Fredrik Posted August 16, 2002 If my (Julian's, rather) calculations are correct, then... ... the mean RGB value of DOOM: ... the mean RGB value of QUAKE: 0 Share this post Link to post
NiGHTMARE Posted August 16, 2002 What about Quake 2? Something orange, presumably? 0 Share this post Link to post
Fredrik Posted August 16, 2002 NiGHTMARE said:What about Quake 2? Something orange, presumably? The output was a low-saturated shade of blue. Which seems odd. I'm not sure if the program works properly. That's why I added "(Julian's, rather)", so I can blame him if it really is wrong :P 0 Share this post Link to post
Kid Airbag Posted August 17, 2002 Heh, I thought Julian edited that to take back some of the credit your ego tried to steal :P 0 Share this post Link to post
Livo Posted August 17, 2002 The main RGB values of Doom and Quake are red Xs? Wow, I would have never guessed that :p 0 Share this post Link to post
Naked Snake Posted August 17, 2002 The Quake one doesn't surprise me ;) 0 Share this post Link to post
Linguica Posted August 17, 2002 This is where you tell us how this was calculated. Did you take into account every level and thing placed in every level, the colors of all the flats and textures and sprites, and the changes of the colors due to light level of the sector it is in? How did you determine how much the sky should count? What about sectors with changing light levels? Does each frame of an animated texture count for a fraction of that texture? 0 Share this post Link to post
Fredrik Posted August 17, 2002 Linguica said:This is where you tell us how this was calculated. Did you take into account every level and thing placed in every level, the colors of all the flats and textures and sprites, and the changes of the colors due to light level of the sector it is in? How did you determine how much the sky should count? What about sectors with changing light levels? Does each frame of an animated texture count for a fraction of that texture? No. I used a complex superstring transformation algorithm to calculate the exact state of the entire universe with infinite precision over all time, and derived the fraction of it that makes up the binary representations of the particular computer game called DOOM that have occurred in computer systems on Earth, from which position I could easily sort out the screen data, add and divide, thus getting an exact RGB value, which I just had to round off to an integer value and subtract by two due to a factoring error I later discovered in the original configuration parameters for the program. 0 Share this post Link to post
Julian Posted August 17, 2002 Fredrik said:subtract by two due to a factoring error I later discovered in the original configuration parameters for the program. *WE* later discovered... should I say *I*? :P Anyway, this is mainly due to the Josephson effect. And to be precise, we subtract 2/3(PI) BEFORE converting to int for obvious reasons (ever heard of the Doppler or cosmological effect?). 0 Share this post Link to post
fraggle Posted August 17, 2002 To be exact, you should take the number of occurrences of each texture, find the number of occurrences of each patch from this, then find the mean colour value biased by the number of times colours are actually used in the game, rather than just averaging the palette which is presumably what you did. 0 Share this post Link to post
Fredrik Posted August 17, 2002 To be exact, you'd even have to consider the area of each wall, light levels, visibility, proximity to the main path through the level etc etc. 0 Share this post Link to post
pritch Posted August 17, 2002 Fredrik said:No. I used a complex superstring transformation algorithm to calculate the exact state of the entire universe with infinite precision over all time, and derived the fraction of it that makes up the binary representations of the particular computer game called DOOM that have occurred in computer systems on Earth, from which position I could easily sort out the screen data, add and divide, thus getting an exact RGB value, which I just had to round off to an integer value and subtract by two due to a factoring error I later discovered in the original configuration parameters for the program. You forgot to add 1. :) 0 Share this post Link to post
desolatordave Posted August 18, 2002 So you just averaged the palet, right? 0 Share this post Link to post
Fredrik Posted August 18, 2002 desolatordave said:So you just averaged the palet, right? Yes, that's one way to interpret it. 0 Share this post Link to post
Insomniak Posted August 18, 2002 Guess who has enough time to do that and must be unemployed! 0 Share this post Link to post
mmnpsrsoskl Posted August 19, 2002 Fredrik said:No. I used a complex superstring transformation algorithm to calculate the exact state of the entire universe with infinite precision over all time, and derived the fraction of it that makes up the binary representations of the particular computer game called DOOM that have occurred in computer systems on Earth, from which position I could easily sort out the screen data, add and divide, thus getting an exact RGB value, which I just had to round off to an integer value and subtract by two due to a factoring error I later discovered in the original configuration parameters for the program. NO?!?!?! AHHHHHHHHHHH This is some useless knowledge you know...well, I already knew Quake was brown. 0 Share this post Link to post
GS-1719 Posted August 19, 2002 Fredrik said:No. I used a complex superstring transformation algorithm to calculate the exact state of the entire universe with infinite precision over all time, and derived the fraction of it that makes up the binary representations of the particular computer game called DOOM that have occurred in computer systems on Earth, from which position I could easily sort out the screen data, add and divide, thus getting an exact RGB value, which I just had to round off to an integer value and subtract by two due to a factoring error I later discovered in the original configuration parameters for the program. So much needless verbal diarrhea. 0 Share this post Link to post