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vAx

Name: Anonymous 2021-05-31 15:46

The Pfizer vaccine is in phase three trials, if you get the vaccine, you are a lab rat. The study continues on until April 2023.

https://clinicaltrials.gov/ct2/show/NCT04368728?term=NCT04368728&draw=2&rank=1

This is a, quote:

>PLACEBO-CONTROLLED, RANDOMIZED, OBSERVER-BLIND, DOSE-FINDING STUDY TO EVALUATE THE SAFETY, TOLERABILITY, IMMUNOGENICITY, AND EFFICACY OF SARS-COV-2 RNA VACCINE CANDIDATES AGAINST COVID-19 IN HEALTHY INDIVIDUALS

This means that some portion of the vaccines administered are actually just placebos.

Name: Anonymous 2021-06-05 15:33

>>1

Nobody care as long as it save life!

Name: Anonymous 2025-02-22 13:54

viruses don't exist. nobody knows what each bottle of "vaccine" really contains.

Name: Anonymous 2025-02-22 17:20

Name: Anonymous 2025-02-22 17:22

Name: Anonymous 2025-02-22 18:03

Name: Anonymous 2025-02-22 21:20

RT lights in Unreal maps, in Quake1. Zoomers will hate this. The apple river Romanian did nothing wrong. "knockout.punch" I won't forget your Zoomer bullsht. "ableism" (they banned me for, when I was just trying to talk to a fellow programmer, who happened to be a Zoomer POS with Zoomer POS buddies and a love for censorship)

Name: Anonymous 2025-02-22 21:27

You boys wouldn't have to be faggots if your white fucks would let you marry cute little virgin girls, like in the old testament (NOT ENGLISH). Ever think of that? Oh that's against Jesus and his Castrating(Matthew 19 greek) and Millstone right?

Name: Anonymous 2025-02-22 21:30

I dont know about the rest of you, but Ubel Blatt, Ishura and Guild Receptionist airing this season immediately puts this season at a 10/10

Name: Anonymous 2025-02-22 21:39

https://i.4pcdn.org/pol/1739922268482830.jpg
Watch survive the jive and read Gottfried Feder's book.

Name: Anonymous 2025-02-22 22:23

Name: Anonymous 2025-02-22 23:26

Halo4 Maps in Quake 1 with dynamic lights. Zoomers won't like this. Apple River SLAUGHTERER DID NOTHING WRONG. BASED ROMANIAN KNIFE CAPITAN AND (alleged, by the zoomers who were trying to hold his head underwater) loli pirate. Romanians should fight for him and free him. ROMANIA!

Name: Anonymous 2025-02-22 23:51

Brock Tropea When not recording, add +10 to the FPS. This is every light being a real time light. If you set it to static it doesn't look as good, but you get 60 fps usually. The RTlights are from a script that I wrote that reads the t3d file and converts the lights into .rtlight for quake 1 engines. In that script I wrote it also converts the pickup entities into quake3/quake1 .ent files, and the sound emmitters etc, and converts the mover definitions into their equivelant quake version to the best of my ability and the movers I've run into. So you can diss me all you want. Just set a time and a place and we can kill eachother dead in the street if you wish. Guess you're superior. Lets see your code. I will fight you if you want. Since you are disrespecting me. I want to see you do it to my face. Since you white people ban me and all mmmaallleesss from marrying cute young virgin girls: because your jesus talked about millstones and chopping off dix (matthew 19 greek), and feels he abolished the old testament God's pro-loli bride laws, I don't have a life worth living. So if you want to hash this out: time and place "fellow" white fuck. We'll see if your Jesus rules in Heaven, and if he cast the Old Testament God down to Hell as christians today seem to believe. Or if the old stuff is the real stuff. Understand?

Name: Anonymous 2025-02-23 14:54

Alkaline is a Quake 1 mod and map pack, with its foundation based on Rubicon 2 by metlslime.

Alkaline greatly expands the enemy roster and adds additional weap… See more

Name: Anonymous 2025-02-23 14:54

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ChaosEsque Anthology
rodonetSsp2h1um2lu1lu44t1h6ltcith1uaf07t0ul2i2a87390h719tai4 ·
RT lights in Unreal maps, in Quake1. Zoomers will hate this. The apple river Romanian did nothing wrong. "knockout.punch" I won't forget your Zoomer bullsht. "ableism" (they banned me for, when I was just trying to talk to a fellow programmer, who happened to be a Zoomer POS with Zoomer POS buddies and a love for censorship)


Brock Tropea
Top contributor
Solid framerate lol

16h

Reply

ChaosEsque Anthology
Author
Compare with this, and you'll see the RTlights set to render every frame is better. Even if slower

15h

Reply

ChaosEsque Anthology
Author
Here's no RTlights at all some weeks ago:
0:00 / 1:31

15h

Reply

ChaosEsque Anthology
Author
Brock Tropea When not recording, add +10 to the FPS. This is every light being a real time light. If you set it to static it doesn't look as good, but you get 60 fps usually. The RTlights are from a script that I wrote that reads the t3d file and converts the lights into .rtlight for quake 1 engines. In that script I wrote it also converts the pickup entities into quake3/quake1 .ent files, and the sound emmitters etc, and converts the mover definitions into their equivelant quake version to the best of my ability and the movers I've run into. So you can diss me all you want. Just set a time and a place and we can kill eachother dead in the street if you wish. Guess you're superior. Lets see your code. I will fight you if you want. Since you are disrespecting me. I want to see you do it to my face. Since you white people ban me and all mmmaallleesss from marrying cute young virgin girls: because your jesus talked about millstones and chopping off dix (matthew 19 greek), and feels he abolished the old testament God's pro-loli bride laws, I don't have a life worth living. So if you want to hash this out: time and place "fellow" white fuck. We'll see if your Jesus rules in Heaven, and if he cast the Old Testament God down to Hell as christians today seem to believe. Or if the old stuff is the real stuff. Understand?
May be an image of ‎text that says '‎puellam πάίδα invenerit vir puellam virginem non habet sponsum adprehendens iudicium venerit dabit qui dormivit cum patri quinquaginta siclos argenti abebit eam uxorem quia humiliavit illam non poterit diebus suae ולידתדריה εύρη παίδα παρθένον, ที่รเร ប់ μεμνή- κοιμηθη μετ' ตบาทิร, kai εύρεθή, δώσει κοιμηθείς .บทิร πατρί ทิร νεάνιδος πεν- διδραχμα άργυρίου, kai Gutoû έσται γυνή, άνθ σταπείνωσεν αύτήν δυνήσεται έξαποστειλαι αύτήν κοιμηθη κοιμηθείς vir puellam παρθένον, ทีรเร εύρεβη, δώσει πατρί της νεάνιδος Gutou έσται γυνή, άνθ δυνήσεται έξαποστείλα αύτήν TOY virginem invenerit quac tadprehendens conculuerit iudicium venerit qui dormivit cum patri BCH17.38 quinquaginta siclos argenti uxorem poterit πεδαρτάω, -ησις‎'‎

15h

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Brock Tropea
Top contributor
ChaosEsque Anthology meds run out?

15h

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ChaosEsque Anthology
Author
Brock Tropea So you got nothing to say, can't find a point to refute. Your kind will be tortured and then killed dead in the war.

8m

Reply

ChaosEsque Anthology
Author
Brock Tropea So I take it 1) you have no code to show, and 2) are passive agressivly angry but have nothing to argue against my points with. Thus you name call. And you name call like a fggt piece of sht.

6m

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ChaosEsque Anthology
Author
I'm a licensed attorney, and (as a hobby) a programmer (C, Perl, QuakeC, etc etc). What the FUCK are you? Do you do any 3d modeling work? Music? SFX? Textures?

Name: Anonymous 2025-02-23 14:57

ChaosEsque Anthology
Who cares. You can't code I guess so you do this UI bullshit. Best UI is minimal. We want to see the 3d stuff (code made in the USA originally by YT), not the crap from india (idiots who think they're superior and "hey we invented all the tech: see we are all the tech CEOs now!").

Name: Anonymous 2025-02-23 14:58

ChaosEsque Anthology
Bet you think you're superior to all the mmaaalless who made those "assets". Just like a boss. Also you think the code your game is based on is "easy" and "you could have done it all yourself". Yea took 20 years for the engine code to get to that state, or 30 actually.

Name: Anonymous 2025-02-23 15:02

Remeber when games were the engine, and the game maker was the actual white guy who programmed it. I do. And he could add whatever he wanted. Now black demons fuck all the YT bitches and laugh at YT boi. And you support this with your media-centric gay way of making games, instead of the tech and C code centric way it used to be.

Name: Anonymous 2025-02-23 15:03

Oh and cunt whores are everywhere with their 2 million police at their backs. And no child brides. White people love it! "HEY LOOK A MUH DAUGHTER DATING THIS CRAZY HAIRED HAPPY CLOWN BLACK!!" ISNT IT AWYSOME! But if some White MMAALLLE looks at my daughteroo ill KILL THAT PEDO!!!111 " Bet you think the same,.

Name: Anonymous 2025-02-23 15:06

Clay Awodey How about just quietly code and model what you like instead of being a fag artist grabbing for other people's future labour ("money"). Ever think of that? For programmers making the game itself is rewarding. No one else has to play it: because you make what you like. Same with mapping. But you want "success": but it doesn't get you virgin little cute girl child brides. So it's no success at all.

Name: Anonymous 2025-02-23 15:10

What I see:
1) Grandious homo slow walking around as if he's badass. I guess this is your "self insert".
2) Stolen textures mashed together. Passed off as your own "work". We all do this, use other peoples textures etc, but why claim you made a "game"?

I edit the C code of the engine I work with, make maps, models, music, gamecode, etc etc etc. I don't claim I "made a game" . I just say what it is: a mod.

Name: Anonymous 2025-02-23 15:14

I remeber it as 1997. I don't think it was 1998, as everyone claims now. I remeber I got my first "real" desktop computer in 1997, and got Unreal and Diablo1 from the game store soon after.

Name: Anonymous 2025-02-23 15:25

@jarls5890
5 years ago
The trick of bit-shifting to do mul and div in the innerloops of Amiga-demos in the demo scene were common in the late 80's early 90's. Often combined with sin and cos lookup tables that was calculated and stored first thing on execution.
187
@thewelder3538
5 years ago (edited)
Actually, when I was coding Amiga Demos for a well known scene group, you used to avoid shifting also. The problem with 680x0 shifting is that it didn't have a barrel shifter, so the more shifts you did, the more expensive it was. So for something like lsl.w #2, d0 its timing was 6 + 2n. Where n is the number of shifts. It was 8 + 2n for a long shift. Anyway, you can achieve much better performance with add.w d0, d0 add.w d0, d0. Same as you would use lea to add to address registers rather than using add or subtract. These are all very common coding practices for demo coders, the same as putting arithmetic instructions directly after starting a blit, because you could essentially get them for free. And also Sin and Cos tables were rarely if ever calculated, they were always precomputed and we'd got tools for doing just that and included as dc.w tables.
38
@jarls5890
5 years ago
@thewelder3538 You are probably right - it is so long ago and I might mix up CPU's. I just remember I was working on a simple 3D-engine for the Amiga and seem to remember I was pouring over minutiae in the assembly-code optimizing each and every line. I do seem to remember that I did some sort of pre-comp with subsequent storing of sin/cos in memory. Another thing I remember was some super-quick/cheap way of determining the facing of a polygon (for bf culling)- which at first seemed like a complex operation but end up being only a few lines of code with cheap instructions.
5
@Berserker793
5 years ago
I appreciate what you shared.
1
@flatfingertuning727
5 years ago
A trick I've used to allow quick plotting of polar coordinates is to exploit the fact that for values of r in the range 0 to 2, one can compute r*cos(theta) and r*sin(theta) by computing d=arcos(r-1) and then computing cos(theta+d)+cos(theta-d) and sin(theta+d)+sin(theta-d). Use table lookups for the trig functions and no multiplies will be required,
1
@MagikGimp
5 years ago (edited)
Do we know if id hired someone from the demoscene or did they just hear about this trick from it and not just understand it (hence the WTF)? One up for the EU (EEC??) side of the pond!
4
@akwalek
5 years ago
precalc was quite frowned upon in the Amiga demoscene though wasn't it.
3
@carsonfball4
5 years ago
I can't speak for the Amiga, but shl/shr was really common in ASM code for PC demos long before Quake as well.
1
@jeffsymons7084
5 years ago
@akwalek Precalced lookup tables for functions like sin/cos which were too slow to do in real time was pretty common and accepted. The line for me is crossed when you precalculated entire effects and just play them back as an animation. There must still be some clever real time processing going on for it to be a demo effect. There was an art form in itself on clever use of lookup tables.

There is some blurred lines with precalc where some effects did precalc individual frames of animated objects but then those frames were manipulated and displayed in a complex way. One example is the classic rubber/twisted cube effect where an entire animated loop of a cube rotating is calculated then it is displayed by changing the frame on every raster line. Most of the big ball effects and certain tunnel effects also had precalced frames, but again the clever part was in the way they were displayed.
@MsHojat
5 years ago (edited)
@MagikGimp Carmack heard about someone else using this. It wasn't a demoscene guy, it was someone at Silicon Graphics and 3dfx. Even they were not necessarily the originators.
@thewelder3538
5 years ago
@akwalek As someone who's coded quite a few of the demos you may have seen, precalculation wasn't frowned upon at all. In fact, it's actually the only way to do it, if you want anything like 50/60fps or 25fps at a push. To calculate sin/cos in realtime needs floating point math something the 680x0 couldn't do. Even with the 68882, it didn't really help that much as you still need to do signed division which took at least 72cycles (divs) per divide. Then swap for the remainder and a few other things. Anyway, you'd need to do this for each sine/cosine and for each point, even before you started doing culling, clipping and anything else, so you'd be down at about 2fps. There isn't a way to do realtime calculations of this sort on a 7mhz machine or even on a higher end Amiga without something more dedicated.
5
@thewelder3538
5 years ago
@jeffsymons7084 This is not true. The large balls are done with triangles and a cosine. You have 16 triangles and use a cosinus to blit horizontal lines out of the triangles. You needed 16 each offset by 1 pixel as you'd also spam the scroll registers to move them horizontally. The difficulty is when you start to have more than 6, so more than 1 in each bitplane. Then your blit has to be done into more than one plane and the operation is much slower as you now need to A | B = D rather than just copy. I did see some cheating using hardware sprites as each ball moved into the background. However, this becomes problematic if you're using overscan as you start to lose sprites.
@thewelder3538
5 years ago
@carsonfball4 Yes, but the x86 has a barrel shifter so shifting has only ever taken 1 cycle, even if the shift is arithmetic or logical. The 680x0 takes 2 clocks for every instruction as it executes evenly and the bigger the shift value the longer it takes. Therefore adding itself to itself becomes faster. Same as on a PC it's commonplace to use an xor reg, reg to zero a register but you'd never do that on a 680x0, you'd moveq. On higher end 680x0 chips, you could get the multiplication done for free rather than doing adding, 68020++. So instead of
add.w d0, d0
add.w d0, d0
jmp (pc, d0.w)
You could just do...
jmp (pc, d0.w * 4)
However, you were limited to factor of 2 multipliers.
1
@carsonfball4
5 years ago (edited)
@thewelder3538

Thanks for the information, I was unfamiliar with the internals of the 680x0. I had a VIC-20 as a kid, but only knew BASIC at that point in my life. I didn't learn any version of ASM/Machine code until late high school on a 80386.
@jeffsymons7084
5 years ago
@thewelder3538 Right, the triangles are precalced and the balls are made by using slices from the triangle. Sorry I didn't go into explicit detail in a youtube comment but I feel my point was clear about having data tables or segments of graphic precalced then using further manipulation to achieve the end result. Nothing is 100% pre-rendered but at the same time it isn't 100% built from scratch each frame.
@soylentgreenb
5 years ago (edited)
@thewelder3538 There are different levels of precalculation. LUTs nobody had a problem with. But in a non-interactive demo you can use the loading screen to pre-calculate all positions of bobs ("loading" longer than you should need), filling most of RAM with X and Y positions, and then using some simple skews and translations to try and hide that it is looping the same way each time, giving you more objects than "should" be possible in real time. This is at least scummy territory.
@thewelder3538
5 years ago (edited)
@soylentgreenb Agreed totally, but name any demo that got anywhere in a demo competition that has a loading screen between routines!? Unless you go back in time to stuff like the Red Sector Megademo, Budbrain or something. If you needed to fill RAM with pre-calculated points and then interpolate between them you'd have used an IRQ loader like I used to and load them whilst the effect was rendered. Something you can see very effectively done for the line tunnels in Rink A Dink by Lemon. However, if you study Rink A Dink Redux, you'll see that during stuff like the vertical copperbars (which you can actually do in 1 raster using a reverse modulo), you'll see that Paradroid in the background is filling RAM with calculated points rather than loading them). So in Redux's case, he is actually realtime calculating points rather than loading them. So it's a very grey area... Is loading precalculated points and then interpolating wrong? That's the question.
@erich3784
5 years ago
Was about to post just that. Those sorts of hacks were extremely common in coding in those times.
@cdreid99999
5 years ago
Lookup tables are at the very basis of how 3d coding was taught and done. Not a trick. It saved massive amounts of time. My first 3d code I used mostly calculation with some matrices thrown in. And bitshifting math isn't a trick.
@JensAndree
5 years ago
@akwalek Well, everyone did it but pretended they didn't... ;) We used every trick in the book to make something look way more complex than it often was, like pretending you did near real time mandelbrot calculations when all you did in fact was to draw the image, loaded from file, line by line - albeit fast.
I always used pre calculated sin tables etc because those 7-ish mHz didn't allow for everything you wanted to do, and declaring a memory block with the data by dc.w was cheap and fast.
I really miss the Amiga days from a pure programming point of view but modern hardware and OS's are astronomically better. Sadly better hardware lead to lazy programmers so a lot of the clockcycles are wasted nowadays...
1
@willnorcott3170
5 years ago
The trick of the bit shifting is not what is so novel about this solution. The magic pre calculated number that is used is. To pre calculate that number requires some extremely advanced maths.
1
@MakisHMMY
5 years ago
Yep. In my second year in electrical & comp engineering I had to Implement stuff like this when we were programming FPGAs .

It's pretty standard
@360Fov
2 years ago
The demo scene was amazing for coding innovation; squeezing as much performance out of the most performant code possible. A great example of this is .KKRIEGER - the complete first person shooter squeezed into just 96kb! It's incredible. Also, there's probably a correlation between how many Amiga demos a person has seen, and how many copied games they own 😂
@Iandefor
6 years ago
"they had to get a bit shifty with their code" that was gold, thank you
7
@ignaciocarrera6070
5 years ago
I was really expecting Quake 1, software rendered 320x200 graphics to show that
2

Name: Anonymous 2025-02-23 18:54

Andrea Gobich Zoomers will ban you for that comment: 1) liking something boomers like 1a) liking something that is more than a year old tech wise 2) using a heart emoji which is racist against crazy-haired black clowns that are fking their cousins: since they have black hearts the red heart is racist. 3) a non-turn-the-other cheek offence against the police that protect them. Zoomers in Europe would have you arrested and imprisoned. Zoomer half-castes in the USA would try to hold your head under water and then send you to prison for knifing them (apple-river case).

Name: Anonymous 2025-02-23 18:58

Sandy Cormier Gagnon
I hope they lock him up for life

46w

Reply

ChaosEsque Anthology
Sandy Cormier Gagnon I hope romanians take revenge against you. These half castes got less than they deserved. You as a white woman ofcourse love them. Nicolae didn't do enough.

Name: Anonymous 2025-02-23 19:12

https://www.youtube.com/watch?v=hfsoz_K-J8A
faggot thinks robert moses is in hell

Name: Anonymous 2025-02-23 21:03

func_server_..._airpocket...?

Name: Anonymous 2025-02-23 21:55

Name: Anonymous 2025-02-23 21:59

Majo no Tabitabi - 3
Wandering Witch: The Journey of Elaina
TV Series (2020)
JPTitle: 魔女の旅々
EPName: The Girl as Pretty as a Flower / Bottled Happiness
Est Time: 00:19:13 / 00:23:50

Name: Anonymous 2025-02-23 22:00

Name: Anonymous 2025-02-26 9:08

viruses don't exist

Name: Anonymous 2025-02-26 16:09

Name: Anonymous 2025-02-26 16:40

Name: Anonymous 2025-02-26 20:28

HaloReach Halo3 and Halo4 maps in Quake1 are fun. Proves that all the mumbo jumbo about new engines having some secret sauce is just them pushing more triangles to the videocard I guess...



What's the model format of Quake 4 vs Quake 3. How hard is it to extend Quake3 BSP (which is supported these days by Quake1 engines) to Quake4bsp ? This is a serious question so you Zoomers shut the fk up with your laughter. Quake3 bsp is Quake1 bsp extended. Yea I know it laugh all you want at me but I'm a programmer and you are NOT. So maybe Quake4 bsp is an extension too? Not that these things are easy to code; but if anyone wants to do it: well I implemented wolfenstine enemy territory BSP into the engine: so im up for more contributions for other map formats.

Name: Anonymous 2025-02-26 23:09

Name: Anonymous 2025-02-27 7:38

Name: Anonymous 2025-02-27 13:20

Name: Anonymous 2025-02-27 13:50

Name: Anonymous 2025-02-27 14:02

Name: Anonymous 2025-02-27 14:29


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