Thread: Other Games. Playing, Getting & Tribute - All Discussion thread

Other Games. Playing, Getting & Tribute - All Discussion thread

  1. #7601
    Join Date
    Nov 2009
    Posts
    1,032
    Did you read Obsidians post about why they chose unity?

    I imagine it will be similar to DA:O in graphics, it's not going to be 2.5d / infinity engine style. Unity is a good choice that lets them release mac/linux builds fairly easily. If they used UE3 then they'd have to port the whole damn thing, which would just be silly. These people aren't stupid, they didn't pick unity on a whim.
    Originally Posted by MrFoxter
    Reading news about DX:HR is like watching a soap opera. My daily amount of emotions has been exceeded.

  2. #7602
    Haven't they already confirmed it'll be two dimensional graphics from a fixed perspective? At least I thought they had. Maybe that was just speculation. Do 2D visuals require a high end engine to deliver?

    -----

    Couldn't find anything saying one way or the other. They did mention this in an interview with gamebanshee:

    "Feargus: On top of Josh Sawyer, Tim Cain, Chris Avellone, and Adam Brennecke, we have a few other people working on technology and an entirely new rendering method that should surprise everyone when we are able to show it off. The ultimate size of the development team is going to be dependent on how the Kickstarter campaign goes – the more money we get in, the more people we are going to bring over onto the team."
    - http://www.gamebanshee.com/interview...interview.html

  3. #7603
    Sooo borderlands 2 is a lot of fun. Can't stop playing.
    Can't believe you guys are discussing the story, you follow the story?
    With these games I just relax, let my friends find the quests and directions and follow. I make sure I explore everything right because they don't know how to find those hidden chests.

    (click image to enlarge)

  4. #7604
    Join Date
    Feb 2011
    Posts
    1,234
    Every time Handsome Jack pops up on the comms, you know you're in for a good time.

  5. #7605
    Originally Posted by Vallux
    Where are you finding these. Linky link?
    Enjoy . http://www.rockstargames.com/V/. You can also just google or search for other shots and teasers.

    Originally Posted by sonicsidewinder
    Saw a Meteor fly over north west England this night. It was...incredible. Does this mark the end of the world as we know it? Is this aliens? Who knows. But yes...

    The Universe can be a beautiful place.
    No worries.. We'll fight under the shadow of its destructive path. If we don't survive and the end of the world comes, better yet, then we shall continue our fight in Heaven..


  6. #7606
    Originally Posted by hybridex
    If we don't survive and the end of the world comes, better yet, then we shall continue our fight in Heaven..
    I'll find you there...

    ---

    Borderlands 2? aka 'Bandwagon Hype - The Game'.

    It's like the video game version of TAKEN. Or THE DARK KNIGHT! lel.

    "WAH BEST FILM EVER MADE!" *Raises hands wide, nods head while looking around for aproval*

    Nah jes screwin wicha. xD
    Play games for the story

  7. #7607
    Join Date
    Aug 2010
    Posts
    1,269

  8. #7608
    XCOM demo's out on Steam you guys. What are you waiting for? Go go go!

    Mini-review: it's got some awkward controls (the camera isn't anywhere near as free as I'd like) and the more cinematic approach will put some off, but I enjoyed it. Only hints at the base building / researching / squad development side of things, but it's enough to whet the appetite. October 12th can't come soon enough for me.

  9. #7609
    Found a copy of Anachronox, damn this thing doesnt work. Too sad, and none of the fixes worked at all

  10. #7610
    Join Date
    Feb 2011
    Posts
    1,234
    Playing Borderlands 2. Almost done with the main plot. Handsome Jack is awesome


    The jokes are way funnier this time around and the sidequests actually mean something-ish.

  11. #7611
    Great news everyone, you can now play Modern warfare 3's multiplayer all week end for free !. Let me know how that go's since I will be playing something decent all weekend instead.
    signature image

  12. #7612
    Gah Torchlight 2 has its hooks in me. I can only describe the feeling using by comparing it to how I've heard people who got hooked on Diablo 2 back in the day felt.
    Speed up the accelerating returns, 'cause carbon doesn’t work, I want to evolve and operate at terahertz.

  13. #7613
    Relics
    Dota 2 invites left: 16

  14. #7614
    Didn't they already do PAX ? or was that something else I am thinking of....if not then there are WAAAAAY to many gaming expositions these days, it's a wonder anyone has anything to show anymore.
    signature image

  15. #7615
    Has it been said at all what the campaigns for the new Rome2 Total War will be?

    I'm getting a bad feeling from the trailer that they may sell the campaigns as seperate games/dlc expansions.

    The trailer focuses on the Scipii going after the Cartheginians. No mention of the Julii or Brutii.
    Play games for the story

  16. #7616
    Speaking of QWOP
    Not the record, but it has decent soundtrack



    and NSFW bonus
    Relics
    Dota 2 invites left: 16

  17. #7617
    Originally Posted by sonicsidewinder
    Has it been said at all what the campaigns for the new Rome2 Total War will be?

    I'm getting a bad feeling from the trailer that they may sell the campaigns as seperate games/dlc expansions.

    The trailer focuses on the Scipii going after the Cartheginians. No mention of the Julii or Brutii.
    I think you're stretching quite a bit to make that assumption from a single, minute-long trailer. The trailer was just showcasing a single assault: I'm sure we'll see the other factions in time.

    Besides, Total War's campaigns are all pretty similar barring starting location and a few unique troop types anyway. It's not exactly ideally suited for chopping apart and selling piecemeal.

  18. #7618
    I'm surprised that Project Eternity hasn't made a bigger splash in the banking department. Sitting in at $2,074,277 currently, I would have expected a much bigger sum by now especially for a game being developed by obsidian who aren't exactly upstarts. And there isn't and more importantly shouldn't exactly be any shortage in people who loved Baldur's gate and it's game type.
    signature image

  19. #7619
    Originally Posted by sonicsidewinder
    Saw a Meteor fly over north west England this night. It was...incredible. Does this mark the end of the world as we know it? Is this aliens? Who knows. But yes...
    There I stand, by the light of the silvery moon.. My gaze then upward fixated on the beaming flares of the brilliant moonlight. My pulse races as my body erupts with hairs exploding flesh. My eyes black as the darkest of night. My face expands in canine ripping mandibles. My howl so loud and fierced, awakened the ferocious of Lycans..

    For you Englanders.. enjoy

    http://screen.yahoo.com/cop-sees-moo...-30721501.html

  20. #7620
    Join Date
    May 2008
    Location
    Oxford
    Posts
    7,374
    Originally Posted by Reven
    I'm surprised that Project Eternity hasn't made a bigger splash in the banking department. Sitting in at $2,074,277 currently, I would have expected a much bigger sum by now especially for a game being developed by obsidian who aren't exactly upstarts. And there isn't and more importantly shouldn't exactly be any shortage in people who loved Baldur's gate and it's game type.
    Kickstarter fatigue, maybe?
    Make a cup of tea. Enjoy a nice cheddar. Always bring a towel.

  21. #7621
    Join Date
    Mar 2010
    Posts
    2,377
    Heads up: there are new, UTTERLY INSANE patches out for Thief 2 and System Shock 2!

    http://ariane4ever.free.fr/ariane4ev...14c973b7176eb1

    also already integrated with TFix for Thief 1/Gold: https://docs.google.com/open?id=0B7q...XljdU9vRjFWdW8

    A small sample of changes and fixes
    -----------------------------------

    Renderer:
    - Added windowed mode
    - Added single display mode option - no resolution change between menus and game
    - Added ingame support for all common resolutions, including widescreen
    - Added support for 32-bit color
    - Textures can now be automatically promoted to 32-bit, improving quality and effectively eliminating the palette limit
    - Added UI framerate cap option to avoid GPU fan spinning up in UI
    - Added DDS/PNG image support
    - Added full 24/32-bit TGA/BMP image support
    - Increased the maximum number of frames allowed in animated textures from 20 to 99, and increased the allowable filename length for animated textures (before the underscore) to support more than 7
    - Animated texture rate can now be specified via a material file for that texture
    - Fixed a bug where Transparency property didn't (correctly) apply on objects that contain transparent polys

    General:
    - Replaced video player lib with an FFMpeg based one to play cutscenes. LGVid.ax or other codecs are no longer required
    - Option to use OpenAL (if available) instead of DirectSound. Includes support for audio effects in Windows 7 without an EAX-enabled driver (e.g. ALchemy)
    - Added "head_bob" config var to control amount of head bob
    - Added mousewheel support to options menu
    - Fixed player ground contact tracking when walking off an object (caused footstep sounds to get "stuck" on previous material)
    - Fixed sound cap per schema type bug and upped max sound channels to 48
    - Changed screenshot output format to BMP and also added support for PNG screenshots
    - Changed mouselook sensitivity to be resolution independent
    - Added check to avoid trying to open files with reserved system name like com ports
    - AIs now breathe from their head instead of their stomachs. They will no longer drown when up to their waist in water.
    - Lowered player crouch height by a tiny fraction so he's less likely to get stuck on 4 unit tall spaces
    - Added better support for binding actions to the mouse wheel (can bind wheel up and wheel down as separate actions, with modifier key support)
    - Fixed star rendering
    - Added "log_player_pos" command that dumps current player pos to log file (when enabled)
    - Added the ability to detach from ladders by crouching
    - Improved mantling a bit and added optional new mantling algorithm with lower failure rate
    - Fixed a bug which limited number of sound channels to 16 even if more were selected
    - Fixed a bug that sometimes caused doors to float away into infinity
    - Fixed (or at least greatly improved) a bug with edge triggered OBBs sometimes failing to detect collision (in particular for slow moving objects)
    - Fixed framerate dependent speed issue for camvators/moving terrain (with collision type: none)
    - Added "fixed_star_size" option for resolution independent star size
    - Fixed some bugs when attaching to a ladder from water.
    - AIs who are facing very close to a wall will no longer turn to face south when the game begins
    - Health bar drawing adjusted in widescreen
    - Added option to fix arm rendering
    - Added AA to rendering of loadout screen items
    - Fixed pickpocket count bug that would always show 1 more maximum pickpocket than there actually was.
    - Added "Blocks frobs" property, allowing objects to block frobs of objects behind them (e.g. to stop frobbing items through safe doors)
    - Added option to left-align map notes text
    - Made navigation of map/objectives screen a little bit more in-game friendly (screen can also be closed with space, arrow key navigation and return to switch map/obj)

    DromEd:
    - Lightmaps are now properly displayed in the editor 3D view
    - Added support for HW rendering in editor viewports
    - Increased the maximum number of visible on-screen terrain polies from 1024 to 20480
    - Increased the maximum number of visible on-screen objects from 128 to 1280
    - Added some safety checks to object scaling operations to prevent objects with 1.#INF scale
    - Fixed a crash when computing pathfinding with an improperly linked moving terrain object in the mission. An ignorable assert is thrown and the object is skipped gracefully instead of crashing.
    - Prevented a crash if you apply a model of one creature type to an object assigned a different creature type
    - Fixed "Attempt to mark from invalid room id 0" assertion to actually show the room id that is invalid, instead of always showing 0.
    - Integrated csgmerge tool into editor exe
    - Added support for 32-bit lightmaps
    - Fixed the bug where cloning a multibrush with particles would duplicate every object in the mission
    - Fixed a bug where the game would crash when deleting a large multibrush
    - Added fallback check to find Motiondb.bin in resource paths
    - Fixed resource lock errors when loading TGA images (for object textures and distance art)
    - Fixed solo view editor issues when going back to edit mode from game mode
    - Added ability to change the brush colors in DromEd via values in DromEd.cfg.
    - Added light-based transparency property
    - Added ability to enable/disable eye zoom in Thief 2
    - Vast improvements to editor dialogs, including crash fixes and improved functionality
    - Increased brush limit from 7068 to 16384
    - Increased rooms limit from 1024 to 4096
    - Increased ambient sound limit from 256 to 1024
    - Increased cell limit from 28672 to 32760
    - Increased the maximum number of sides in a cylinder from 10 to 26.
    - Increased automap location limit from 64 to 256 locations per page
    - The texture rotation control can now interpret negative values
    - Fixed a crash while generating reports
    - Added a warning dialog when attempting to save one filetype (mis/gam/cow) as another
    - Added new Windows-style texture palette (which also supports more than 256 textures)
    - Added support for all editor window sizes
    - Added Pendulum (/sinusoidal) curve type to tweqs
    - Added DetailAttachement link type
    - Added Distance Alpha property
    - Added Bitmap Color property for custom modulation color on bitmap objects
    - Added "Face camera (axial)" setting to Bitmap Worldspace
    - Added color param, additive blending and spotlight cone falloff support to coronas
    - Added "Editor Comments" property
    - Added "show_vhots" command for debug visuals of vhot placement and numbering on objects
    - Manually deleting links in the link view dialog no longer deletes attached object for ParticleAttachement/DetailAttachement links
    - Added the ability to place graphical decals on book pages
    - Corpses with Contains links no longer count as pickpockets
    - The Auto-Multibrush property no longer crashes DromEd if the .vbr file was not found.
    - The stimulus on existing receptrons can now be changed
    - The intensity for sources is no longer reset when changing the propagator
    - The receptrons list now correctly shows the max intensity value for existing receptrons
    - Meshes can now be scaled with the Scale property
    - Scaled objects now cast properly scaled shadows
    - Objects can now obscure coronas
    - Bitmap Worldspace objects can now be locally lit
    - Precipitation will now collide with OBB objects as well as terrain
    - The brush_to_room command can now be given a negative number, to be interpreted as an absolute size instead of a percentage (e.g. brush_to_room -0.1 would create a room brush 0.1 units larger than the selected brush.)
    - It is no longer necessary to explicitly add the Hidden property to a secret object for the secret to be properly counted
    - Added numeric keypad input support
    - DromEd will no longer stop working after 03:14:07 on Tuesday, 19 January 2038
    - Added "scroll here" option to the right-click menu for solo views, similar to the "teleport camera" option for non-solo views
    - Fixed some issues with calculating which room cells are in (which might have caused problems with precipitation and fogging)
    - Increased the time range of Tweqs to 0-65535
    - The same property can no longer be added to an object multiple times
    - Fixed a crash when adding the Texture Anim Data property to a concrete object

    - See the included modders_notes.txt for more details on editor changes

  22. #7622
    Join Date
    Nov 2009
    Posts
    1,032
    There's some interesting speculation that the patch was made by some developers of the original games, who had access to old code or some such. Here's a blog post from someone
    Originally Posted by MrFoxter
    Reading news about DX:HR is like watching a soap opera. My daily amount of emotions has been exceeded.

  23. #7623
    Join Date
    Mar 2010
    Posts
    2,377
    Wouldn't be the first time we got a present like that

    There's also a possibility this was made using the source code for the dreamcast version that surfaced a while ago.

    In any case, I'm all giddy about this

  24. #7624
    Join Date
    Dec 2009
    Posts
    1,270
    now, if only there was a legitimate way to obtain SS2....

  25. #7625
    "Of Orcs and Men"

    Proper Mosher game, that.
    Play games for the story

Page 305 of 499 First First ... 205255295301302303304305306307308309315355405 ... Last