and so the serious discussion and the brain-trust behind it, stride on, down the winding road, towards a better tomorrow and the salvation of the cosmos.
it is indeed a true homage to man. the epic odyssey of man continuous.
proceed.
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Ed wrote:Flying Steel wrote:That might not be true. There's alot of places in the world, including those that still use symbols to represent words, instead of an alphabet.Wikipedia wrote:Countries where the metric system is official
divVerent wrote:The metric system is clearly better BESIDES that issue. To properly show the flaws of the imperial system:
12 inches = 1 foot
3 feet = 1 yard
220 yards = 1 furlong
8 furlongs = 1 mile
3 miles = 1 league
Look at all the weird conversion factors... 12, 3 are fine, but 220? It's not even divisible by 3. A third of a mile is 2 furlongs, 146 yards, 2 feet (as you see, here the complex stuff comes in).
The metric system on the other hand elimiates the need for calculation for ANY conversion, as all you have to do is shift the comma or add zeros.
We could combine the advantage of both by using a 12-based number system. For this we need two more symbols, let's call them A (of value 10) and B (of value 11). We then get, for example:
5 * 5 = 21
170 / 3 = 64
190 / 3 = 70
350 / 6 = 6A
In this system, you can divide anything that ends with a zero by 2, 3, 4, 6 and 12. If you have two trailing zeros, you can divide by 2, 3, 4, 6, 8, 9, 12, 16, 18, 24, 36, 48, 72 and 144. So you would get the advantages of the metric system - no conversions - AND the advantage of the imperial system - dividing by 3.
Of course, you lose the ability to divide by five, just like you can't divide a yard by five.
BTW, in the decimal system, you have an easy representation for infinitely long decimal fractions, but this forum is too American to support it. Instead of 0.333333333333..., you'd write 0.3 and make a bar above the 3. However, it gets messy when dealing with 7ths, 13ths, 17ths, 19ths, etc.
divVerent wrote:"And, if you added Strike-Out as well, then combined with Underline and the "|" and "/" we'd have good Ogham support. Unfortunately almost everyone here is German, so they'd probably demand better Runic support as a consequence."
There is no better example of typical American ignorance.
1. It's not ME who made up this overline convention, it is a standard mathematical notation. See http://en.wikipedia.org/wiki/Repeating_decimal
Nobody here uses the Runic alphabet.
tundramagi wrote:Can german be written in the runic alphabet? I thought that was a nordic thing of the norse, svvedish, svedka vodka, and such of that naturem.
Flying Steel wrote:How much work would it be to move Nexuiz over to Meters instead of these crazy "Quake Units"? So if I imported a character model that was 2 units tall, in Nexuiz it would be 2 Meters tall?
[-z-] wrote:Because you can't figure out a conversion we should change the way the engine handles units. LOL
Don't quake units = inches? This might very from engine to engine, I'm not sure.
Taiyo.uk wrote:Game units in quake are the same as those in DOOM - eight quake units = one foot. One quake unit = one and a half inches.
Flying Steel wrote:Burma
Flying Steel wrote:Alaska
Flying Steel wrote:Antarctica.
Flying Steel wrote:Anyway, putting the jokes aside for a moment, here's a serious question- How much work would it be to move Nexuiz over to Meters instead of these crazy "Quake Units"? So if I imported a character model that was 2 units tall, in Nexuiz it would be 2 Meters tall?
I for one try to do the majority of my modeling to scale in Meters, so I was thinking it might be more functional if there was no conversion ratio.
Ed wrote:Flying Steel wrote:t;]Alaska
Like you said, geography is not your strong point. Alaska is part of the US.
So that leaves you on your own.
As for quake units, they were set at 1" by id however they are entirely arbitary.
divVerent wrote:Flying Steel wrote:Anyway, putting the jokes aside for a moment, here's a serious question- How much work would it be to move Nexuiz over to Meters instead of these crazy "Quake Units"? So if I imported a character model that was 2 units tall, in Nexuiz it would be 2 Meters tall?
I for one try to do the majority of my modeling to scale in Meters, so I was thinking it might be more functional if there was no conversion ratio.
Doing this will break ALL existing content, and all current cvar settings. Forget it.
Just stick with qu, and you may use 40 qu = 1 meter as conversion identity (just like many export scripts already do).
Flying Steel wrote:... player model use quake units ...
Mr. Bougo wrote:http://www.neowin.net/news/main/09/06/25/nasa-it-would-cost-370-million-dollars-to-conver-to-metric
Also, I find this a bit ridiculous to call Americans "fucktards" because of the metric system they were taught to use. What the hell, people? Are Europeans moronic dumbasses because they don't even try measuring temperatures on the Kelvin scale, which is SI thus optimal for any kind of use?
Sure, the system itself seems dumb, but why would it be dumb to use it? What's the advantage for most americans to switch to SI units?
divVerent wrote:Let's say that DP often uses nudges by stuff like 1/32 qu for tracing. Changing that will break Quake.
Only thing that would be POSSIBLE is using a 100qu = 1m identity, as that's just a 2.5x factor.
TVR wrote:Model scale is completely irrelevant to qu,
only the bounding box is defined in qu, the model is scaled visually.
Flying Steel wrote:divVerent wrote:Let's say that DP often uses nudges by stuff like 1/32 qu for tracing. Changing that will break Quake.
I don't think you've understood me, I'm for keeping everything the same (english imperial) unless any of the folks in this thread who feel so strongly about using SI, do the work of making the total conversion themselves. I'm fine with SI, in fact I prefer it, but wasting precious development resources on such a pointless conversion don't seem to make sense to me at this time.
Especially since the game's very name is more confusing than english imperial units. The spelling doesn't match the pronunciation in any language, unless I am very mistaken.Only thing that would be POSSIBLE is using a 100qu = 1m identity, as that's just a 2.5x factor.
But would it really be worth the effort it would take?

Flying Steel wrote:... Why do you think so few pros use Nexus, Xolar and Mulder? ...
Flying Steel wrote:... becomes different from one model to the next ...
TVR [Public Terminal] wrote:Flying Steel wrote:... Why do you think so few pros use Nexus, Xolar and Mulder? ...
Obviously because the fullbright model is already Nexus.zym.
Entity cull operations are performed on the bounding box, not the player model.
Besides, its irrelevant as all current match servers always force the default fullbright Nexus model.
Flying Steel wrote:... players often go for smaller player models so that they are less obvious ...
Flying Steel wrote:... otherwise seeing and visually targeting them and hiding around corners becomes different from one model to the next. ...
Flying Steel wrote:... So what? ...
SkyBon wrote:Just the externals (the front-ends) have to be converted to SI.
Flying Steel wrote:SkyBon wrote:Just the externals (the front-ends) have to be converted to SI.
Which part of the front-end, exactly?
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