animpos, exponent) * numwaves; // Au 15 roundwave
waveparms[3] = deform->waveparms[3]; // Au 15 roundwave
scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms); // Au 15 roundwave
norm = rsurface.batchnormal3f + 3*j; // Au 15 roundwave
VectorMA(vert, scale, norm, vert); // Au 15 roundwave
} // Au 15 roundwave
// Au 15 roundwave
} // Au 15 roundwave
//rebuildNormals = true; // Au 15 roundwave
} //Finished Makeing ISO C90 happy (warning: ISO C90 forbids mixed declarations and code) // Au 16? roundwave
break;

Name: Anonymous 2025-03-12 4:49

total cancellation no movement
//VectorSet(center, deform->parms2[0], deform->parms2[1], deform->parms2[2]); // Au 15 roundwave
VectorSet(center, 128, 128, 0); // Au 15 roundwave
VectorSet(right, -128, -128, 0); // Au 15 roundwave
if (1) { //Make ISO C90 happy (warning: ISO C90 forbids mixed declarations and code) // Au 16? roundwave
float numwaves = deform->parms[0] / deform->parms[1]; // Au 15 roundwave
float radius = deform->parms[0]; // Au 15 roundwave
float exponent = deform->parms[2]; // Au 15 roundwave
float *vert, *norm;
float animpos1;
float animpos2; // Au 15 roundwave
vec3_t v2;
// now deform vertexes // Au 15 roundwave
for (j = 0;j < batchnumvertices;j++) // Au 15 roundwave
{ // Au 15 roundwave
vert = rsurface.batchvertex3f + 3*j; // Au 15 roundwave
// deform vertex array to make water with round waves // Au 15 roundwave
VectorSubtract(center, vert, v); // Au 15 roundwave
VectorSubtract(right, vert, v2);
animpos1 = (VectorLength(v) + radius) / VectorLength(v); // Au 15 roundwave
animpos2 = (VectorLength(v2) + radius) / VectorLength(v2); // Au 15 roundwave
animpos = animpos1 / (animpos2*-1);
//animpos = (animpos1*0.5) + (animpos2*0.5);
//animpos = (radius - VectorLength(v)) / radius; // Au 15 roundwave
animpos = max(0, animpos); // Au 15 roundwave
if (animpos > 0) // Au 15 roundwave
{ // Au 15 roundwave
waveparms[0] = deform->waveparms[0]; // Au 15 roundwave
waveparms[1] = deform->waveparms[1] * animpos; // Au 15 roundwave
waveparms[2] = deform->waveparms[2] + pow(animpos, exponent) * numwaves; // Au 15 roundwave
waveparms[3] = deform->waveparms[3]; // Au 15 roundwave
scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms); // Au 15 roundwave
norm = rsurface.batchnormal3f + 3*j; // Au 15 roundwave
VectorMA(vert, scale, norm, vert); // Au 15 roundwave
} // Au 15 roundwave
// Au 15 roundwave
}

Name: Anonymous 2025-03-12 4:50

Just one side

for (j = 0;j < batchnumvertices;j++) // Au 15 roundwave
{ // Au 15 roundwave
vert = rsurface.batchvertex3f + 3*j; // Au 15 roundwave
// deform vertex array to make water with round waves // Au 15 roundwave
VectorSubtract(center, vert, v); // Au 15 roundwave
VectorSubtract(right, vert, v2);
animpos1 = (VectorLength(v) - radius) / VectorLength(v); // Au 15 roundwave
animpos2 = (VectorLength(v2) + radius) / VectorLength(v2); // Au 15 roundwave
animpos = animpos1 / (animpos2*-1);
//animpos = (animpos1*0.5) + (animpos2*0.5);
//animpos = (radius - VectorLength(v)) / radius; // Au 15 roundwave
animpos = max(0, animpos); // Au 15 roundwave
if (animpos > 0) // Au 15 roundwave
{ // Au 15 roundwave
waveparms[0] = deform->waveparms[0]; // Au 15 roundwave
waveparms[1] = deform->waveparms[1] * animpos; // Au 15 roundwave
waveparms[2] = deform->waveparms[2] + pow(animpos, exponent) * numwaves; // Au 15 roundwave
waveparms[3] = deform->waveparms[3]; // Au 15 roundwave
scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms); // Au 15 roundwave
norm = rsurface.batchnormal3f + 3*j; // Au 15 roundwave
VectorMA(vert, scale, norm, vert); // Au 15 roundwave
} // Au 15 roundwave
// Au 15 roundwave
}

Name: Anonymous 2025-03-12 4:51

just the other side, but crazy
// find a center of a surface (entity center plus shader-set offsets) // Au 15 roundwave
//VectorSet(center, deform->parms2[0], deform->parms2[1], deform->parms2[2]); // Au 15 roundwave
VectorSet(center, 128, 128, 0); // Au 15 roundwave
VectorSet(right, -128, -128, 0); // Au 15 roundwave
if (1) { //Make ISO C90 happy (warning: ISO C90 forbids mixed declarations and code) // Au 16? roundwave
float numwaves = deform->parms[0] / deform->parms[1]; // Au 15 roundwave
float radius = deform->parms[0]; // Au 15 roundwave
float exponent = deform->parms[2]; // Au 15 roundwave
float *vert, *norm;
float animpos1;
float animpos2; // Au 15 roundwave
vec3_t v2;
// now deform vertexes // Au 15 roundwave
for (j = 0;j < batchnumvertices;j++) // Au 15 roundwave
{ // Au 15 roundwave
vert = rsurface.batchvertex3f + 3*j; // Au 15 roundwave
// deform vertex array to make water with round waves // Au 15 roundwave
VectorSubtract(center, vert, v); // Au 15 roundwave
VectorSubtract(right, vert, v2);
animpos1 = (VectorLength(v) + radius) / VectorLength(v); // Au 15 roundwave
animpos2 = (VectorLength(v2) - radius) / VectorLength(v2); // Au 15 roundwave
animpos = animpos1 / (animpos2*-1);
//animpos = (animpos1*0.5) + (animpos2*0.5);
//animpos = (radius - VectorLength(v)) / radius; // Au 15 roundwave
animpos = max(0, animpos); // Au 15 roundwave
if (animpos > 0) // Au 15 roundwave
{ // Au 15 roundwave
waveparms[0] = deform->waveparms[0]; // Au 15 roundwave
waveparms[1] = deform->waveparms[1] * animpos; // Au 15 roundwave
waveparms[2] = deform->waveparms[2] + pow(animpos, exponent) * numwaves; // Au 15 roundwave
waveparms[3] = deform->waveparms[3]; // Au 15 roundwave
scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms); // Au 15 roundwave
norm = rsurface.batchnormal3f + 3*j; // Au 15 roundwave
VectorMA(vert, scale, norm, vert); // Au 15 roundwave
} // Au 15 roundwave
// Au 15 roundwave
}

Name: Anonymous 2025-03-12 4:57

pattern, crazy one side sorta
VectorSubtract(center, vert, v); // Au 15 roundwave
VectorSubtract(right, vert, v2);
animpos1 = (VectorLength(v) - radius) / VectorLength(v); // Au 15 roundwave
animpos2 = (VectorLength(v2) - radius) / VectorLength(v2); // Au 15 roundwave
animpos = animpos1 / animpos2;

pattern, but goes to middle of each, crazy on one side (the other side)

VectorSubtract(center, vert, v); // Au 15 roundwave
VectorSubtract(right, vert, v2);
animpos1 = (VectorLength(v) + radius) / VectorLength(v); // Au 15 roundwave
animpos2 = (VectorLength(v2) + radius) / VectorLength(v2); // Au 15 roundwave
animpos = animpos1 / animpos2;


this one is good, 2 foci, calm for some reason
VectorSubtract(center, vert, v); // Au 15 roundwave
VectorSubtract(right, vert, v2);
animpos1 = (VectorLength(v) - radius) / VectorLength(v); // Au 15 roundwave
animpos2 = (VectorLength(v2) - radius) / VectorLength(v2); // Au 15 roundwave
animpos = animpos1 * animpos2;

Name: Anonymous 2025-03-12 5:00

becomes embroiled
VectorSubtract(center, vert, v); // Au 15 roundwave
VectorSubtract(right, vert, v2);
animpos1 = (VectorLength(v) - radius) / VectorLength(v); // Au 15 roundwave
animpos2 = (VectorLength(v2) - radius) / VectorLength(v2); // Au 15 roundwave
//animpos = animpos1 * animpos2;
animpos = (animpos1*2) * (animpos2*2);

but 2 foci

Name: Anonymous 2025-03-12 5:02

strange pattern, but symetrical, interior of both is crazy,

animpos1 = (VectorLength(v) - radius) / VectorLength(v2); // Au 15 roundwave
animpos2 = (VectorLength(v2) - radius) / VectorLength(v); // Au 15 roundwave
animpos = animpos1 + animpos2;

Name: Anonymous 2025-03-12 23:18

Name: Anonymous 2025-03-12 23:19

Name: Anonymous 2025-03-13 2:09

Name: Anonymous 2025-03-13 3:14

How it started/ How it ended. I got these emails from a fan of "Xonotic" (Quake1 game). The first email was nice from this person "Rika". Now the emails are not so nice. What are your thoughts? What is the relevance? This person ("Rika") pretended to be a Quake programmer. Anyone know who it is? First they say they like the code I do and were heaping praise on my opensource project, I asked them to contribute some C code, now they are saying my project is garbage etc etc. I like my project... (Note: They emailed me)

Name: Anonymous 2025-03-13 5:50

Name: Anonymous 2025-03-13 6:00

Name: Anonymous 2025-03-13 6:50

expaerieation
maschaelation

Name: Anonymous 2025-03-13 6:51


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