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What a fine lonely day

Name: In case of your unjovial streem 2024-08-16 12:39

I d trade the whole world for today


(Not tommorow either)

But I guess
The world
Is not
Enough

Dundunddunduuuuuun.

Name: Anonymous 2024-10-27 10:15

Hukum Kegravitian Semesta Newton menyatakan daya graviti antara dua objek berkadar terus dengan hasil darab jisim kedua-dua jasad itu dan berkadar songsang dengan ...

A. jarak di antara dua jasad.
B. kuasa dua hasil darab jejari jasad.
C. kuasa dua Jarak di antara pusat dua jasad.
D. kuasa tiga Jarak di antara dua jasad dari pusat.

[math]F = \frac{GMm}{r^2}[\math]

Name: Anonymous 2024-10-27 19:11

Name: Anonymous 2025-01-25 15:58

Name: Anonymous 2025-01-26 8:43

Name: Anonymous 2025-01-26 8:44

TWGOK

Name: Anonymous 2025-01-26 8:52

Name: Anonymous 2025-01-26 8:53

Name: Anonymous 2025-01-26 8:55

Name: Anonymous 2025-01-26 11:22

Name: Anonymous 2025-02-16 7:29

Name: Anonymous 2025-02-16 20:51

Name: Anonymous 2025-02-16 20:54

Name: Anonymous 2025-02-16 21:49

Name: Anonymous 2025-02-16 22:02

Name: Anonymous 2025-02-16 22:05

Name: Anonymous 2025-02-16 23:19

https://archive.4plebs.org/pol/thread/497693740/

guy looks older,
like gavin newsome

Name: Anonymous 2025-02-17 12:11

08-30-2023, 11:45 AM
Diff zircon v 36 versus the previous one, it is easy modification

Name: Anonymous 2025-02-17 12:17

Name: Anonymous 2025-02-17 12:24

Name: Anonymous 2025-02-17 12:25

ve Water

"Roundwave" is a vertex deformation added to Zircon version 31 from Blood Omnicide DarkPlaces. A red light was added to the scene. Roundwave has an origin that ripples outwards. Pictured: 2012 Intel Integrated Video 72 fps with cl_maxfps 72.

(Update: Wanted to see how DarkPlaces without roundwave would react to "roundwave" deform ... it is silently ignored. Compatibility with official DarkPlaces is important.)

Bad video card, old computer --> high frames per second.

Name: Anonymous 2025-02-17 12:30

Name: Anonymous 2025-02-17 12:58

Name: Anonymous 2025-02-17 13:17

Name: Anonymous 2025-02-17 14:24

echo exiting
exit
echo test

#// mkdir sound sound/cdtracks
#// //add to mapinfo://cdtrack asongyouaddedinsoundcdtracksminustheextension
#//made these to make easier --mikee (opensource script gpl)
mkdir maps textures scripts
cd textures


unzip *.zip
mv *.obj ../maps
mv *.mtl ../maps

#mogrify -format tga -auto-orient *.png
#find . -name "*.tga" -exec convert "{}" -alpha off "{}" \;
# rm *.png
mogrify -format tga -auto-orient *.png
#rm *.png

mkdir alpha
cp *plant*.tga alpha/
cp *leav*.tga alpha/
cp *leaf*.tga alpha/
cp *deco*.tga alpha/
cp *grate*.tga alpha/
cp *beams*.tga alpha/
cp *vines*.tga alpha/
cp *circle_fud*.tga alpha/
cp *glass*.tga alpha/
cp *floater*.tga alpha/
cp *tree*.tga alpha/
cp *bushes*.tga alpha/
cp *screen*.tga alpha/
cp *decals*.tga alpha/
cp *_mesh_*.tga alpha/
cp *_canopy_*.tga alpha/
cp *alpha*.tga alpha/

find . -maxdepth 1 -name "*.tga" -exec convert "{}" -alpha off "{}" \;

mv ./alpha/* ./

#halo4
//#rename s/_diffuse// *
//#rename s/_diff// *
rename s/_normal/_diff_norm/ *.tga

#halo3
//# rename s/_zbump/_dif_norm/ *.tga
//# rename s/_bump./_norm./ *.tga


#maps:
#some huge halo4 make a scale
//# rename s/scale1024/scale256/ *

Name: Anonymous 2025-02-17 16:02

Name: Anonymous 2025-02-17 16:02

Name: Anonymous 2025-02-18 0:20

Name: Anonymous 2025-02-18 0:30

@mjdtouma7031
2 days ago
First of all hafez alasad is not alawit he is nusairi
Alawite is another group of people based in tunisia
Number 2 : the holy trinity of nusairi religion is the profit of islam Muhammed and his cousin Ali ibn abi talib and Salman alfaresi
Number 3 : Hafez alasad didnt put the nusairis in control positions in the military , Salah jdeed has allready done that
Number 4 : syria didnt stay under sunni rule for sentury , there was no syria under a sunni rule it was a part of the arabic muslim impire and it was called alsham witch is now Syria ,jordan ,Palestine and lebanon
Number 5 : the muslim brotherhood party is a political party , the ones who fight with alasad are harakat altaleeaa almukatila founded by Marwan hadeed
Nimber 6 : bashar alasad didnt rule with an iron fist at first he wanted to be the modern president who came from the west to eliminate the curruption but the old guardians of his father didnt like this
Number 7 : the syrian army was not funded by selling narcotics how the hell could someone do such a thing its not possible , the syrian military was allready dead at 2014 and the ones who fight for alasad are iranian and Lebanese and russian militias funded by dept
Number 8 : all the money produced by drug trafficing was put in a mony laundring networks run by his father in law Fawaz alakhras and some of his family members
Please do some research before you talk about something you know nothing about
Sorry for my broken english but it is what it is
Best regards from the new syria

Name: Anonymous 2025-02-18 0:42

Name: Anonymous 2025-02-18 0:43

Name: Anonymous 2025-02-18 0:44

Name: Anonymous 2025-02-18 0:45

Name: Anonymous 2025-02-18 0:47

Name: Anonymous 2025-02-18 0:47

Name: Anonymous 2025-02-18 0:51

Name: Anonymous 2025-02-18 0:53

Syria opposed the extremism of takfirism (muslim terrorisim) and of what the west is going throuhg (lgbt trans etc). Showed a 3rd way of similar to old european conservatism

Name: Anonymous 2025-02-18 0:53

That's why it had to go

Name: Anonymous 2025-02-18 1:20

Name: Anonymous 2025-02-18 1:21

Name: Anonymous 2025-02-18 1:48

Name: Anonymous 2025-02-18 1:48

Name: Anonymous 2025-02-18 1:51

Name: Anonymous 2025-02-18 1:52

Name: Anonymous 2025-02-18 1:55

Name: Anonymous 2025-02-18 1:57

Name: Anonymous 2025-02-18 2:41

Name: Anonymous 2025-02-18 2:46

Name: Anonymous 2025-02-18 3:15

Name: Anonymous 2025-02-18 3:37

Name: Anonymous 2025-02-18 3:39

Name: Anonymous 2025-02-18 3:44

Name: Anonymous 2025-02-18 23:57

terrorist being triumphalist: anti free speech:https://archive.4plebs.org/pol/thread/497794511/#q497846691
"you will get arrested soon" @ person showing old syrian flag of dec

Name: Anonymous 2025-02-19 0:02

Name: Anonymous 2025-02-19 1:36

Name: Anonymous 2025-02-19 2:17

Name: Anonymous 2025-02-19 2:23

Name: Anonymous 2025-02-19 12:02

gonfactor and mod_q3shader_default_polygonoffset controls default values.
[edit] dpTransparentSort <sort>

Rendering of blended materials requires software sorting to keep the depth order of geometry. This keyword changes default distance sorting to allow for special effects.

distance : default distance-based sorting
hud : this surface will always be ontop of all another blended materials
sky : opposite to hud, this surface

Name: Anonymous 2025-02-19 12:13

Name: Anonymous 2025-02-19 12:17

cull none
{
//map textures/water/ruiner_water.jpg
map textures/caethaver2_deco/water10.tga
blendFunc add
//rgbGen identity
rgbgen const ( 0 0 1 )
}
}

didn't wokr

Name: Anonymous 2025-02-19 12:18

dnteither Q3map_TessSize 8
cull none
{
//map textures/water/ruiner_water.jpg
map textures/caethaver2_deco/water10.tga
blendFunc add
//rgbGen identity
rgbGen const ( 0 0 1 )
}
}

Name: Anonymous 2025-02-19 12:34

Name: Anonymous 2025-02-19 12:39

Name: Anonymous 2025-02-19 12:40

Name: Anonymous 2025-02-19 12:41

Name: Anonymous 2025-02-19 12:49

Name: Anonymous 2025-02-19 12:55

Name: Anonymous 2025-02-19 13:10

didnt wrk
// color ontop through the fog mask texture
//
// if this is an additive blended material, all the earlier passes
// were darkened by fog already, and we should not add fog color
// (because the background was not darkened, there is no fog color
// that was lost behind it).
R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
}
}
//XXXXX COLORTINTHACK?
R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, 1, 0, 1, t->lightmapcolor[3]);
//XXXXX
return t->currentframe;
}

rsurfacestate_t rsurface;

Name: Anonymous 2025-02-19 13:10

gl_rmain.c

Name: Anonymous 2025-02-19 13:12

void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
{

Name: Anonymous 2025-02-19 13:12

static float dummy_colormod[3] = {1, 1, 1};
float *colormod = rsurface.colormod;

Name: Anonymous 2025-02-19 13:48

forcecolormod?
shadercolormod?

Name: Anonymous 2025-02-19 13:55

Name: Anonymous 2025-02-20 2:17

Name: Anonymous 2025-02-20 16:06

Name: Anonymous 2025-02-20 20:14

Name: Anonymous 2025-02-20 20:40

Name: Anonymous 2025-02-21 11:33

Name: Anonymous 2025-02-21 11:35

Name: Anonymous 2025-02-21 11:36

Name: Anonymous 2025-02-21 11:37

Name: Anonymous 2025-02-21 11:45

Name: Anonymous 2025-02-21 11:46

Name: Anonymous 2025-02-21 11:49

Name: Anonymous 2025-02-21 11:50

Name: Anonymous 2025-02-21 11:51

Name: Anonymous 2025-02-21 11:52

Name: Anonymous 2025-02-21 11:54

Name: Anonymous 2025-02-21 11:55

Name: Anonymous 2025-02-21 11:56

Name: Anonymous 2025-02-21 11:57

Name: Anonymous 2025-02-21 11:59

Name: Anonymous 2025-02-21 12:00

Name: Anonymous 2025-02-21 12:01

Name: Anonymous 2025-02-21 12:01

Name: Anonymous 2025-02-21 12:05

Name: Anonymous 2025-02-21 12:05

Name: Anonymous 2025-02-21 12:22

for obj_from_mc, when parsing map info?, if exists, if fog, you have to parse for the info anyway, or other fog like lines, and no img, maybe make the rgb that?

Name: Anonymous 2025-02-21 12:23

Name: Anonymous 2025-02-21 13:16

Name: Anonymous 2025-02-21 13:23

Name: Anonymous 2025-02-21 19:09

static void R_TimeReport_EndFrame(void)
{
int i, j, lines, y;
cl_locnode_t *loc;
char string[1024+4096];
mleaf_t *viewleaf;

string[0] = 0;
if (r_speeds.integer)
{
// put the location name in the r_speeds display as it greatly helps
// when creating loc files
loc = CL_Locs_FindNearest(cl.movement_origin);
viewleaf = (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.PointInLeaf) ? r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, r_refdef.view.origin) : NULL;
dpsnprintf(string, sizeof(string),
"%6.0fus rendertime %3.0f%% viewscale %s%s %.3f cl.time%2.4f brightness\n"
"%3i renders org:'%+8.2f %+8.2f %+8.2f' dir:'%+2.3f %+2.3f %+2.3f'\n"
"%5i viewleaf%5i cluster%3i area%4i brushes%4i surfaces(%7i triangles)\n"
"%7i surfaces%7i triangles %5i entities (%7i surfaces%7i triangles)\n"
"%5i leafs%5i portals%6i/%6i particles%6i/%6i decals %3i%% quality\n"
"%7i lightmap updates (%7i pixels)%8iKB/%8iKB framedata\n"
"%4i lights%4i clears%4i scissored%7i light%7i shadow%7i dynamic\n"
"bouncegrid:%4i lights%6i particles%6i traces%6i hits%6i splats%6i bounces\n"
"collision cache efficiency:%6i cached%6i traced%6ianimated\n"
"%6i draws%8i vertices%8i triangles bloompixels%8i copied%8i drawn\n"
"updated%5i indexbuffers%8i bytes%5i vertexbuffers%8i bytes\n"
"%s"
, r_refdef.lastdrawscreentime * 1000000.0, r_viewscale.value * sqrt(viewscalefpsadjusted) * 100.0f, loc ? "Location: " : "", loc ? loc->name : "", cl.time, r_refdef.view.colorscale
, r_refdef.stats.renders, r_refdef.view.origin[0], r_refdef.view.origin[1], r_refdef.view.origin[2], r_refdef.view.forward[0], r_refdef.view.forward[1], r_refdef.view.forward[2]
, viewleaf ? (int)(viewleaf - r_refdef.scene.worldmodel->brush.data_leafs) : -1, viewleaf ? viewleaf->clusterindex : -1, viewleaf ? viewleaf->areaindex : -1, viewleaf ? viewleaf->numleafbrushes : 0, viewleaf ? viewleaf->numleafsurfaces : 0, viewleaf ? R_CountLeafTriangles(r_refdef.scene.worldmodel, viewleaf) : 0
, r_refdef.stats.world_surfaces, r_refdef.stats.world_triangles, r_refdef.stats.entities, r_refdef.stats.entities_surfaces, r_refdef.stats.entities_triangles
, r_refdef.stats.world_leafs, r_refdef.stats.world_portals, r_refdef.stats.particles, cl.num_particles, r_refdef.stats.drawndecals, r_refdef.stats.totaldecals, (int)(100 * r_refdef.view.quality)
, r_refdef.stats.lightmapupdates, r_refdef.stats.lightmapupdatepixels, (r_refdef.stats.framedatacurrent+512) / 1024, (r_refdef.stats.framedatasize+512)/1024
, r_refdef.stats.lights, r_refdef.stats.lights_clears, r_refdef.stats.lights_scissored, r_refdef.stats.lights_lighttriangles, r_refdef.stats.lights_shadowtriangles, r_refdef.stats.lights_dynamicshadowtriangles
, r_refdef.stats.bouncegrid_lights, r_refdef.stats.bouncegrid_particles, r_refdef.stats.bouncegrid_traces, r_refdef.stats.bouncegrid_hits, r_refdef.stats.bouncegrid_splats, r_refdef.stats.bouncegrid_bounces
, r_refdef.stats.collisioncache_cached, r_refdef.stats.collisioncache_traced, r_refdef.stats.collisioncache_animated
, r_refdef.stats.draws, r_refdef.stats.draws_vertices, r_refdef.stats.draws_elements / 3, r_refdef.stats.bloom_copypixels, r_refdef.stats.bloom_drawpixels
, r_refdef.stats.indexbufferuploadcount, r_refdef.stats.indexbufferuploadsize, r_refdef.stats.vertexbufferuploadcount, r_refdef.stats.vertexbufferuploadsize
, r_speeds_timestring);










(cl_..

Name: Anonymous 2025-02-21 19:18

r_bouncegrid 2 makes everything fast with rtlights

Name: Anonymous 2025-02-22 4:02

_regions enabled?
_areas enabled?

_extended_?/...not sure....

Name: Anonymous 2025-02-22 4:33

Name: Anonymous 2025-02-24 0:19

Name: Anonymous 2025-02-26 5:33

Name: Anonymous 2025-02-26 5:35


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