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Posted by metlslime on 2002/12/23 18:24:21 |
Talk about anything in here. If you've got something newsworthy, please submit it as news. If it seems borderline, submit it anyway and a mod will either approve it or move the post back to this thread.
News submissions: https://celephais.net/board/submit_news.php |
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Scampie
#1563 posted by R.P.G. on 2003/07/28 08:51:02
That was a nice update you did on my webpage. Well done, dude! :D
Maj:
#1564 posted by Shambler on 2003/07/28 12:06:44
Firstly I suspect by the game industry he means the FPS/3PS game industry. And in that industry, which engines get used for more games than any other engines??
Epic's? :P
#1565 posted by Maj on 2003/07/28 12:30:56
No, really, I dunno, but I'm guessing it isn't enough to 'dominate'.
Err
#1566 posted by R.P.G. on 2003/07/28 12:33:03
I believe the Build engine has the record (or close to it) for the most engine licenses.
Ken Silverman must be one rich dude.
Q3 Engine
#1567 posted by DaZ on 2003/07/28 15:51:51
q3
fakk2
sof2
elite force
elite force 2
jedi outcast
jedi academy
moh
wolfenstein
call of duty (kind of...)
Need I go on? :)
Ok ... But
#1568 posted by Azazel on 2003/07/28 20:21:05
Maj ... point taken. I'm biased since ID games have got me hooked against my better nature. I spoke incorrectly in using the term dominate, so I offer the term "influence" instead. I think you are right about the demographics (gamographics?). Nonetheless, I think some games have made a great difference, and no disrespect to others, I think ID games have demonstrated this, even though the game numbers may not back it up.
Quake was the first game I played that provided some real ambience (i.e. not just an arcade game). I'm no expert, but as an observer (who has spent my professional life developing software and hardware), there are some things that explain why I made the previous comment:
Innovation on low hardware: Quake used a lot techniques that permitted high quality on what we would now consider low-end hardware. Pre-processing light, MIP mapped textures, thrifty amination frames, all combined to move game code to a higher level. I build PC systems, and I have not seen any other game used by CPU or GPU for benchmarking. Actually, when I setup a unit, I still install the ID game engines to check setup.
Mods: The pseudo-c QuakeC provided an extremely advanced interface to the game which provided a lot of room for modification. I think this is a little more than you can expect when you by a game.
Multiplayer: Any stats on maps, servers, and number of players? I'm not an MP gamer, but ther sure seems to be a lot of them.
Open Source: Wished I was young again. Carmack made a significant move in releasing engine code open source. Game industry is big time now, so not too many product release that can pay the rent. But the number of programmers learned from these releases are out there building the next generation of software. I can tell you when I hire a programmer, this kind of experience says a lot about their skill.
Style: Personal option, but I I found the ID games offered an artistic style that went beyond contemporary games provided.
Legends: I don't know of a game where "amateur" mappers became legends. Again the tools provided to users have resulted in a lot of great work (MEXX, ZER, mappers like Necros, Xenon, Daz, Tyrann, Tenebrae, speed map mappers, pope, mat, alk, ik, and the other great mappers).
So ... point taken. Your choice for a co. with as much influence? I can think of few (3DRealms et al), but I'd like to find a source of games that I would enjoy as much.
Ok ... But
#1569 posted by Azazel on 2003/07/28 20:30:23
Maj ... point taken. I'm biased since ID games have got me hooked against my better nature. I spoke incorrectly in using the term dominate, so I offer the term "influence" instead. I think you are right about the demographics (gamographics?). Nonetheless, I think some games have made a great difference, and no disrespect to others, I think ID games have demonstrated this, even though the game numbers may not back it up.
Quake was the first game I played that provided some real ambience (i.e. not just an arcade game). I'm no expert, but as an observer (who has spent my professional life developing software and hardware), there are some things that explain why I made the previous comment:
Innovation on low hardware: Quake used a lot techniques that permitted high quality on what we would now consider low-end hardware. Pre-processing light, MIP mapped textures, thrifty amination frames, all combined to move game code to a higher level. I build PC systems, and I have not seen any other game used by CPU or GPU for benchmarking. Actually, when I setup a unit, I still install the ID game engines to check setup.
Mods: The pseudo-c QuakeC provided an extremely advanced interface to the game which provided a lot of room for modification. I think this is a little more than you can expect when you by a game.
Multiplayer: Any stats on maps, servers, and number of players? I'm not an MP gamer, but ther sure seems to be a lot of them.
Open Source: Wished I was young again. Carmack made a significant move in releasing engine code open source. Game industry is big time now, so not too many product release that can pay the rent. But the number of programmers learned from these releases are out there building the next generation of software. I can tell you when I hire a programmer, this kind of experience says a lot about their skill.
Style: Personal option, but I I found the ID games offered an artistic style that went beyond contemporary games provided.
Legends: I don't know of a game where "amateur" mappers became legends. Again the tools provided to users have resulted in a lot of great work (MEXX, ZER, mappers like Necros, Xenon, Daz, Tyrann, Tenebrae, speed map mappers, pope, mat, alk, ik, and the other great mappers).
So ... point taken. Your choice for a co. with as much influence? I can think of few (3DRealms et al), but I'd like to find a source of games that I would enjoy as much.
Ok ... But
#1570 posted by Azazel on 2003/07/28 20:39:25
Maj ... point taken. I'm biased since ID games have got me hooked against my better nature. I spoke incorrectly in using the term dominate, so I offer the term "influence" instead. I think you are right about the demographics (gamographics?). Nonetheless, I think some games have made a great difference, and no disrespect to others, I think ID games have demonstrated this, even though the game numbers may not back it up.
Quake was the first game I played that provided some real ambience (i.e. not just an arcade game). I'm no expert, but as an observer (who has spent my professional life developing software and hardware), there are some things that explain why I made the previous comment:
Innovation on low hardware: Quake used a lot techniques that permitted high quality on what we would now consider low-end hardware. Pre-processing light, MIP mapped textures, thrifty amination frames, all combined to move game code to a higher level. I build PC systems, and I have not seen any other game used by CPU or GPU for benchmarking. Actually, when I setup a unit, I still install the ID game engines to check setup.
Mods: The pseudo-c QuakeC provided an extremely advanced interface to the game which provided a lot of room for modification. I think this is a little more than you can expect when you by a game.
Multiplayer: Any stats on maps, servers, and number of players? I'm not an MP gamer, but ther sure seems to be a lot of them.
Open Source: Wished I was young again. Carmack made a significant move in releasing engine code open source. Game industry is big time now, so not too many product release that can pay the rent. But the number of programmers learned from these releases are out there building the next generation of software. I can tell you when I hire a programmer, this kind of experience says a lot about their skill.
Style: Personal option, but I I found the ID games offered an artistic style that went beyond contemporary games provided.
Legends: I don't know of a game where "amateur" mappers became legends. Again the tools provided to users have resulted in a lot of great work (MEXX, ZER, mappers like Necros, Xenon, Daz, Tyrann, Tenebrae, speed map mappers, pope, mat, alk, ik, and the other great mappers).
So ... point taken. Your choice for a co. with as much influence? I can think of few (3DRealms et al), but I'd like to find a source of games that I would enjoy as much.
1 More Time Azazel
#1571 posted by Scampie on 2003/07/28 20:59:23
Ok ... But
#1572 posted by Azazel on 2003/07/28 21:01:52
Maj ... point taken. I'm biased since ID games have got me hooked against my better nature. I spoke incorrectly in using the term dominate, so I offer the term "influence" instead. I think you are right about the demographics (gamographics?). Nonetheless, I think some games have made a great difference, and no disrespect to others, I think ID games have demonstrated this, even though the game numbers may not back it up.
Quake was the first game I played that provided some real ambience (i.e. not just an arcade game). I'm no expert, but as an observer (who has spent my professional life developing software and hardware), there are some things that explain why I made the previous comment:
Innovation on low hardware: Quake used a lot techniques that permitted high quality on what we would now consider low-end hardware. Pre-processing light, MIP mapped textures, thrifty amination frames, all combined to move game code to a higher level. I build PC systems, and I have not seen any other game used by CPU or GPU for benchmarking. Actually, when I setup a unit, I still install the ID game engines to check setup.
Mods: The pseudo-c QuakeC provided an extremely advanced interface to the game which provided a lot of room for modification. I think this is a little more than you can expect when you by a game.
Multiplayer: Any stats on maps, servers, and number of players? I'm not an MP gamer, but ther sure seems to be a lot of them.
Open Source: Wished I was young again. Carmack made a significant move in releasing engine code open source. Game industry is big time now, so not too many product release that can pay the rent. But the number of programmers learned from these releases are out there building the next generation of software. I can tell you when I hire a programmer, this kind of experience says a lot about their skill.
Style: Personal option, but I I found the ID games offered an artistic style that went beyond contemporary games provided.
Legends: I don't know of a game where "amateur" mappers became legends. Again the tools provided to users have resulted in a lot of great work (MEXX, ZER, mappers like Necros, Xenon, Daz, Tyrann, Tenebrae, speed map mappers, pope, mat, alk, ik, and the other great mappers).
So ... point taken. Your choice for a co. with as much influence? I can think of few (3DRealms et al), but I'd like to find a source of games that I would enjoy as much.
Ok ... But
#1573 posted by Azazel on 2003/07/28 21:05:57
Maj ... point taken. I'm biased since ID games have got me hooked against my better nature. I spoke incorrectly in using the term dominate, so I offer the term "influence" instead. I think you are right about the demographics (gamographics?). Nonetheless, I think some games have made a great difference, and no disrespect to others, I think ID games have demonstrated this, even though the game numbers may not back it up.
Quake was the first game I played that provided some real ambience (i.e. not just an arcade game). I'm no expert, but as an observer (who has spent my professional life developing software and hardware), there are some things that explain why I made the previous comment:
Innovation on low hardware: Quake used a lot techniques that permitted high quality on what we would now consider low-end hardware. Pre-processing light, MIP mapped textures, thrifty amination frames, all combined to move game code to a higher level. I build PC systems, and I have not seen any other game used by CPU or GPU for benchmarking. Actually, when I setup a unit, I still install the ID game engines to check setup.
Mods: The pseudo-c QuakeC provided an extremely advanced interface to the game which provided a lot of room for modification. I think this is a little more than you can expect when you by a game.
Multiplayer: Any stats on maps, servers, and number of players? I'm not an MP gamer, but ther sure seems to be a lot of them.
Open Source: Wished I was young again. Carmack made a significant move in releasing engine code open source. Game industry is big time now, so not too many product release that can pay the rent. But the number of programmers learned from these releases are out there building the next generation of software. I can tell you when I hire a programmer, this kind of experience says a lot about their skill.
Style: Personal option, but I I found the ID games offered an artistic style that went beyond contemporary games provided.
Legends: I don't know of a game where "amateur" mappers became legends. Again the tools provided to users have resulted in a lot of great work (MEXX, ZER, mappers like Necros, Xenon, Daz, Tyrann, Tenebrae, speed map mappers, pope, mat, alk, ik, and the other great mappers).
So ... point taken. Your choice for a co. with as much influence? I can think of few (3DRealms et al), but I'd like to find a source of games that I would enjoy as much.
More! More!
#1574 posted by metlslime on 2003/07/28 21:11:03
now you guys know why i have a 5000 char limit.
Ok ... But
#1575 posted by Azazel on 2003/07/28 21:12:06
Maj ... point taken. I'm biased since ID games have got me hooked against my better nature. I spoke incorrectly in using the term dominate, so I offer the term "influence" instead. I think you are right about the demographics (gamographics?). Nonetheless, I think some games have made a great difference, and no disrespect to others, I think ID games have demonstrated this, even though the game numbers may not back it up.
Quake was the first game I played that provided some real ambience (i.e. not just an arcade game). I'm no expert, but as an observer (who has spent my professional life developing software and hardware), there are some things that explain why I made the previous comment:
Innovation on low hardware: Quake used a lot techniques that permitted high quality on what we would now consider low-end hardware. Pre-processing light, MIP mapped textures, thrifty amination frames, all combined to move game code to a higher level. I build PC systems, and I have not seen any other game used by CPU or GPU for benchmarking. Actually, when I setup a unit, I still install the ID game engines to check setup.
Mods: The pseudo-c QuakeC provided an extremely advanced interface to the game which provided a lot of room for modification. I think this is a little more than you can expect when you by a game.
Multiplayer: Any stats on maps, servers, and number of players? I'm not an MP gamer, but ther sure seems to be a lot of them.
Open Source: Wished I was young again. Carmack made a significant move in releasing engine code open source. Game industry is big time now, so not too many product release that can pay the rent. But the number of programmers learned from these releases are out there building the next generation of software. I can tell you when I hire a programmer, this kind of experience says a lot about their skill.
Style: Personal option, but I I found the ID games offered an artistic style that went beyond contemporary games provided.
Legends: I don't know of a game where "amateur" mappers became legends. Again the tools provided to users have resulted in a lot of great work (MEXX, ZER, mappers like Necros, Xenon, Daz, Tyrann, Tenebrae, speed map mappers, pope, mat, alk, ik, and the other great mappers).
So ... point taken. Your choice for a co. with as much influence? I can think of few (3DRealms et al), but I'd like to find a source of games that I would enjoy as much.
Sorry About The Spam ...
#1576 posted by Azazel on 2003/07/28 21:17:02
I do not why my reply was posted multiple times, but I must have done something wrong ...
Sorry About The Spam ...
#1577 posted by Azazel on 2003/07/28 21:18:45
I do not why my reply was posted multiple times, but I must have done something wrong ...
Sorry About The Spam ...
#1578 posted by Azazel on 2003/07/28 21:20:58
I do not why my reply was posted multiple times, but I must have done something wrong ...
Lol
#1579 posted by ChAiNeR on 2003/07/28 21:50:42
no way :)
ROFL
#1580 posted by R.P.G. on 2003/07/28 22:10:00
All this was definitely the best laugh I've had in a while.
Woo... take a deep breath now...
LAFF
Tsk Tsk Metl
#1581 posted by . on 2003/07/29 00:52:57
^
Lol
#1582 posted by Abyss on 2003/07/29 02:57:08
:)(:
How Did He Manage It...
#1583 posted by Shambler on 2003/07/29 05:16:09
...with both Scampie and Analslime posting in between for God's sake!?!?!
I do not why my reply was posted multiple times
Because you are a complete fucking retard and didn't bother to check if your post had been posted before bashing the refresh key repeatedly with your brainless skull.
P.S. Daz, you do need to go on, you forgot Alice!
Ah
#1584 posted by Vondur on 2003/07/29 06:20:54
cute shamber's damnations again.
they're good for learning purposes.
Multiple Posts
#1585 posted by spentron on 2003/07/29 10:19:57
My PC asks if I want to resend the form if I refresh the page after posting (although not what this will cause) -- this is what causes the multiple posts (when I did it).
Go back to forum menu and reenter the thread instead.
Transaction Tokens
... are the key to prevent multiple submissions.
Sleepy:
#1587 posted by metlslime on 2003/07/29 17:29:02
do you think that would be better than my current plan of comparing each new post against the last post in the database with matching IP?
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