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Q3 Engine 
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 
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 
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 
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 
 
Ok ... But 
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 
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! 
now you guys know why i have a 5000 char limit. 
Ok ... But 
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 ... 
I do not why my reply was posted multiple times, but I must have done something wrong ... 
Sorry About The Spam ... 
I do not why my reply was posted multiple times, but I must have done something wrong ... 
Sorry About The Spam ... 
I do not why my reply was posted multiple times, but I must have done something wrong ... 
Lol 
no way :) 
ROFL 
All this was definitely the best laugh I've had in a while.

Woo... take a deep breath now...

LAFF 
Tsk Tsk Metl 
Lol 
:)(: 
How Did He Manage It... 
...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 
cute shamber's damnations again.
they're good for learning purposes. 
Multiple Posts 
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: 
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? 
Hmm 
you should code a qw mod where you run around q1 maps collecting "post tokens" from destroyed enemies, then you can access func directly from the game interface and post a messege. 1 token for a post. 5 tokens for a new thread and -1 tokens for making double posts. This penalty is culminative, so making a tripple or quad post results in losts of tokens lost.

As a special in-game secret, people that kill Shubby without using cheats gets a shower of tokens to collect during the ending cut scene instead of a game crash as it is at the moment.

I can see this really working!!! Fight to post, then fight in threads! omg wow! 
For Those Who Don't Know: 
...and then the sheep said, no, that's my chair! 
Question: 
A while back Romero released some leftover SP maps/episode (?) that didn't make it into the final game. Does anyone know what it was called? Zip name? 
Maiden 
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