Archive: Awsome AVS!


21st September 2002 18:44 UTC

Awsome AVS!
My second attempt to create an AVS. Apart from linear algebra I don't know zip about visualizations. Linear algebra seems to be usefull. Check the AVS out and let me know what you think!

/Spetz Naz

PS. It is not a zip file, remove ".zip" and load the file in winamp. DS.


21st September 2002 18:55 UTC

OK, please dont do that fake file extension thing, its just a big pain in the ass
www.winzip.com <-just use that


aside from that, it looks nice (i really like the spring) gj
i really dont know much more than linear geometer (i am in algebra II right now) but i think you dont need much more help :up: keep up the good work


21st September 2002 19:16 UTC

Hey man, nice second atempt. A lot better than mine.


21st September 2002 19:21 UTC

Originally posted by Karnov

aside from that, it looks nice (i really like the spring)
keep up the good work
Thanx a lot, it feels nice that some old math can be used to create interesting thingies. By the way, if you take a look at the Super Scope for the spring, the most vital part of it is the 3D rotational matrix (same goes for the rotating graph, there you have 2d rotational matrix). The spring itself can be exchanged for any other 3d object, the matrix stays invariant. Just create another 3d object and give it a spin using the matrix (x, y assignmenst). By the way the matrix is a product of two matrices, 3d rotational matrix and a 2d projection matrix, however the only thing 2d matrix does is to omitt the z coordinate in the final plot.

Originally posted by Karnov
OK, please dont do that fake file extension thing, its just a big pain in the ass
www.winzip.com <-just use that


G man, I haTe winzip, winrar is faster, better, more flexible and so on. Winzip is like realplayer, to popular with out being the best. Is it possible to submitt *.rars?


/Spetz Naz

------

All your bases are belong to us...

21st September 2002 19:46 UTC

Quote:


22nd September 2002 02:42 UTC

What, you expect us to go into the chore of changing our view settings just so we can delete the fake extention you used on something you wanted us to watch, just because you don't like WinZIP? And ZIP format IS the best format around because it IS more popular. Just like PCs. Macs are more stable and overall better computers, but they're not the best ones to buy because they don't have as much software for them. Other compression formats may make the file smaller, but either a) take longer to make or b) are not supported by sites like, say, WINAMP. Besides that, it takes you all of one minute to make the ZIP file (maybe 5 if you're looking for a compressor), and probably longer to make the fake extention. So WHY NOT?!

AVS-wise, the DDM is a rip (Tag-Bitter Paper), the beat-response is temporary and static, and your code is horribly unoptimized. Your spiral doesn't change it's rotation and it's a forward (orthogonal) projection, which is not the preferred method of 3D rendering. Otherwise, a fairly good preset, but it REALLY needs to be more dynamic.


22nd September 2002 05:44 UTC

i concur.


{note period]


22nd September 2002 08:06 UTC

When I see the words 'Awesome AVS' I expect my eyes to start bleeding upon watching it, this didn't happen. I felt gutted, robbed, dissapointed and denied.

The preset is alright but a spiral isn't technically impressing and you should use a perspective projection for your 3d code, it makes it look more far more 3 dimensional. Something like:


x=x1/(1+z1*0.5);
x=y1/(1+z1*0.5);


If you want to see some really awesome avs (and rip them apart to learn, but don't steal code) here are some eye-bleeders, and there are plenty more out there too.

http://www.deviantart.com/deviation/603764
http://www.deviantart.com/deviation/722676
http://www.deviantart.com/deviation/386803
http://www.deviantart.com/deviation/330228
http://www.deviantart.com/deviation/545801
http://www.deviantart.com/deviation/460418
http://www.deviantart.com/deviation/674054
http://www.deviantart.com/deviation/720677
http://www.deviantart.com/deviation/660561
http://www.deviantart.com/deviation/680790

22nd September 2002 10:38 UTC

Originally posted by Atero
And ZIP format IS the best format around because it IS more popular.
stuart, spetz nas has a point, winrar is better, it compresses so much better than winzip (i've checked that myself), but spetz naz, if using winrar, you can make zips with it (at least in winrar3), so...yeah, deal with it

22nd September 2002 15:02 UTC

what are we arguing about?
hey, people, this is a useless conversation.

What does it matter if someone adds a WinRar file?
Who cares if WinZip is better or not?

The most presets will never be larger than perhaps 20Kb, it doesn't matter how far it's compressed.

gee...


22nd September 2002 15:09 UTC

Relax...
Ok ok guys... don't kille me for that extension thing, I will use the zip format (yack..)!

The word "awsome" was used with a bit of irony. Should I have written: "Unoptimized, fake extension, noob AVS!"? :)

DDM... :) Grab the new version...

BTW, what is the 3d perspective fuzz? The 3D matrix reflects the nature of projection in RL, doesn't it? That was my goal, lets stay REAL :) (But I agree, it can be cool with a "fish-eye" effect, where the projection of the spring is magnified when the spring is near the xy plane. If some one wants to modify my preset with "fish-eye" optics and post it here, go ahead)

Regarding optimazation, ok, you HAVE a point, but i HAVE something better... a p4@2.4 GhZ :) Ok.. ok, I know, some people use their 486dx2-66Mhz... I have cleaned upp a little :)

/Spetz


22nd September 2002 15:22 UTC

Originally posted by Atero
AVS-wise, the DDM is a rip (Tag-Bitter Paper),
I don't agree
That's just the standard line you get when you add a new DDM,
just like the spiral you get when adding a new SSC

22nd September 2002 15:30 UTC

The 'whole perspective fuzz' is that in real life things look smaller the further away from you they are. The projection method you used is an orthogonal projection which keeps everything looking the same size regardless as to how far away it is. Like the XY view in Radiant or 3DS Max, or like they use in a lot of CAD programs, orthogonal projection is a tool for 3D editing and not for 3D graphics. The matrix you are using only does rotation.

Here is your spring modified to use perspective projections.


22nd September 2002 15:38 UTC

Originally posted by jheriko


http://www.deviantart.com/deviation/603764
http://www.deviantart.com/deviation/722676
http://www.deviantart.com/deviation/386803
http://www.deviantart.com/deviation/330228
http://www.deviantart.com/deviation/545801
http://www.deviantart.com/deviation/460418
http://www.deviantart.com/deviation/674054
http://www.deviantart.com/deviation/720677
http://www.deviantart.com/deviation/660561
http://www.deviantart.com/deviation/680790
My eyes bleed! (UnConeD-Reflectocube.avs, etc...)
So damn great!
WOW!

UnConed - Ph.D. in AVS? ;)

/Spetz

22nd September 2002 15:52 UTC

I think he deserves an honourary one, and EL-VIS too in my mind.


22nd September 2002 16:18 UTC

Originally posted by jheriko
The 'whole perspective fuzz' is that in real life things look smaller the further away from you they are. The projection method you used is an orthogonal projection which keeps everything looking the same size regardless as to how far away it is. Like the XY view in Radiant or 3DS Max, or like they use in a lot of CAD programs, orthogonal projection is a tool for 3D editing and not for 3D graphics. The matrix you are using only does rotation.

Here is your spring modified to use perspective projections.
Hi,

this is my point, is the expression physically consistent?

x=x1/(1+z1);
y=y1/(1+z1);

Or should you use:

x=x1/(1+z1/c);
y=y1/(1+z1/c);

where c is some positiv number, e.g. 2.

Is there a "universally" correct c for a projection?

/Spetz

22nd September 2002 17:23 UTC

The rendering yours uses, orthagonal, is where the viewing area, viewed top-down, is like this:


_____
| |
|___| x=x;y=y;

A better looking method, is linear projection, it creates a viewing 'frustrum' like this:

______
\ /
\__/ x=x/(z+fov);y=y/(z+fov);

Where the tangent of half the viewing angle is used in the formula for FOV. This is NOT a fish eye effect. This effect does cause distortion at the edges of the view.

The fish eye effect is more complex to create, although it's the most accurate and infallible.

22nd September 2002 17:34 UTC

I've said it before and I'll say it again, what we really need is

glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);

:D

Maybe someone could rip the method from the OpenGL source.

I think I might take a look for it in a bit.


22nd September 2002 18:04 UTC

Jheriko, all that does is alter the texcoord grid calculation for mapping textures onto polygons. When set the fastest, there is no perspective correction, so the textures are mapped linearly, ie. good for 2d, as soon as it goes 3d, it looks like a PSX game. On nicest, essentially, it's per pixel transformed to z.


Linear:
z=1 z=0
| | | | |

Correct:
z=1 z=0
|| | | |

22nd September 2002 19:24 UTC

Interesting!

Originally posted by Zevensoft

[/code]
A better looking method, is linear projection, it creates a viewing 'frustrum' like this:

______
\ /
\__/ x=x/(z+fov);y=y/(z+fov);



Ok, I surrender :)

I am using:

x=xr/(1+zr/c);
y=yr/(1+zr/c);

with c=1 and it looks OK. But there should be a way to get it more physically correct. By not using zr but for example a polynomial of zr (or what ever) that approximates the true distance dependence between zr and xr/yr, or the distance dependence it self if it can be expressed by a formula that is somewhat efficient to calculate.

Attach file:
Maximum size: 102400 bytes
Valid file extensions: gif jpg png txt zip bmp jpeg wsz wal m maki nope, RAR is not acceptable

just becuase you have a personal quandry with a program (as crappy as it may be) doesnt mean you shouldnt use it :)

22nd September 2002 19:49 UTC

Thnx...
Thank you all for your comments,

I have learned couple of things from this forum (especially when it comes not to throw over winzip), thx to you all :). I have found it hard to find DDM's for the preset. Can any one tip what classes of function one should look at and what type of transitions they make? Unfortunatly I guess they are not always combine with each other, but any way, is there any strategy besides "trial and error"?

/Spetz


22nd September 2002 20:00 UTC

There are a few links in UnConed's stick AVS FAQ. You might want to take a look.


22nd September 2002 23:10 UTC

DM WAS a rip, the normal line is different.

Spatz: Who are you doing AVS for, you, or the public? If it's for you then don't come here with them. Otherwise OPTIMIZE THEM. Major tip: Never do a calculation in a higher level block that you can do in a lower level block. e.g. if you have n=576 in anything lower than Init (beat, frame, or pixel), then you're doing that calculation more than you have to; the same goes for something like calculating sqrt(2) for every pixel - that's 576 calculations each frame where you only need to calculate it when you load the AVS. The order for number of calculations (lowest to highest) is Init->Beat->Frame->Pixel (same order as they're stacked on the superscope). Also never calculate the same thing more than once in each block.

New DM: T goes to a constant of about 0.8, a better line would be something like this (this is just random-ness):
frame:
t1=t1+0.06;
t=1.1*sin(t1);
t2=t*cos(pow(t1,1.2));
beat:
t1=t1-1;
pixel:
d=(asin(1.05*d)-sigmoid(t2,t))/2;

As for the spiral, try to use rotations around all 3 axes with dynamic changes in the rotation increments. Also, n (with returns for v) maxes out at 576 (12*12). Anything above that will get repeated returns for v, and a 'tail' at i=1 where v=about 0.2.

I attached a more dynamic straight spiral for you. It has single rotations around all 3 axes, initial position movements and pre-projection position movements, and very dynamic coloring (complete with psuedofog). The position and rotation changes on-beat, as well as the speed of each position movement and the speed of each rotation. It's carefully set so that it'll be a minimum of 1/9 away from the camera at all times (eliminating any division by zero or lines behind the camera). If you want I'll show you the derivation...

Aww, heck, I'll tell you anyway.

D (distance from the origin along the x/y plane) = v/2+0.1. If V=1, then D=1/2+0.1=0.5+0.1= 0.6. Z=i*2-1. If I=1, then Z=1*2-1=2-1= 1. Using the pythagorean theorem, we find the maximum distance from the origin along the unshifted shape is:
sqrt(1*1+0.6*0.6)=sqrt(1+3/5*3/5)=sqrt(1+9/25)=sqrt(25/25+9/25)=sqrt(34/25)=sqrt(34)/sqrt(25)= sqrt(34)/5.
Then, since the maximum possible initial shift is 1/3*, we add 1/3. And since the maximum possible pre-projection shift is 1/3, we add another 1/3. Therefore the maximum distance from the origin in the shifted shape is sqrt(34)/5+2/3=sqrt(34)/5+1.666...
For safety we pad this to sqrt(34)/5+1.7, even though the chances of v being 1 at the end of the superscope AND having the superscope rotated towards the camera AND having both the initial and pre-projection shifts BOTH equaling 1/3 is extremely minimal.











...Was that too much for everybody? :p


23rd September 2002 00:18 UTC

Jawohl herr Kommendant!
Quote:


23rd September 2002 01:18 UTC

I have very tight AVS-release scedule

Whatin the hell??!?!?!?

How backasswards are you?

Jesus, unless you are doing these for profit, (which i do not think is legal)you have some serious "goal" issues.

O.K. I'm done.
Just don't put yourself on scheduals for things that do not be schedualed.
Gawd. That is weird stuff.
Whoops, I said I was done.

Originally posted by Atero
DM WAS a rip, the normal line is different.

Spatz: Who are you doing AVS for, you, or the public? If it's for you then don't come here with them.

You are too harsh mister, make love, not war... Who are you to decide where I put my crappy unoptimized code? But basically I agree, calculations should be optimized.I have very tight AVS-release scedule, didn't have time to do it properly :)

Originally posted by Atero

New DM: T goes to a constant of about 0.8, a better line would be something like this (this is just random-ness):
frame:
t1=t1+0.06;
t=1.1*sin(t1);
t2=t*cos(pow(t1,1.2));
beat:
t1=t1-1;
pixel:
d=(asin(1.05*d)-sigmoid(t2,t))/2;
Yes, I agree, my DDM opens up a "wheel" initially when the preset is created and then it settles, you are absolutely correct. Yes, the DDM could be improved to something more "spectacular", I agree with you, thx for your suggestion. I really think that creating good DDM is really hard and requeres experince. That, among other stuff, aparts us mortal, from the AVS-gurus.

23rd September 2002 01:21 UTC

Quote:


23rd September 2002 02:52 UTC

i feel like a flipping moron

well, in context it sounded like u werent just messing around.
and there are people out there who are anal retentive about "goals" and "dreams" and the such
they have planners and stuff
they are a bad, bad, people
viva la procrastination!

DoH! :igor:


23rd September 2002 17:20 UTC

with c=1 and it looks OK. But there should be a way to get it more physically correct. By not using zr but for example a polynomial of zr (or what ever) that approximates the true distance dependence between zr and xr/yr, or the distance dependence it self if it can be expressed by a formula that is somewhat efficient to calculate.
I don't understand what you mean with this. This *is* physically correct. You seem good at maths, so try to calculate this: the projection of a point onto a plane, by connecting it with an eye point and using the intersection point of that connecting line with the plane as projection.
If you place the eye in (0,0,0) and use the plane z=1 as your projection plane, then the projected coordinates of (x,y,z) are:
(x/z, y/z, 1).

Placing the eye at an infinite distance results in an orthogonal projection (like you had first).

Unless you want to simulate actual lenses like in a camera, but you'd probably need a complicated raytracing approach then.

23rd September 2002 18:15 UTC

No one's commented on how uber-fucking-1337 my spiral is :P j/k

Spetz (sorry about the mispeeling): I'm serious. Things like coming out with a preset that's a pain in the ass to prepare to view and saying that it's unoptimized because you've got a better processor just makes it look like you don't care what other people think about your presets (in other words you're making an ass of yourself).


23rd September 2002 19:47 UTC

Originally posted by UnConeD


I don't understand what you mean with this. This *is* physically correct. You seem good at maths, so try to calculate this: the projection of a point onto a plane, by connecting it with an eye point and using the intersection point of that connecting line with the plane as projection.
If you place the eye in (0,0,0) and use the plane z=1 as your projection plane, then the projected coordinates of (x,y,z) are:
(x/z, y/z, 1).

Placing the eye at an infinite distance results in an orthogonal projection (like you had first).

Unless you want to simulate actual lenses like in a camera, but you'd probably need a complicated raytracing approach then.
Hi UnConed,

first of all, prior to comenting what you have written regarding the distance scaling, let me express what I felt the first time I saw your AVS work. You are not only technacally skilled guy with a stable grasp of your math, you are also very innovative art creator with feeling for detail and beauty. Most people don't combine these attributes to well, RESPECT. (Also, in a way, you are promoting math as the knowledge of coolness. Now that IS magic! RESPECT^2!)

Now, now that I have looked into to this, I realised that you are completelly correct, the projection of an arbitrary (x,y,z) to a plain z=1 is (x/z,y/z,z). And that is easy to derive too. (Looking at x (y is similar), I just used the triangle-proportion ratio the x/z = x2/1. If the plane is elevated, "1" is replaced by the corresponding elevation hight in z). I intuitivelly knew that the correct projection on x and y generates symmetrically smaller values for x and y, I didn't thought it was that easy. Life seems to be simpler than I think, time to reevaluate my assumptions :)


/Spetz - Optimizer Bunny

23rd September 2002 19:52 UTC

You could 'raytrace' from the points to the centre of a sphere and then project the intersections with the sphere onto a plane to give a 'human eye' view sort of thing. Your framerates would drop to less than 1.

(I use raytrace in inverted commas since I've always called that solving a vector equation or finding a point of intersection, but raytracing seems to be the accepted term in the world of computers)


Also, in a way, you are promoting math as the knowledge of coolness. Now that IS magic! RESPECT^2
Does that make me cool because I am doing a maths degree and can do things in my head that most people would need a sheet of paper and a calculator for?

23rd September 2002 20:35 UTC

Originally posted by jheriko
Does that make me cool because I am doing a maths degree and can do things in my head that most people would need a sheet of paper and a calculator for?
Definetly!!! Now that world can see that math is useful for creating fancy plots correlated to the music of their choice, it will not take long before girls will prefer mathematicians before physicians (med. doctors).

/Spetz - Very cool (M.Sc. Eng. Phys.)

PS. How cool is a M.Sc. that missed to discover the x/z=x2/1 relation? :) DS.

23rd September 2002 20:59 UTC

Wow, I'm going for an MSci at the moment, in maths.

I see maths everywhere, it is used everywhere. Personally I think that the coolness of maths isn't just visible in AVS, or computer programming in general, but the fact that it is built into the human brain, into nature and into the things that we construct.

Take a look at anything and there is some maths present. Right angles, pi, root 2, phi, e, etc... These numbers crop up in everything, from A4 paper to the pyramids. In fact the ratio of the sides of a sheet of A4 paper is the same as the ratio of the sides of the rectangular rock surface on which the pyramids were constructed.

'Everything around us can be represented and understood through numbers'. That is because mathematics was created to help us to understand the universe, and to define its fundamental laws, to bring simplicity to the chaotic real world around us and make it easier to explain.


23rd September 2002 22:20 UTC

Originally posted by jheriko
'Everything around us can be represented and understood through numbers'.
...A sentence from the movie "Pi"... Great movie...

/Spetz

24th September 2002 01:06 UTC

hehehe im a freashmen in high school i dont even get math till next term witch sux i love math and im pretty shure i wont get algrabra 1
then cause im in sbh for my opisitional diffient dissorder and socil angcity dissorder i cant handel the regular classes caus there is far to many people (about thirty) but i read books like the lord of the rings and the silmarilion witch i can follow better than most adults
but i we work on the soler system in sience bah i learnd about that in 3rd grade but unlike the others in my class i memorized it the first time i heard it cause it was cool but the people in my class can hardly read they dont read on site they over use phonics and have 30-50 word vocabs(<-- they probly cant define vocabularey much less say it).


Whoops ultimate run on sentance there not my best spelling either!
I tend to ramble on the net since i hate being in the near people (see above) much less vocalising with them.LOL,well i didnt memorize my times tables but i loze my math but our suck school has only 4 periods a day and i didnt get to pick my electives (they were chosen for me by my counsoler) since i missed the registration day cause my father was killed one week before school(god i miss him)


Whoops there i did it again well i guese i better press submit befor i start again (oww carple tunnel).


24th September 2002 07:18 UTC

Originally posted by jheriko
Does that make me cool because I am doing a maths degree and can do things in my head that most people would need a sheet of paper and a calculator for?
Actually, most people's subconcious is way smarter than the concious mind. It does things extremly complex very quickly, yet there is no direct communication towards the concious mind. Like for example, if you imagine an object and rotate it, your mind is doing all the 3D stuff and all you see is the picture created, not the numbers behind it. We can imagine huge, complex, atomically-accurate worlds and universes, yet we can barely divide 2 floating point numbers by thinking.

The mind works in mysterious ways...

24th September 2002 08:28 UTC

In computer terms I think that the best way to explain the complex maths that the brain does to do day to day things (like depth perpception) is that it is hard-wired into the brain, but there is no hard wired division because it isn't a brain function which evolution favoured during our development. As a result we have to do 'software' maths to do division, our minds partly act as emulators to do things like maths using other functions, like memory and logic, which are hard-wired, resulting in a slower performance. It's like using software rendering to run Quake II because you don't have a 3D accelerator card, the brain doesn't have any simple maths acceleration built in to it.


24th September 2002 09:12 UTC

I'd say it's more like having hardware acceleration built-in, but not knowing how to access it, and resorting to software methods.


24th September 2002 22:34 UTC

Hehe, taking a step further! :)

Originally posted by Atero

New DM: T goes to a constant of about 0.8, a better line would be something like this (this is just random-ness):
frame:
t1=t1+0.06;
t=1.1*sin(t1);
t2=t*cos(pow(t1,P=1.2));
beat:
t1=t1-1;
pixel:
d=(asin(1.05*d)-sigmoid(t2,t))/2;
Atero, I took the liberty to take a closer look on parts of the iterative function above. The variable t2 doesn't just oscilates. Because of the power term P="1.2" not being equal to "1" it has changing (over time) spectral signature. It is slightly noticible for values of "1.2", but higher values will change the spectral signature more rapidly. Try the matlab code below (if you have matlab, hehe):
--------------------------------------------------------
clear all;
t=0; t1=0; t2=0; i=1; P=1.6

t=t+0.06;
t1=1.1*sin(t);
t2=t1*cos(t^P);
while (i < 16384),

t(i+1)=t(i)+0.06;
t1(i+1)=1.1*sin(t(i));
t2(i+1)=t1(i)*cos(t(i)^P);

i=i+1; %simulating beat, mod(i,40) approximates 60 bmp
if mod(i,40)==0
t=t-1;
end

end

figure; plot(t);
figure; plot(t1);
figure; plot(t2);

f1=fft(t2(1: (end/2)));
figure; plot(abs(f1(1:end)));

f2=fft(t2(end/2:end));
figure; plot(abs(f2(1:end)));

f3=fft(t2);
figure; plot(abs(f3));

sound(t2);
----------------------------------------------

Try to set P to 1, 1.2, ..., 1.6, ..., 2.0. You can even listen to t2, if you don't want to do the fft-transform. Keep the loop spining 2^n (2^13 = 8192) times, then the fft runs faster, but you probably know that.
When P is 1, you have 1 harmonic in the t2, when t is increased t2 stops having a constant harmonic but becomes spectraly non-constant, t2 gets different spectral signatures depending when in time the spectra is estimated, just listen to t2 :)

Originally posted by Atero
...Was that too much for everybody? :p
My question is: ...Was THAT too much for everybody? :p

/Spetz

25th September 2002 00:35 UTC

Yes, especially since I don't have matlab. Besides, note the comment 'just random blah-ness,' meaning it was random coding (much like what you see in 'i don't know what i'm doing but i guess if i look confusing i can look cool' presets ;) )


Still no one comments on how uber-1337 my spiral is :p


25th September 2002 01:18 UTC

your spiral is uber-elite.
congratulations.

:blah:


25th September 2002 02:49 UTC

thank you karnov :D

but no one can use it cos it's going in teh 4ward flo


25th September 2002 15:19 UTC

Originally posted by Atero Still no one comments on how uber-1337 my spiral is :p
Atero,

your spiral is uber!!!

[i]
Yes, especially since I don't have matlab.
[/B]
Why haven't you pulled the plug yet? Life is nothing with out matlab, pitty it (MATLAB 5.1) crashes on my XP-mashine all the time. (Any one: can I fix that in some way, or do I need newer MATLAB?)

[i]Besides, note the comment 'just random blah-ness,' meaning it was random coding (much like what you see in 'i don't know what i'm doing but i guess if i look confusing i can look cool' presets ;) )[/B]
LOL, there are lot of dudes out there having those lines above as their principal design mantra when making new presets... Our presets may be ugly, at least (we think) we know what we are doing :)

/Spetz

25th September 2002 21:46 UTC

i TOTALLY concur w/ spetz

its such a rush to see what you wanted to happen happinging

even if the presets look stupid.


:P


27th September 2002 03:47 UTC

You don't need newer matlab, you need older windows :hang:


27th September 2002 08:52 UTC

chain reaction...
Older windows = WIN98 ---> WIN98 = constant crashes ---> constant crashes = unworkable system ---> unworkable system = no fun using the PC :cry:


27th September 2002 15:09 UTC

Win98 is more stable than XP, and much more useable, unless you're a goddamn techie that needs everything to be the newest no matter how much better the old versions are *cough* WA3 *cough*


27th September 2002 15:36 UTC

Windows 2000 is far and away the most stable windows version ever. I've had zero crashes since using windows 2000, no more illegal operations and fatal errors. The worst that happens is that the software crashes, my screen goes blank and deals with it for a second or two then Win2K resumes its normal operation with all of my other apps none the wiser.

Win2K rocks my world.


27th September 2002 20:22 UTC

Originally posted by jheriko
Windows 2000, win98, XP
Hi,

win98 is a joke... Sorry... refuses to shutdown, hangs, acts strange etc. Win2K is good but I had problems running couple of games I have (gta3-total crashes pc, nhl2002-graphical issues, etc) so I switched to XP, everything works now (except that winamp crushes sometimes when I run avs, MATLAB crashes and some flash heavy sites on the net crash on me too.) :) However I have found XP coolest so I stick with it.

/S

27th September 2002 20:54 UTC

Originally posted by jheriko
When I see the words 'Awesome AVS' I expect my eyes to start bleeding upon watching it, this didn't happen. I felt gutted, robbed, dissapointed and denied.

The preset is alright but a spiral isn't technically impressing and you should use a perspective projection for your 3d code, it makes it look more far more 3 dimensional. Something like:


x=x1/(1+z1*0.5);
x=y1/(1+z1*0.5);


If you want to see some really awesome avs (and rip them apart to learn, but don't steal code) here are some eye-bleeders, and there are plenty more out there too.

http://www.deviantart.com/deviation/603764
http://www.deviantart.com/deviation/722676
http://www.deviantart.com/deviation/386803
http://www.deviantart.com/deviation/330228
http://www.deviantart.com/deviation/545801
http://www.deviantart.com/deviation/460418
http://www.deviantart.com/deviation/674054
http://www.deviantart.com/deviation/720677
http://www.deviantart.com/deviation/660561
http://www.deviantart.com/deviation/680790
Nice selection, UnConeD, Duo, EL-VIS, AVS-King, Danjoe, You and me! :D Thanks for including my pack.

27th September 2002 21:59 UTC

I had to include you skupers, a lot of your presets are really cool. You have a much better grasp of dynamic movement than a lot of other artists have. (Personally I hate DM cos I haven't mastered it to a similar degree as my favorite artists yet)


28th September 2002 05:41 UTC

Well then it was your comp, not the OS. You weren't by any chance using a Compaq? ;)


28th September 2002 11:13 UTC

Originally posted by Spetz Naz

gta3-total crashes pc
[rant]

GTA3 is a joke. If I was making a computer game and it got into the same state as that, I wouldn't release it. Anyone who makes a game which doesn't use OpenGL or at least D3D for its graphics is asking for trouble, thats why GTA3 runs like a pile of dog crap.

Why do game deveolpers insist on releasing games before they are finished and optimised, and why do they do things the hard way if it is only *guaranteed* to make their game much worse?

GTA rocked my world. GTA2 has crap graphics but was fun. GTA3 was a cool idea but was made far too late and it was far to unfinished and unprofessionally made.

[/rant]

28th September 2002 11:16 UTC

Originally posted by Atero
Well then it was your comp, not the OS. You weren't by any chance using a Compaq? ;)
No, I never buy branded computers from compaq, HP, siemens, fujutsu, IMB etc. Poor expansion possibilities, less value, non-standard solutions, etc. They are allt b.s. products. I have built my own pc, and it is stable with hours of 3d-gaming with out the slightest error or crash. I have a p4-1.8Ghz (1800/100/400), but I am running it OCed @ 2400/133(memory @ 178)/533. :)

/S

28th September 2002 11:21 UTC

Intel build their processors to safely run at 137% of the stated clock speed. You could still clock it up by another 66MHz :D


28th September 2002 16:54 UTC

Well that could also be your problem: you fucked up with the installation. In any case it's an isolated problem, 98 doesn't do that if it's properly run, XP still sux, as well as anything other than 98/2k. Of course, MacOS is the BEST, but I'm not going to go into that ;)


30th September 2002 08:47 UTC

why not run Linux?

It's far more reliable than windows...


30th September 2002 13:52 UTC

Meh. Liunx is not a desktop operating system. To finicky if you want to do anything. I, personally, don't wan't to have to manually recompile my kernal everytime I make a change to my system.


30th September 2002 13:57 UTC

Bah, use Commodore Basic 2.5


load "winamp3.exe",8,1
loading winamp3.exe

ready
run

syntax error in 10


:D :D :D

30th September 2002 15:36 UTC

Originally posted by ;-c ,rattaplan
why not run Linux?

It's far more reliable than windows...
I tried installing red hat on three different *REALLY* standard boxes and xwindows worked on none of them under linux. it was the cd that came with 'red hat linux for dummies' and i definately am not a computer dummy, i've built three boxes and made countless utilities and programs and I've never had a problem with windows or unix that I couldn't handle. The only people I know that have got linux running are three really lucky dimwits and a man with a PhD in computer science who spent three entire days forcing it to work.

Now tell me that Linux is more reliable than windows.

Besides Win2K is as stable as a rock. I've been running a win2k adv server for over a year now, i've only had to reformat once and it was for a virus.

30th September 2002 16:37 UTC

Originally posted by Zevensoft
Bah, use Commodore Basic 2.5


load "winamp3.exe",8,1
loading winamp3.exe

ready
run

syntax error in 10
:blah: LOL :blah:

1st October 2002 14:15 UTC

Actually these days you don't need to be rocket scientist to install Linux. And you don't need to recompile your kernel every time you make a modification, because most things are compiled as a module.

Though the Linux community has a lot to learn about user interfaces. I remember reading about a 'graphical kernel configuration utility' which was simply the same as the command line one except it displayed things in a tree view. But you still couldn't use your mouse to click it. Then wtf is the point of a graphical interface??? :)


1st January 2003 13:39 UTC

I play around with jherikos rmx.avs and ad some movements but I cant explain the water like effect. Watch this:


1st January 2003 16:09 UTC

Originally posted by Jaheckelsafar
Meh. Liunx is not a desktop operating system. To finicky if you want to do anything. I, personally, don't wan't to have to manually recompile my kernal everytime I make a change to my system.
Suit yourself. I think that it is a wonderful desktop OS.

But really, it sounds like you just don't know what you are talking about... You NEVER (NEVER EVER!) have to recompile your kernel. Quit spreading false rumors. YOu have to recompile your kernel about as much as you need to compile your NT kernel. Nada... Ziltch.

Been using Linux for years, and never have had to do it. Only bored people with a lot of time on their hands need to compile their Linux kernel- or those that have absolutely weird requirements.

2nd January 2003 07:33 UTC

you'll note that this thread is over 60 replies long and the last post was two months ago...

read: this thread is dead and has been for a long time.



Originally posted by Karnov



What in the hell??!?!?!?

How backasswards are you?

Jesus, unless you are doing these for profit, (which i do not think is legal)you have some serious "goal" issues.

O.K. I'm done.
Just don't put yourself on scheduals for things that do not be schedualed.
Gawd. That is weird stuff.
Whoops, I said I was done. LOL :D ... Can you spell the word "joke"? You really think I have an AVS-release scedule? OMG!!! :igor:

/S