User comment history
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| News Comments > Bad Brains and Sam & Max? |
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| 16. |
No subject |
Dec 5, 2004, 23:09 |
Shadowcat |
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There's nothing wrong with linear gameplay, if it suits the game, and the game is enjoyable. Movies are entirely linear by necessity, and there is no shortage of brilliant movies out there (not to mention a very sizable variety of ways of telling the story within the linear movie framework), so there's no fundamental reason why excellent linear adventure games can't continue to be made, and made well.
Having said that, most adventures I can think of have a reasonable degree of non-linearity in that you can usually tackle a number of different available problems in any order at any given time
This comment was edited on Dec 5, 23:11. |
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| News Comments > Morning Q&As |
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| 2. |
Re: No subject |
Dec 1, 2004, 17:15 |
Shadowcat |
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Archer McLean's snooker and pool sim "Jimmy White's 2: Cueball" (the slightly odd name is due to it being a sequel to "Jimmy White's Whirlwind Snooker") featured fully modelled rooms for each of the two games, containing many objects that could be activated in some way when you were not playing pool or snooker. One such item was an arcade game featuring a complete playable version of Archer's "DropZone". That was pretty cool.
You can see a picture of Dropzone and some from Cueball (although not the Cueball Dropzone machine, unfortunately) at the Awesome Studios web site. http://www.awesome.uk.com/index/history/A_history.htm
It sppears that they've just released "Pool Paradise" also including a Dropzone machine, however: http://www.awesome.uk.com/index/downloads/screengrabs/ps2/ps2_grab01.htm
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| News Comments > Worms Forts Trial |
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| 3. |
Re: No subject |
Nov 25, 2004, 21:09 |
Shadowcat |
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Well it's only 60 minutes, but if you do decide to buy it then it's there on your HD, ready to go once you unlock it. Pros and cons.
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| News Comments > Game Reviews |
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| 8. |
Re: EQ2 review |
Nov 24, 2004, 05:18 |
Shadowcat |
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RPGs tend to have inferior replayability to action games in general Pardon?!? That's the most back-to-front remark I've ever seen in these forums. What kind of screwed-up RPGs have you been playing?!
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| News Comments > MTX Mototrax Demo |
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| 6. |
Re: No subject |
Nov 24, 2004, 05:14 |
Shadowcat |
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DOes any one know if race game devs can have different physics for different platforms ? No reason why not; there's plenty of code that needs to be different between the two platforms already, so this would just be one more instance. The only issue is whether they are able or willing to spend the time to either implement two entirely different physics libraries, or create one from the outset that is sufficiently configurable to satisfy both markets.
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| News Comments > SWAT 4 Delay |
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| 18. |
Re: delay |
Nov 19, 2004, 17:43 |
Shadowcat |
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And your reason for thinking that Valve's proprietary 'Steam' system would be connected with a game that has nothing to do with Valve is...?
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| News Comments > SWAT 4 Delay |
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| 3. |
No subject |
Nov 19, 2004, 01:38 |
Shadowcat |
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> ...I gave up on this game about four versions ago.
Uh, you have to count the cancelled Urban Justice to even reach "four versions ago". I guess "Police Quest: SWAT" really didn't agree with you...
> This is probably a good move. > With F.E.A.R coming out next spring there is no need to rush swat.
That statement makes no sense to me whatsoever. Aside from both using first-person perspectives and guns, I can't even think of a connection between the two games! One's a slow-paced squad-based tactical shooter/SWAT sim, and the other is an all-out action/horror game. How the release of one would affect the other is beyond me.
I agree the delay is a good thing, though. I read a recent preview article in a magazine (take the 3-month magazine lead time into account, of course) that suggested the A.I. was still heavily in development, and the A.I. is simply *critical* to this game. SWAT 3 was entirely decent in this regard, but there's plenty of room for improvement, and it's the area I'd want to see executed superbly more than anything else. New graphics are nice and all, but if the A.I. isn't better I'd just as soon stick with the previous version. An extra six months or so should really let them get this side of things nailed down.
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| News Comments > Unreal Tournament 2004 Patch |
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| 12. |
Re: ok so umm... |
Nov 15, 2004, 17:52 |
Shadowcat |
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"It is fully compatible with 3339. Users who install this patch after having already installed the old version of the bonuspack will not need to download this new bonuspack, which is intended only for fresh bonus pack installs." does this mean i need the bonus pack first before i apply the patch?
even more confusingly:
"This patch should be installed *after* installing the Epic ECE Bonus Pack, as it updates some of the game code included with the bonus pack." Now I don't have the ECE bonus pack, and while I can deal with downloading 13MB, 84M is a serious undertaking on dial-up that I'm not really interested in doing just at the moment. That doesn't mean I won't get it at a later date, though, so WTF happens then?
I'm guessing that the above quote is referring to the original bonus pack only, but given that the two new files are being released together, this is a silly slip in communicating what's going on if that's the case.
This comment was edited on Nov 15, 17:55. |
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| News Comments > DOOM 3 Voodoo 2 Patch |
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| 27. |
Re: No subject |
Nov 15, 2004, 17:46 |
Shadowcat |
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There were some really good games out there that were 3DFX only, like Independence War, wouldn't mind playing that game again someday. And so you shall! *waves magic wand*
Things have really picked up in recent times with the newer Glide Wrappers. First there was OpenGlide and Glidos, then came Zeckensack's wrapper, and now there's dgVoodoo as well.
The latter is said to run Red Baron 3D even better than the OpenGlide solution, but its major selling point is that it provides DOS compatibility as well, making it a free alternative to (the reputedly excellent) Glidos. I'm going to install Redguard later and see how it goes.
And IIRC I read that the current version of Zeckensack's wrapper runs I-War / Defiance pretty much perfectly!
https://sourceforge.net/projects/openglide/ http://www.glidos.net/ http://home.t-online.de/home/zsack/glide_wrapper/ http://dege.freeweb.hu/ (that quote is a few months old, so other progress may have been made with some of these projects since then).
(/fairy godmother)
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| News Comments > Strike Fighters & Wings Over Vietnam Patches |
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| 1. |
Strike Fighters SP3 Change Log |
Nov 10, 2004, 17:27 |
Shadowcat |
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My favourites highlighted in bold (proper V/STOL Harriers at last, and from aircraft carriers no less!)
==================================== Strike Fighters: Project 1 v11.05.04 Readme File ====================================
----------------- Changes and Fixes -----------------
v11.05.04 ---------
* Wingman commands are no longer available while flying in Instant Action mode.
* New drop-down option for Mission Year selction has been added to the Single Mission screen.
* Squadron Markings dropdown menu on the Loadout Screen is now limited to list only the squadron belonging to the selected nation/service.
* Easy flight model ground handling has been fixed to include proper wheelbrake and steering.
* AI pilots may now use unguided rockets against air targets.
* A bug preventing Sparrow radar-guided missile from being fired when Avionics Option is set to Easy and Weapons Options is set to Normal or Hard has been fixed.
* Rocket pods and unguided rockets now ripple fire for as long as you have the weapons release button pressed down.
* When Weapons option is set to Hard, certain guided missiles (such as Sparrow and Falcon) now have time delay added before launching.
* Each terrain may now be assigned its own individual environment.ini file.
* Map view now shows rectangular gridlines; and an improved planning map with gridlines has also been included.
* Aircraft carrier is now supported, with catapult launches and arrester cable landing.
* Thrust vectoring is now supported. The user must edit the control.ini manually to assign this control to a ranged input (joystick axis) however.
* Variable geometry wing with moving pylons is now supported.
* Lights now may be build as 3d mesh in 3dStudio Max, and they may be toggle on and off.
* New cockpit instrument movement types added - Texture Scrolling and Animation.
* Gunpods, when armed, now light up the armament panel on F-4 cockpit correctly.
* Gunpods may now be selectively armed by using Cycle GunGroup command.
* Improved propeller engine model has been added.
* Landing gears code has been re-worked to be more stable when the aircraft is on the ground. Also, most of the gear data has been adjusted so the gears are compressed more.
* Network bandwidth is reduced to make it more 56K modem friendly.
* AircraftMission TextureSet number being incorrectly offset by one when reading .msn mission file has been fixed. Mission file may now also specify skin using directory name instead, by adding new line Texture=<dirname>.
* Strike target not getting set correctly when reading .msn mission file has been fixed.
* Some sub-title text being scrambled in the French version have been fixed.
* Problem of aircraft mission callsign sometimes not being set correctly when reading .msn mission file has been fixed.
* Some video card/driver combinations causing "negative" image to be displayed while transitioning to a new menu screen has been fixed.
* Problem with menu text font anti-aliasing not working properly on some video/driver has been fixed.
* Full-Screen Anti-aliasing not working on some video cards using certain drivers has been fixed.
* The game not running properly when installed into a non-standard folder containing "." character in the file path (such as "C:\Flight.Sim\") has been fixed.
For changes made to earlier versions, please see VersionHist.txt. This comment was edited on Nov 10, 17:35. |
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| News Comments > H&D2: Sabre Squadron Demo |
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| 4. |
Re: co-op? |
Nov 10, 2004, 17:22 |
Shadowcat |
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YES!!! Sabre Squadron has co-op. I think this demo announcement is the first thing I've read about the expansion that doesn't point out the inclusion of co-op play in the new missions (note Sabre Squadron does not add co-op play to the original campaign missions).
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| News Comments > Another Battle of Britain |
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| 1. |
Battle of Britain |
Nov 5, 2004, 16:52 |
Shadowcat |
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Earlier this year, GMX Media acquired rights to the former and critically acclaimed “Rowan’s Battle of Britain.” The one that was released under an open-source license (along with Rowan's "MiG Alley") and has subsequently been hugely enhanced by the BOB-MA developer group (http://www.bob-ma.org/) ?
I realise that the open-source license is not a commercial license, so there's no actual conflict here, but this is certainly curious news.
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| News Comments > Saturday Q&As |
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| 11. |
Re: Scrapland |
Oct 31, 2004, 16:50 |
Shadowcat |
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Yep, I hope that Scrapland doesn't get lost in the xmas rush. It sounds like a lot of fun, it looks great, and it also sounds like it has a decent chunk of the originality that everyone is always asking for. I hope that lots of folks check it out.
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| News Comments > etc. |
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| 6. |
No subject |
Oct 27, 2004, 17:13 |
Shadowcat |
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Unless you just meant the lack of a "III" in the title of the 3rd Star Wraith?
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| News Comments > Gold - Scrapland |
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| 11. |
Re: Scrapland website = ENOUGH IS ENOUGH |
Oct 26, 2004, 17:48 |
Shadowcat |
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Agreed -- Flash websites and DVD menus both are rarely anything other than annoying. Flash has some genuine uses, but those instances are utterly dwarfed by all the abuses. This is one of my favourite Firefox extensions, naturally: https://update.mozilla.org/extensions/moreinfo.php?id=326&vid=993
The web is about finding information, and flash sites invariably just hinder that. I don't question their skills at creating aesthetically pleasing things, but graphic designers should not be allowed to design web sites IMO.
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1013 Comments. 51 pages. Viewing page 37.
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