Hmm
#4832 posted by nonentity on 2004/07/19 13:53:06
The logitech drivers are a lot better now, but still not great. The only thing they give you is the 800 dpi (you get 400 without them, which is plenty enough).
I use all of the buttons except the 3 around the mousewheel all the time, and unlike the intelli explorer 4 they are easy to press while gaming (without being at risk of hitting them accidentally).
Basically, yes a good mouse is definately worth the money and the mx510 is by far the best around (the ime4.0 is just badly designed)
Hmm
#4833 posted by nonentity on 2004/07/19 13:58:41
Heh, as all the above posts show, it's very much a matter of preference. You really need to try out a variety and see which fits your hand the best.
I Mean...
#4834 posted by metlslime on 2004/07/19 14:24:46
Harry Lime. I mean, Carson Dyle. I mean...
I'm Lefty ...
#4835 posted by pope on 2004/07/19 17:37:06
...but even lefties use right handed mice..
it just doesn't work the other way... shortcut keys like ctrl+tab just don't work using the right hand
Ray
#4836 posted by inertia on 2004/07/19 19:49:43
mx300 is excellent in my opinion: unlike generic optical mice, mine has never ever crapped out in my fov120 low-sensitivity quakeworld experience. The MX engine is something you will definitely want, the 5 and 7 series (BMWs anyone?) will be heavier but maybe suit you better.
Right Hander Here
#4837 posted by HeadThump on 2004/07/19 19:51:08
with strong ambidexteritius tendencies. I can pitch a ball and play billards equally bad with both hands.
Headthump
If you just want to use the progs.dat file, not decompile or anything like that, just use it and give him credit. Besides, a lot of his environmental sounds seem to have come from Half-Life and Unreal anyway.
In other news, we've got the phone back on, and jeez was it a laff riot. Saturn left us hanging all through the weekend before the tech discovered that their area info was five years out of date. Cables round and about - trenches dug - holes in walls? Fuck 'em.
Telecom fired up our phones overnight, and we're just waiting for confirmation that ADSL is actually available. Then we'll get the needed filters and hopefully be back in business.
In the meantime, I've been practicing UnrealEd and working on some extra functionality for the Arcane codebase. Once I test that, it'll be extra keys, then probably weaponry, etc.
Oh, Tronyn: I still haven't found those arabesque-type map segments. Will try some Zip discs later tonight after Toastmasters.
Thanks For The Advice FC,
#4839 posted by HeadThump on 2004/07/20 01:43:59
Actually, I need to customize the code to add several custom monsters. The AI in Kona's Autumn Harvest and Gun Cotton seemed well refined. Thinking it through, I'll probably work with the Minion code instead.
I still want those sounds though. I could resample that stuff and no one will recognize . . . did I say that out loud? Brake brain, brake! oh crap I just hit submit . . .
Fatty
#4840 posted by Tronny on 2004/07/20 03:51:32
wow I was just about to ask you about that! I've started mapping for Arcane again and I'm definately going to do two different maps.
Recruiting
#4841 posted by Tronyn on 2004/07/20 04:16:10
Necros, how about that Kell-textured thing with the doom-style fire for Arcane?
#4842 posted by gibbie on 2004/07/20 06:42:10
Inertia: 510 is just as heavy as the 310 if you remove the weight from it (or so i heard).
Intellimice
#4843 posted by LTH on 2004/07/20 06:49:56
A friend of mine has just come into a large number of intellimice cordless opticals (don't ask...). If you want one, I think he's flogging them for ~�20-25 each.
.
#4844 posted by necros on 2004/07/20 12:29:40
Necros, how about that Kell-textured thing with the doom-style fire for Arcane?
you mean the spiky thing with the knave textures?
it died from a wpoly overdose of 13000.
#4845 posted by Kell on 2004/07/20 13:14:19
it died from a wpoly overdose of 13000
We mourn its passing :(
#4846 posted by - on 2004/07/20 13:20:42
We mourn its passing :(
and hope no one was squashed when it's bulberous mass fell, eyes glazed.
#4847 posted by Kell on 2004/07/20 13:24:08
If they were squashed, with a successful LUCK roll their companions find enough to bury.
necros: did you get my latest mails? with all the attachments? I'm beginning to wonder if you're still having problems your mail or something.
Yeah,
#4848 posted by necros on 2004/07/20 13:36:27
i got the five mails in a row. :D
the thing is, i've tried mailing you a few times now, (even a recently as an hour or so ago) and yet the mail keeps bouncing back, telling me hotmail.com can't be found.
Edit:
#4849 posted by necros on 2004/07/20 13:37:43
is your account overflowed?
pq webspace was being wierd before, so i tried sending 1.4mb as an attachment. that one did go through, but hotmail rejected it because it was over a size.
i later managed to upload the files to my webspace but when i tried again, that's when it started bouncing back.
*confused*
Hmm
#4850 posted by Kell on 2004/07/20 13:42:08
My inbox is at 49%, that shouldn't be a problem.
I just sent a testmail.
I Think It Worked.
#4851 posted by necros on 2004/07/20 14:07:03
don't know why it wasn't before... O_o
#4852 posted by Kell on 2004/07/20 14:16:01
I lowered the level of junk mail filtering; Hotmail seemed to regard your mail as junk. Which says something for the discerning taste of MSN :/
That Doom Game
#4853 posted by Lunaran on 2004/07/20 16:43:32
I know some of you have the alpha and got it working, and I'm also sure a couple of you probably have the full game by now (it's apparently out on the DEViANCE channels already), and since you're all a lot more willing and able to pirate things than I am, I have a question.
This is fairly central to my first doom3 project, and depending on the answer I might have to change my plans considerably. Is the level-changing linear, like quake where it's just one after another and no going back? Or is it hub-style, like quake2, where you can move back and forth within a unit?
I really really hope it's the second one, because non-linearity is the bee's knees. I'd bet doom3 can't handle a map the size of what I'd need from it in order to make the whole thing one map.
Also, hi everyone.
/me <3 Luny
#4854 posted by R.P.G. on 2004/07/20 17:25:51
There's no heart icon. :( I guess I'll just use the moon as tribute.
Long Time Fan
#4855 posted by HeadThump on 2004/07/20 18:04:31
'since you're all a lot more willing and able to pirate things than I am, I have a question.'
I can't speak for others, but I regard stilling from Id a mortal sin. Of course, when I worked for a major banking industry interest, I did not feel that way at all.
I am curious whether Doom3 uses a hub system as well. However, I suspect that due to the scripting language that is implemented (meaning you script events in an object oriented language internally within the maps) and the global variable usuage of that scripting language, it would be easy to implement hub content.
Here is a good link to this subject.
http://www.doom3world.org/phpbb2/viewtopic.php?t=2625&sid=b36d7f381813df5fbcd3eefb81509520
Also, these guys talk about adding 500,000 poly objects into the maps as if it was nothing, so you may very well be able to put it all on one map.
Cheers
<-- You Guys Still Have This Thing?
#4856 posted by Lunaran on 2004/07/20 18:33:24
That scripting does look powerful, but it all revolves around doing things with entities and so forth within a level. If scripts or variables within them don't persist across a level change, then it would be patently impossible.
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