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Real Name Ben   
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Nickname PsychoMoggieBagpuss
Email Concealed by request - Send Mail
ICQ None given.
Description International jetsetter, wannabe porn star.
Grummkol (WoW), Shodan (AoC/Darkfall/QW/SWTOR/SC)
Homepage http://www.futilez.com
Signed On May 9, 2000, 11:20
Total Comments 123 (Novice)
User ID 4537
 
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News Comments > Dwarf Fortress Update This Week; How to Play in 3D
14. Re: Dwarf Fortress Update This Week; How to Play in 3D Jul 7, 2014, 16:04 PsychoMoggieBagpuss
 
I love the Bronzemurdered story

http://bronzemurder.timdenee.com/
 
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News Comments > Dwarf Fortress Update This Week; How to Play in 3D
11. Re: Dwarf Fortress Update This Week; How to Play in 3D Jul 7, 2014, 15:28 PsychoMoggieBagpuss
 
I love me some dwarf fortress.

For the military I've found the best thing to get those guys effective is a danger room, basically it's a room with a single space in it for dwarfs to stand while training. Said space is home to a wooden training spear trap linked to a lever in a dining room which is being pulled repeatedly by some bored shortarse in there.
Your guys level up their weaponskills/armor/shield/dodge/etc very quickly.
I wouldn't recommend having females in the military though, they tend to give birth when training and the next thing you know it, Urist MuhammadI'mArdBruceLee has gone mad and is attacking other dorfs in your fortress because her newborn baby has just been impaled on wooden spikes.
 
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News Comments > Dragon Age: Inquisition Trailer
21. Re: Dragon Age: Inquisition Trailer Jun 14, 2014, 13:42 PsychoMoggieBagpuss
 
nin wrote on Jun 13, 2014, 21:44:
I want to see combat footage. Until then, I'm not getting excited.


but but everytime you push a button, something AWESOME happens...........
 
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News Comments > Magicka 2 Announced
8. Re: Magicka 2 Announced Jun 10, 2014, 14:24 PsychoMoggieBagpuss
 
First one was great, especially when they sorted the netcode out. Best played with (drunk!) friends. Looking forward to it.  
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News Comments > Elite: Dangerous Alpha 4 Released; Premium Beta This Month
10. Re: Elite: Dangerous Alpha May 17, 2014, 07:23 PsychoMoggieBagpuss
 
Flo wrote on May 17, 2014, 05:43:
I bought the Premium Beta and I was BLOWN AWAY by the flight model and the overall quality of the dogfights & visuals. I think this was the first time in 5 years that a game really wow'ed me. That x-wing, tie fighter nostalgia was right back...

Not quite sure how you can be "BLOWN AWAY by the flight model and overall quality of the dogfights and visuals" as only the people who paid for the alpha have full access yet. Those of us who signed up for the beta get the access in a couple of weeks...
 
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News Comments > Dragon Age Inquisition Inquisitor's Edition
39. Re: Dragon Age Inquisition Inquisitor's Edition May 15, 2014, 12:10 PsychoMoggieBagpuss
 
Phasenoise wrote on May 14, 2014, 16:27:
You know, I originally was miffed about DA2, but since then so many franchises have been nuked from orbit this seems like a lesser transgression in hindsight.

The annoying thing about DA2 that completely ruined it for me was the repetition. How many times do you have to visit the same goddamn cave/piece of forest/dungeon via a different entry point? Plus the fact that every fight involved multiple waves of the same enemies magically appearing and just running at you. While DA:O was fairly clunky, there was a hell of a lot of content to sink your teeth into. DA2 just seemed a completely half-arsed rush out the door job and a slap in the face for anyone who pre-ordered based on their enjoyment of the first one.
Needless to say I won't be pre-ordering this. Don't see the point of pre-orders anymore, the whole point was for games that might sell out which just doesn't happen anymore. Also pre-orders for digital packages? It just encourages publishers to rip out parts of the game and nickle and dime you for it.
 
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News Comments > Magicka: Wizard Wars Open Beta This Month
2. Re: Magicka: Wizard Wars Open Beta This Month May 9, 2014, 17:53 PsychoMoggieBagpuss
 
mch wrote on May 9, 2014, 10:29:
A friend of mine has been trying to convince me to pick up Crusader Kings II, which I see is included in the $20 Founder Wizard pack. Not a bad deal.

Has anyone tried Wizard Wars early access?

Anything that includes CK2 is not a bad deal. Ck2 is a damn fine game. If you're a Blues news boy, then you need to get CK2.
 
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News Comments > Tropico 5 Multiplayer Trailer
9. Re: Tropico 5 Multiplayer Trailer May 9, 2014, 17:50 PsychoMoggieBagpuss
 
SpectralMeat wrote on May 9, 2014, 11:54:
I've tried so many times but can not get into Anno2070.
I literally have to watch hours of tutorial vids on youtube to learn the game each time I want to play it, then I don't play it for a month or so and forget everything.
Maybe it's just not for me.

Tropico seems to be a bit simpler to get into with a lot of depth to explore if I want to get into the nitty gritty of economy.

By the way GMG has a 25% off coupon that works on Tropico 5 this weekend only ALFIS4-GRATZ0-025GMG

Annot 2070 is the shit.
Just ask Cutter

Tropico is prettty fucking awesome as well......
 
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News Comments > etc.
11. Re: etc. Apr 22, 2014, 12:27 PsychoMoggieBagpuss
 
Orogogus wrote on Apr 21, 2014, 18:40:
For the Sierra/LucasArts breed, there's a somewhat legitimate criticism that by clicking random objects together you'll eventually reach the end of the game.

I always found the lucasarts games quite good in that way. There was always a reason, even if it was deliciously obscure eg. hypnotising the monkey by putting a banana on a metronome, then using the monkey as a "monkey wrench" to turn off the waterfall.
 
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News Comments > Age of Mythology Extended Edition Next Month
7. Re: Age of Mythology Extended Edition Next Month Apr 3, 2014, 12:31 PsychoMoggieBagpuss
 
If its a good price I'll definitely be buying it. Loved the original.  
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News Comments > Carmageddon: Reincarnation Early Access Next Month
21. Re: Carmageddon: Reincarnation Early Access Next Month Mar 1, 2014, 07:41 PsychoMoggieBagpuss
 
Got to love fear factory. Wouldn't be Carmageddon without it.  
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News Comments > Schafer Confirms Broken Age Act 2 Funded
18. Re: Schafer Confirms Broken Age Act 2 Funded Feb 21, 2014, 17:09 PsychoMoggieBagpuss
 
Cutter wrote on Feb 21, 2014, 13:29:
What's wrong with hating Twitter? People should hate it.

And if you want to talk about KS clusterfucks just look at Shadowrun Online. Not only over a year late already they haven't even got a working game yet. And they knowingly couldn't make the game for 500k and had to go out and secure private funding - which they did no disclose at the time - so that's wire fraud right there. Surprised no one has sic'd the feds on them yet.

Yeah, crowdfunding is over.

I missed that one. I backed Shadowrun Returns and am very happy with what I got out of it. The campaign was good, the upcoming berlin expansion looks great and because they released the level editor with the game, theres a shitload of user generated content out there and more coming (check out shadowrun infinity, a massive project where they are putting all the pen and paper scenarios into the game).
Also backed Broken Age and again, very happy with what I've seen so far. There is little negativity on the actual backer forums about the split because they were discussing it with us months in advance.
Theres going to be some shite out there on kickstarter, it's the nature of the business, just back that which you have a genuine interest in seeing produced and has an actual business plan, not just some concept graphics.
My profile is https://www.kickstarter.com/profile/1242058835 - only the wildman thing and police quest for me has been a failure, but they didn't fund so I wasn't out of pocket.
Ogre by SJ games was worth it. Only managed to play a few times with friends but goddamn, this is what a boardgame should be.
Waiting on Torment, Wasteland 2, Mobius, Carmageddon, Project Eternity, Godus, Broken Sword, Elite, Mandate and Shroud of the Avatar (what can I say, ultima 7 pt1/pt2 was probably my favourite game ever, well, a tie between that and wing commander 1/2. Origin, they created worlds, now the name means a shitty download agent from EA ).
I'm also a fair bit into RSI's one, I was pretty much "Chris Roberts, just take my fucking money". If I look at total spend on there it is a bit worrying, but then I remember that the majority of it is from people who I purchased stuff for (LTI!) who then re-imbursed me via paypal (hi anyone from Futilez ).
While I'm waiting for these to come out though I'll just stick to playing Crusader Kings 2 and Anno 2070 (I really want a new game/expansion in the series, think there are some regulars here who would agree with that statement ).
I'm very dubious on any MMO that tries to raise something via KS. It's a saturated market and the startup costs are huge, it's just not suited for crowdfunding.

This comment was edited on Feb 21, 2014, 17:24.
 
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News Comments > Star Citizen Picks Up Another Couple $ Million
27. Re: Star Citizen Picks Up Another Couple $ Million Nov 26, 2013, 13:16 PsychoMoggieBagpuss
 
Darks wrote on Nov 26, 2013, 12:39:
Does anyone know how their stretch goals are working for people who original funded this game through KickStarter? I checked my account and Iím not seeing many of these so called stretch goals in my account so this makes me wonder how this is actually playing out in the long term.

I see the various stretch goals listed under my hanger (i.e. 19mill Janes fighting ships style manual), if you don't and you have an old vet/ob package contact them and ask.
If you recycled your original package for another one that might be why, RSI will sort it out though if you contact them.
 
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News Comments > Star Citizen Crowdfunding Hits $29M
38. Re: Star Citizen Crowdfunding Hits $29M Nov 24, 2013, 04:32 PsychoMoggieBagpuss
 
Jaxx wrote on Nov 24, 2013, 02:08:
They are also partnered with Origin, the original company he made Wing Commander for.
\

Where the hell did you get that from? Origin Systems was bought out by EA over 12 years ago and shut down two years later after the travesty of Ultima 9. It's name is now used for that shitty download client.
 
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News Comments > Shadowrun Returns Dragonfall (Berlin) in January
7. Re: Shadowrun Returns Dragonfall (Berlin) in January Nov 19, 2013, 13:28 PsychoMoggieBagpuss
 
woooooooooh, new campaign.


Berlin though (don't mention the war!)
 
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News Comments > Thief Dropping QTEs
21. Re: Thief Dropping QTEs Nov 15, 2013, 11:46 PsychoMoggieBagpuss
 
Quboid wrote on Nov 15, 2013, 11:21:
Creston wrote on Nov 15, 2013, 10:59:
One thing I will say, they are actively listening to people. They've dropped the Headshot + 5000!!!! COMBO BONUS bullshit, and now they're dropping QTEs.

I'm still not dropping 60 bucks on this, but at least it's getting back on my radar for a 20-30 buck pickup.

That's what's so bitter-sweet about this. It is good that they've listened and are changing these things, but how could they have been dumb enough to make such obvious mistakes in the first place? What else have they messed up?

They dropped the XP thing last month.
Now this month they're dropping the QTE's.
Games out in 3 months. What other surprising little packages have they left for us to discover?

5 years of development
3 months of OHSHITWECOMPLETELYMISSEDHTHEPOINTLETSFIXIT
 
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News Comments > Op Ed
7. Re: Op Ed Nov 15, 2013, 11:43 PsychoMoggieBagpuss
 
Simon Says wrote on Nov 15, 2013, 10:32:
Dagnamit wrote on Nov 15, 2013, 10:10:
Optional Nickname! wrote on Nov 15, 2013, 09:57:
Some sheep bleated: "But what about Steamís evil DRM, you might ask? Well, I really donít care about DRM. Not even a little bit. The fact that I have to be logged into Steam, or even connected to the Internet to play most of my games has never bothered me."


That insipid gem was buried at the very end of that pointless Gabe Newell circle-jerk mistakenly identified as journalism.


I agree with him, I don't care about Steam's DRM, and I wouldn't mind Origin's DRM either t'wer it owned by a different company. Steam offers enough in other value that the online requirement is fine. I have a bigger problem with publisher DRM, like U-Play.

It's the monopoly part that's stupid. Steam is certainly not a monopoly, as Blue pointed out.

Steam DRM is a P.I.T.A. when you're strapped for bandwidth like up here in canada mate. It's disgustingly horrible. Want to install that DVD and play right away? NOPE, gotta download that fat ass 2gb mandatory update before starting the game.

When like me, you pay 10$ per Gb and capped at 15Gb max. It's a fucking deal breaker.

Enough of a deal breaker that now everytime I spot steam on a game, my first reaction is to ask a buddy who is not capped to download it on piratebay for me so next time I drop by I transfer it to my usb key.

A few years ago, when everyone was complaining about one time online activations, starforce, etc. That's when I wasn't pirating AT ALL. I used to buy every one of them, even at full price, happily, I didn't mind one bit. Even tho I was on dialup, it was perfectly fine for me to have to stick the DVD in to play ( or go download a few meggers worth of no-cd crack ).

Right now with that online digital mandatory update crap, I mostly pirate. I'd WANT to reward the devs, but I just can't.

And that's not the only bothering thing.

PATCHES

Steam is a good thing right, makes patching easy, seemless, everyone receives it at the same time so no headaches for mismatching versions.

Yup there are good points.

But then again if you're strapped for bandwidth, you're FUCKED.

Strapped for bandwidth I prefer the old way, one time download, backupable redists FTW. If patch was too big, ask a buddy to download it, drop by with usb key, bing bang done till next patch or the end of time. Right now you can't manually download a patch for most games, which means, everytime I install it, I gotta PAY for the bandwidth AGAIN.

There are steam games I have here, the first ones I bought, that I'd want to play again, but never bothered to reinstall. Too much of a P.I.T.A. to patch. Old games? Easy, fast, doesn't cost a single penny, who cares if SecuRom bothers me during install. I don't.

I know it's not Valve's fault. But face it, caps are coming down to america, Comcast is already deploying them. Verizon would have orgasms if you all got stuck with it's 4G/LTE plans once the copper/dsl gets dropped ( and they want it and push for it, just read up on dslreports, it's coming guys ). At first, the caps will be very high, like up here. Then they'll get greedy and slash em while asking you to subscribe to a higher tier if you want more cap. Then new games and services using MORE and MORE bandwidth will surface. While caps will SHRINK and SHRINK again.

And guess what? One day you'll wake up, you'll want to install and play that game and you'll say: "No way I'm paying AGAIN for bandwidth for that game." Yup, you'll be stuck in the same situation as me. Isn't it grand?

Honest...

You need to move somewhere that isn't a third world country in regards to broadband.
 
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News Comments > Thief Dropping QTEs
13. Re: Thief Dropping QTEs Nov 15, 2013, 11:05 PsychoMoggieBagpuss
 
MajorD wrote on Nov 15, 2013, 10:49:
@PsychoMoggieBagpuss: Thank you, much appreciated. Thumbsup


You're welcome!

Something to tide you by while you download

Thief
System Shock 2


Obviously you'll want to grab the latest SHTUP and rebirth mods for SS2, the first provides higher res texture, the second high res enemy models. Can get those here , some other good mods and that over at https://www.systemshock.org/ as well (for both SS and thief).
 
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News Comments > Thief Dropping QTEs
8. Re: Thief Dropping QTEs Nov 15, 2013, 10:40 PsychoMoggieBagpuss
 
MajorD wrote on Nov 15, 2013, 10:16:
PsychoMoggieBagpuss wrote on Nov 15, 2013, 10:06:
At least I can content myself replaying the glory that was the original T1 and T2 (and SS2!) in high res goodness thanks to that unofficial patch that came out in September 2012.

Did I miss this one? Please share a link to this 'high res goodness unofficial patch' you speak of you Taffer. Wink


A guy named "Le Corbeu" released what has come to be known as the Newdark patch for theif/thief2 and system shock 2 on an obscure french forum.
It's up to 1.21 (released march 2013), the most recent patch improved the multimonitor support for those smug bastards who have three monitors sat on their desk.
SS2 is now at 2.42


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
________________________________

The suspicion is that this was likely one of the original dev's with intimate knowledge and access to the source code who released it, as the changes implemented fixed a lot of things that were deemed unfixable or engine limitations (i.e. adding 32 bit color, increasing max number of onscreen polygons 20 fold, adding dds/tga/png support, etc), not just in the game itself but also dromed the level editor. Plus the guy who did release it did it on a fairly obscure french forum so there may have been some legality he was concerned about.

Grab the latest beta version of taffer patcher for T2 here

Grab the latest beta version of Tfix for T1 @ here

Grab the latest beta version of patch for System shock 2 @ here

This comment was edited on Nov 15, 2013, 10:51.
 
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News Comments > Thief Dropping QTEs
5. Re: Thief Dropping QTEs Nov 15, 2013, 10:06 PsychoMoggieBagpuss
 
Yeah, it's good that they're listening to the feedback, but this late in development?
It's sounding more and more that the lead designer and the rest of the team behind this completely missed the fucking point of what made the thief series so great and are frantically trying to re-design the whole thing in the 3 months remaining till release.
Will definitely hold fire on buying this until after a few reviews from the non-shill websites have come in.

At least I can content myself replaying the glory that was the original T1 and T2 (and SS2!) in high res goodness thanks to that unofficial patch that came out in September 2012.
 
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