 Offering
#7292 posted by HeadThump on 2005/02/26 11:27:46
just got through replaying Farcry for the past 16 hours, please forgive me typo police.
BTW, the minimum requirements on the box are far more restrictive than is necessary to play it. I put it on my PIII/GeForce 2 set up last night and it plays fine, with no lag. The settings for the most part I put on the minimum but it still looks fantastic, except for the particle effects.
 Far Cry Was Great...
#7293 posted by than on 2005/02/27 09:30:31
I enjoyed it a lot more than Doom 3 anyway. Like you say, it runs rather smoothly too - certainly a lot better than Doom 3 (which ran smoothish at 640*480, aside from pausing every time a door opened.) The level load times were probably about the same.
My favourites parts of Far Cry were definitely the levels which were set mainly outdoors on large islands and gave you vehicles to drive about in. Combat with the marines was generally far more enjoyable than with the mutants.
 Those Mutants Always Give Me An Extra Twitch
#7294 posted by HeadThump on 2005/02/27 17:05:03
Some of the Merc types in the later episodes are trouble too.
There could be a better selection of taunt dialog for them. "I'm gonna take you out!", "I'm comin' for ya!", "you want some of this!"
Hey, fellas; it's a war, not a date.
 Hehe...
#7295 posted by distrans on 2005/02/27 18:15:09
...now that was funny.
 So
#7296 posted by popa on 2005/02/27 19:16:53
when can we expect another madfox map to show up? or 7
 Hey Kell
#7297 posted by Lunaran on 2005/02/27 21:44:49
Someone at Microsoft really likes your skybox collection. :)
 Lunaran
#7298 posted by Friction on 2005/02/27 21:59:01
Of course you know that this means an explanation now?
 Friction
#7299 posted by - on 2005/02/27 22:32:37
On Tuesday, Feb. 22nd, skies-kothic.zip was requested 1,566 times, downloaded once, and used 60gb of spawnpoint's bandwidth... top IP address of the day that day? 207.46.98.57 give it a whois... recognize the address or anything?
 ARGH.
#7300 posted by Shambler on 2005/02/28 00:54:01
Fucking dreaming about meeting #func people lol. Having some sort of picnic in the snow somewhere (I remember this large....scaffolding like structure you could clamber around on)....was sharing cheese straws with pope and either SPoG or Aard and a couple of others....and throwing snowballs at Speedy lol.
 Scampie
#7301 posted by nitin on 2005/02/28 01:01:12
did you get the emails ok?
 Necros
#7302 posted by HeadThump on 2005/02/28 01:24:25
Continuing from a previous discussion, it is possible to bring custom models into FarCry
This link should lead to the English language portal.
http://www.crymod.com/index.php?templateid=showthreads&fid=20
#7303 posted by cant map on 2005/02/28 01:50:34
I love you too
 Nitin:
#7304 posted by - on 2005/02/28 08:51:47
got them, I'll upload them later this afternoon and post them in inspiration and referance!
 The Hunted - Chronicle 1
#7305 posted by Mike Woodham on 2005/02/28 11:17:02
Ummm?
 Moving Crates
#7306 posted by bambuz on 2005/03/01 13:06:30
#7290 posted by Kinn
Intelligent crates.
Bring the crate into the game by giving it A.I. The oldskool tactic of searching around for a suitable crate to duck behind will be a thing of the past.
In the gaming future - crates search for you!
There has been robotics research on exactly this - a robot consisting of a big number of interconnected boxes. The connections are in 6 directions and reciprocal, so the whole thing moves by always lifting part of itself into the air and moving that part forward, putting it back to ground and then moving some other part.
I'm missing the url now, but the simulation videos looked wacky with the pile o' crates just "flowing" forward (they used some biological algorithm to the moves)...
 Monster_blob_crate
#7307 posted by R.P.G. on 2005/03/01 14:28:03
I can see it now: some sort of Wattersonian blob chasing the player with a gaping maw constantly and threateningly looming above him while the winged-skull crate logo repetitiously tumbles over itself again and again.
Awesome.
 Or Perhaps
#7308 posted by Lunaran on 2005/03/02 05:05:01
a giant shiny purple wall slowly consuming a city ...
 But Lun...
#7309 posted by R.P.G. on 2005/03/02 08:47:43
That has nothing to do with crates!
 It Does...
#7310 posted by Kinn on 2005/03/02 11:02:25
if it starts off in a giant crate :)
(Which it should).
 Giant Crate?
#7311 posted by - on 2005/03/02 11:52:31
 Yes...
#7312 posted by distrans on 2005/03/02 15:29:31
...I remember thinking "Ah, a real toxic dump!"
 Thats Nowhere As Big
#7313 posted by pope on 2005/03/03 00:41:51
as the crate in ph8dm2
 Has Anyone Noticed That..
#7314 posted by Friction on 2005/03/03 01:49:55
In order to build really tall areas in Doom3 maps, you have to make them absurdly tall in the editor? Just what is the FOV of the editor anyways? Looks like it's not the same as in the game.
Back in Q2 days the editor view pretty much corresponded with the feeling of size in the game. Good ol' Q2.
 Fric:
#7315 posted by metlslime on 2005/03/03 02:29:48
doom3 has a lower default FOV, i think. Maybe that's the difference, if the editor FOV hasn't changed.
 QuarkVersions/6.4.1
#7316 posted by cant map on 2005/03/03 02:34:48
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