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Idgames2/ & Idgames2/planetquake/ 
I mirrored the full idgames2 from 3dgamers.
Including the planetquake folder of course.

http://www.quaddicted.com/idgames2/ 
JPL 
i mean more like having 50 zombies in a room and not having pack overflow when i toss a grenade at them. 
Necros 
Is that in beta yet?? ;P 
Heh No, 
i'm not really mapping much these days. i was playing marcher again a couple of days ago, and got packet overflows on the last 2 battles (by the bell tower, and then after, when i got teleported to the ground) 
Necros 
So AFAIK aguirRe's engine is the only one that can support such a massacre.. :D 
There Are Others 
tomazquake, for one can handle huge amounts of entities on screen at the same time, as well as has extra sound channels.

i don't know if it is still compatible with other netquakes though.

there are probably more engines out there like this as well.

it's just one of those things that would be really nice to have if it could be done properly.
anyway, just rambling at this point. 
Gimmy That Thing 
@THERAILMCCOY 
Nice and interesting article. Well written. Where did you go? What have you been up to? What drove you from IRC and ESReality? The yellow teeth scandal? 
Czg 
will we see you on "Darkness TV"?

I hope so. I am wet with anticipation as, I'm sure, is the rest of the world. 
I Really Hope Not 
Because the company would fall into financial ruin after purchasing a wide enough lens to fit my entire, fatty visage in one frame.
Or pay to have the Hubble reoriented. 
Ugh Gameplay 
I still don't think there's any argument for games having bad game mechanics to 'enhance the story'. I don't get it - let me compare games to movies again:

You talked about movies that were no 'fun' but very emotional, but aren't all these movies EXCELLENT examples of directing, camera-work and acting - the equivalents of game mechanincs in film?

I seriously doubt you guys would have been as emotionally moved if those movies were directed by, say, an early peter jackson.

I always seem to be influenced most by games that let you FEEL what they want to express DURING GAMEPLAY. SS2, hl1, prey (utterly failing because it just showed pretty things instead of revealing important, working, logically connected stuff), can't think of any other examples. hl2 just had cutscenes you could walk through, NOT what i'm talking about.

And of course you won't immediately get the motivational impact you have with some movies. Imagine a movie completely shot out of first person perspective - it doesn't have that much of an impact (at first?).

Regarding Deus Ex: i remember playing this, found the first level kinda nice looking and then i can't even remember why i stopped playing this, probably because there was no further motivation for me to play this - ie. it was no fun AND no experiece. 
Megaman 
You talked about movies that were no 'fun' but very emotional, but aren't all these movies EXCELLENT examples of directing, camera-work and acting - the equivalents of game mechanincs in film?
Game mechanics are not movie directing, photography or acting.

The mechanics, or the design of play, is exactly what the non-interactive (movies) and the interactive (games) does not have in common. 
Megaman 
you lost all credibility when you said that Deus ex has no experience =)

Its one of the few games I recall where I was totally sucked into the experience and it made the game so much better. 
Deus Ex Start Is A Drag 
It's one of those games I feel I should have played through because everyone is raving about it but the thought of playing the begining of the game again puts me off. 
Deus Ex 
Agreed, the first level was pretty boring, especially if you are going at it with an Quake-like approach. Got great after that, atmosphere was so nice in that game despite what I thought were pretty poor visuals at times (and horrible model animations). 
... 
you lost all credibility when you said that Deus ex has no experience =)

Word. Great game, great gameplay (in it's style), and one of the few that actually delivered what it promised. 
Wrath: 
Game mechanics are not movie directing, photography or acting.

The mechanics, or the design of play, is exactly what the non-interactive (movies) and the interactive (games) does not have in common.


What I was arguing earlier is that the writing and directing, etc. of a movie is analagous to the game mechanics and design of a game becuase they are both the part of the work that the author has control over. Ideally, the author of a game shouldn't try to control things like plot and editing becuase that infringes on the player's role. Of course many existing games are hybrids that try to mix movie elements with game elements, so much so that we assume that's how games should be. 
Related News 
Uncanny... 
lol 
Bwahahaha 
Genius!!! 
Lol 
fuckin lol 
Favorite Quote: 
The release of the maps also means developers seeking to build in those zones must show how they can overcome the quake hazards. 
Dangerous Hazards 
like HoM, r_speeds, massive vis times... 
Vis Times 
will they really be that high on a modern system? the levels are all self contained and not at all complex, so perhaps vis will only take a few hours for the whole game on a powerful pc.

Now if someone links them together in a clever as hell way and makes lots of extra connections... that might cause some vis headaches. 
Oh 
i just rattled off the first few things that came to my mind. :P 
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