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Real Name Daniel   
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Nickname CJ_Parker
Email Concealed by request - Send Mail
ICQ None given.
Description
Homepage http://
Signed On Feb 11, 2006, 23:49
Total Comments 3762 (Veteran)
User ID 24408
 
User comment history
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News Comments > Mass Effect 2 Free on Origin
25. Re: Mass Effect 2 Free on Origin Jan 6, 2017, 06:04 CJ_Parker
 
ZeroPike1 wrote on Jan 6, 2017, 05:49:
Not to mention Origin is alot less useful as Steam, as it is only an EA platform. Annoying? yes. Dumb yes?

What's dumb and annoying is when people keep spreading these lies. Origin has a lot of games from many different publishers. You can buy The Witcher, Pillars of Eternity, Wasteland 2, Risen 2, Blackguards, many Ubi games like AssCreed, WatchDawgz, FarCry series, Splinter Cell, Warner Bros games like Batman series, Tomb Raider, Darksiders, Resident Evil series, Metro Last Light, Hitman, Alan Wake, Sniper Elite, F.E.A.R, This War of Mine, Euro Truck Sims, Titan Quest Anniversary edition, ya know.... dozens upon dozens of non-EA games.

On the question whether to play ME1 before ME2? Hells yeah. You have to! Or at least watch some story summary vidz on YT. The whole premise of the second part like how Shepard got put back together and is now intended to be a Cerberus tool is based on the outcome of the first game. The first game is pretty short (under 20 hours) if you just focus on story so anyone who really wants to get into the series should definitely play it first and not jump straight to no. 2.
 
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News Comments > GeForce Now Streaming Announced
44. Re: GeForce Now Streaming Announced Jan 5, 2017, 16:23 CJ_Parker
 
jdreyer wrote on Jan 5, 2017, 13:44:
Except that no hotel I've ever stayed at (I traveled for work for about six years)...

So, just between the two of us (all ya maggots who don't have me on ignore, skip this post!), which place has the best hookers, dude?
 
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News Comments > Mass Effect: Andromeda in March
2. Re: Mass Effect: Andromeda in March Jan 4, 2017, 21:48 CJ_Parker
 

YAWN!

*Doing the patented, well-documented, and quite unflattering Shepard nap*
 
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News Comments > Project IGI Developers Buy Back IP
22. Re: Project IGI Developers Buy Back IP Jan 4, 2017, 21:12 CJ_Parker
 
Rigs wrote on Jan 4, 2017, 19:53:
The third gen of 3D Accelerators was just coming out but it was still very early days back then.

Aaaahhh so you finally admit that your claims of pre-hardware-3D acceleration were incorrect .

Most games didn't have 3D acceleration unless they were purposely made for it.

In 1997 MANY games supported 3D hardware acceleration in some form or another and sometimes they only supported a single vendor like 3Dfx and sometimes features from several vendors. It just depended on which card you had. 3Dfx provided the best results by far, of course, but there was plenty 3D hardware accelerated games around back then.

Still, it wasn't a given that every new system would have a 3D card, not in 1997.

Very true. Most systems either had a pure 2D card with very rudimentary 3D acceleration like the Matrox Millennium (I owned this one and it came with my 1996 Gateway Pentium 166MHz PC) or you had a 2D/3D combo card like the Mystique, Rage, Virge, PowerVR, Rendition and whatever else was out there.
It was the norm for any serious gamer, however, to buy a 3Dfx add-on card in 1996. Anyone who didn't was a casual peasant!

So when I say, this is 'was the days before 3D Acceleration', I'm not saying there wasn't any, I'm saying it wasn't widespread (yet), devs hadn't jumped on the bandwagon (yet) and games that had been in development for years before this hadn't been built with 3D acceleration in mind (like JSF).

Well, agree to disagree I guess or maybe just different definitions. Of course, the level and sophistication of 3D acceleration that we got from 3Dfx was not as widespread yet but there had been lots of individual efforts to accelerate certain features in games (like better water or fog or particle effects etc.) on 3D accelerators of certain vendors.

For example, since we are just celebrating the 20th anniversary of Tomb Raider, it had different flavors of 3D hardware support for various Matrox, 3Dfx, PowerVR, Rendition and S3 chips. The 3Dfx support was added in with an update in February 1997.
Also, Quake came out in mid 1996 with support for lots of 3D hardware accelerators, albeit not 3Dfx, and here is a blast from the past Bluesnews news posting on the reasons.
So, as for your claim that devs did not think much about 3D hardware acceleration before 1997, well, that is simply not true as the Tomb Raider devs did and Carmack also did back in 1995/1996 according to this bit...

During the development of quake we talked to all of the 3d board vendors. We knew 3dfx was going to be the fastest, but at the time they were looking at a $399 price tag (before the ram price crash), so we wrote them off as a high end niche player.

Rendition had a cool looking architecture, with good performance and a programmable risc chip. Of all the designs that we saw, we liked theirs best, so we decided to endorse them as a target platform.


I loved 3Dfx but on a whole I'm still glad that DirectX put an end to this craziness and the bundled "exclusives" (i.e. certain 3D features only supported on a certain vendor's cards).
Nowadays people wreck their brains over the binary choice which console to buy but back then, if you were in the market for a video card pre-3Dfx, well, it was nuts and no real standards or a winner in sight.

But there absolutely was (widespread even) 3D hardware acceleration pre-1997 so there . Most gamers had a Mystique, Rage or Virge at the time with very variable ranges of 3D capabilities and support by games (of course all of them far below what 3Dfx would eventually offer).
 
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News Comments > Project IGI Developers Buy Back IP
20. Re: Project IGI Developers Buy Back IP Jan 4, 2017, 18:30 CJ_Parker
 
Well, billions of people shared that era with you and you are still wrong. 3D acceleration was widespread by 1997. There was the first batch of Voodoos (Monster 3D, Orchid etc.) and also Matrox Mystique, S3 Virge and ATI Rage (among many others but they were the prevalent ones) predating the Voodoos by several years.

The devs of JSF *chose* a software rendering method maybe because they felt they could achieve better results or because they lacked the resources to support 3D hardware acceleration but 1997 was by no means "the days before 3D Acceleration". You could say that about 1994/1993 when everything was VLB (Vesa Local Bus) but the first hardware 3D accelerators started appearing ~3 years before 1997.

By 1997, there were many cooks in the 3D acceleration kitchen back then and 3Dfx hit it big with the first Voodoo (I had a Diamond Monster 3D personally because it was the best, of course! ).
 
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News Comments > etc., etc.
1. Re: Tomb Raider writer Rhianna Pratchett leaves Crystal Dynamics for 'new adventures' Jan 3, 2017, 21:17 CJ_Parker
 
Good riddance. The dialogue and the story in RotTR was atrocious. 'Twas a good exploration (great level/world design) and action adventure game for sure but they really need to hire someone who can write a decent story, much better dialogue and someone who can direct much better cutscenes with less overacting of everything. It did not even reach B-movie quality in that regard. Far, far below it actually.
The best written parts were the lore pieces, i.e. the documents and audio logs but the super-cheesy interaction between Lara and Jacob or Anna and Konstantin etc. was beyond abysmal.
 
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News Comments > Project IGI Developers Buy Back IP
6. Re: Project IGI Developers Buy Back IP Jan 3, 2017, 18:14 CJ_Parker
 
Steazy wrote on Jan 3, 2017, 17:58:
CJ_Parker wrote on Jan 3, 2017, 17:49:
Pr()ZaC wrote on Jan 3, 2017, 17:37:
I am one of them.
Great game with flawed, exploitable AI.

Same here. Great games with a few avoidable flaws, e.g. it was silly how enemies could hit you right in the face from a mile away with a pistol or even a SMG on full auto. The save system also sucked royally (slightly less in the second game which at least allowed you to save 3x per level IIRC).
I'd love to see more non-linear sandbox FPS games in this style where you have a huge ass level and total freedom in how to achieve your objectives without a default predetermined path. Just add proper AI and a save anywhere and I'm a happy camper.

Oh god, the (no) save system. I remember that part. Definitely a "hardcore"/"oldschool" game element that I don't miss

Yeah, especially in this game with its huge ass levels. So you did a perfect job of sneaking past thousands of enemies for over an hour, you can almost see the finishing line but then you run into a kind of trial&error situation where things can either work out perfectly or go fatally wrong... well, and then, as always with these 50/50 things, shit happens, of course, and you have to start all over again all the way back at the drop-in. Fucking game made me curse so hard it would have made the entire USMC blush like girlies.
The second game was substantially better with its 3 saves per level but it was still kinda tough due to the sheer size of the levels.
Still, very rewarding when you finally made it and the story was fun, too. It had a great James Bond sort of vibe to it.
 
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News Comments > Project IGI Developers Buy Back IP
4. Re: Project IGI Developers Buy Back IP Jan 3, 2017, 17:49 CJ_Parker
 
Pr()ZaC wrote on Jan 3, 2017, 17:37:
I am one of them.
Great game with flawed, exploitable AI.

Same here. Great games with a few avoidable flaws, e.g. it was silly how enemies could hit you right in the face from a mile away with a pistol or even a SMG on full auto. The save system also sucked royally (slightly less in the second game which at least allowed you to save 3x per level IIRC).
I'd love to see more non-linear sandbox FPS games in this style where you have a huge ass level and total freedom in how to achieve your objectives without a default predetermined path. Just add proper AI and a save anywhere and I'm a happy camper.
 
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News Comments > Morning Tech Bits
4. Re: Morning Tech Bits Jan 2, 2017, 16:05 CJ_Parker
 
eRe4s3r wrote on Jan 2, 2017, 13:42:
Still don't get why AMD is so hung up on HBM2... considering no benchmark showed any benefit of it.

d00d, it's not just about performance. Stacked memory is da future. Once the tech has matured, stacked memory will be cheaper to produce, consume less power and it will perform better even if just on paper. It has quite a lot of advantages. That is why nVidia is already shipping HBM2 on Pascal P-100 chips since spring of last year. It raaawwwwkkks ur saaaawwwwwxxx off [ sic ].
 
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News Comments > Diablo Turns 20
5. removed Jan 1, 2017, 17:43 CJ_Parker
 
* REMOVED *
This comment was deleted on Jan 2, 2017, 08:27.
 
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News Comments > Steam Award Winners
14. Re: Steam Award Winners Dec 31, 2016, 16:31 CJ_Parker
 
Retired wrote on Dec 31, 2016, 14:49:
Most of them are ok with the awards except this

"Just 5 More Minutes" Won by Counter-Strike: Global Offensive

LAME!

LAME and fabricated. I mean it's obvious that the fuckers from Valve fixed the results in order to sneak in a couple of their own garbage casual shit games like CSGO, L4D2 and Portal 2. Just like they do it with the Steam top 10 every week. I'm sure that they just put CSGO in there for advertising purposes.
 
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News Comments > Vaporware Awards
59. Re: Vaporware Awards Dec 28, 2016, 13:15 CJ_Parker
 
descender wrote on Dec 28, 2016, 12:43:
The enviable life of a simpleton with zero standards.

Says the man whining about a game he hasn't paid for.

Duuuude what?

Like Kxmode I've gone in deep with SC and pledged north of $1K. In my defense, this was all during the original campaign in 2012 and I just wanted to help the game reach some of the early stretch goals.
At that time, CR promised that ship sales would be over at the end of the campaign. I fully expected delays because 2014 always sounded mighty unlikely but I did not expect CR to break just about every single promise from the original campaign and to turn the game into a full retard endeavor with feature creep out da azz.

That's not what I pledged for. I pledged for a game (or two) being made as a finished product and not for CR to act as an incompetent fucktard project "director" (LOOOOL). I now hate CR (and parts of CIG) with a passion for their lies and betrayal. Dem fuckers fucked it up real fuckin' bad, man.

Anyway, I have auctioned off several LTI packages I bought back then for phat profit$$$ and plan on selling a couple more whenever the time seems right (maybe 3.0 when there's lots of hype and gullible sheeple to fleece). I haven't really done the math but $1K+ original pledge minus ph4t profit$$$ from package sales, well, I'm probably still in SC for ~$400 give or take a few bucks.
 
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News Comments > Vaporware Awards
56. Re: Vaporware Awards Dec 28, 2016, 12:31 CJ_Parker
 
BillboBaggins wrote on Dec 28, 2016, 07:57:
Its ok to be wrong people... I am enjoying the game as is, you're not. Good luck eating that crow.

I envy you. I wish I had low standards like that. Life would be smiles and giggles all the time.

You shit your pants? Awesome. It's nice and warm.
You puke your guts out? Great. It keeps you slim.
Your wife fucks your best friend? No problemo. Buddy's gotta have some fun, too!
You're playing the buggy piece of shit SC alpha? Oh yeah. And it's enjoyable as is!

The enviable life of a simpleton with zero standards.
 
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News Comments > Vaporware Awards
39. Re: Vaporware Awards Dec 27, 2016, 20:10 CJ_Parker
 
Muscular Beaver wrote on Dec 27, 2016, 15:01:
I dont get all the hate.
GTA 5 took 7 years to complete on the PC. Star Citizen is at least as big, if not much bigger. So of course it will take at least as long.
But I guess now I know why publishers dont announce games that early... because of whiners who cant even put 1 and 1 together.

Ah you mean whiners like Christ Roberts himself, right? Cuz it was him who promised the game to ship at the end of 2014, then promised Star Marine for early 2015 which just shipped now with an almost two year delay, then promised the "full" PU for the end of this year but we're still at 1 out of 100 star systems and zero (Z-E-R-O) gameplay systems (no mining, trading, bounty-hunting, smuggling, nothing at all) or who promised Squadron 42 for 2016 but has not been able to show even a single demo episode at CitizenCon even though it was mere days from a finished state according to Chris.

Or who gave this infamous interview back in 2012:

You have stated that you expect to have an Alpha up and going in about 12 months, with a beta roughly 10 months after that and then launch. For a game of this size and scope, do you think you can really be done in the next two years?

Really it is all about constant iteration from launch. The whole idea is to be constantly updating. It isn’t like the old days where you had to have everything and the kitchen sink in at launch because you weren’t going to come back to it for awhile. We’re already one year in - another two years puts us at 3 total which is ideal. Any more and things would begin to get stale.

I mean why didn't Christ Roberts look at other games and realize that he is way off with his all dates? Maybe because he can't put 1 and 1 together? Or maybe because he is a fraudulent criminal little fuck who extorts money from gullible morons fully well knowing he won't deliver on time?
 
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News Comments > Vaporware Awards
38. Re: Vaporware Awards Dec 27, 2016, 20:02 CJ_Parker
 
It's definitely still at less than 1% done for the simple fact that they promised 100 star systems and so far have one. Not a single gameplay system is in a finished state either. The project's total completion is probably at under 0.1% even.  
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News Comments > Star Citizen Engine Switch Follow-up
50. Re: Star Citizen Engine Switch Follow-up Dec 26, 2016, 17:49 CJ_Parker
 
HAHAHAHA. Yeah. Right, dude. Whatever. Stop pretending you're not me!  
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News Comments > Star Citizen Engine Switch Follow-up
46. Re: Star Citizen Engine Switch Follow-up Dec 26, 2016, 13:34 CJ_Parker
 
Total-Khaos wrote on Dec 26, 2016, 13:26:
I don't understand why this was crowd funded in the first place. The Kickstarter that went live in 2012 said they had investors that would be picking up the tab for the entire development of the game.

"We have investors that have agreed to contribute the balance we need to complete this game as long as we can validate that there is a demand for a high end PC space game. By meeting or surpassing our target on Kickstarter you tell the world that you want a PC based Space Sim and allow us to make this game."

So...why all the money grabs with selling spaceships? This is the biggest smoke and mirrors show around!


Yep. That was the first lie and the first promise they broke back in 2012:

- These ships will only be available until the end of the pledge campaign, never to be sold again for real money. Buy, buy, buy!!! Last chance!!! Now or never!!!

Fast forward 4+ years later and with the exception of the Scythe you can still buy every single ship (or a better equivalent because some ships from the start have already become all but obsolete) for $$$.
The second lie was that buying the ships during the pledge campaign was going to be the best deal/lowest price for those ships. That was also complete bullshit.
The third lie was LTI...

... and so on, and so on...

So many lies over the years. Fuck CIG.
 
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News Comments > Star Citizen Engine Switch Follow-up
42. Re: Star Citizen Engine Switch Follow-up Dec 26, 2016, 12:28 CJ_Parker
 
I can definitely see where some of the confusion is coming from. If we naively believe what the chief liar Christ Roberts has been telling us for the past three years then CIG has turned the CryEngine inside out and outside in. It is supposed to be so heavily modified as to be unrecognizable by now.

The other puzzling bit is that CIG has supposedly been working on a total netcode revamp for about three years as well. Netcode has pretty much become their standard excuse for when shit doesn't work (i.e. all the time).

So, it is indeed quite mysterious how they can simply switch to Lumberyard with a heavily modified CryEngine or how they can simply (un)plug their 3+ years in development netcode to make it work with AWS/Lumberyard infrastructure.

Something is not right here... they either lied about the level of modifications they made to the CE or they lied about their netcode revamp or both.

You can not simply roll back from heavily customized to standard CryEngine/Lumberyard overnight.
It would be a biblical miracle if this switch did not require an adaptation of the dev tools, the (net)code base, the interfaces, the plugins, the scripts, and all the other customized elements etc. etc.

I don't get how this, according to CR, "... took us a day or so of two engineers on the engine team". That does not seem possible to me unless they totally lied about their own previous work on the CryEngine. Or his definition of the "core of the engine" means they replaced the "copyright by Crytek" by "copyright by Lumberyard" (2.6 splash screen shows no references to Crytek anymore).
What he is not telling us, of course, is that the "non-core" of the engine (and their own tools) is probably going to require a massive rewrite and revamp in order to make the adaptations.

On a whole, I still consider this as their admission that they could not hack the netcode. 3+ years of netcode revamp right down the toilet to be replaced by AWS infrastructure. Good job. Not.
 
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News Comments > Star Citizen Engine Switch Follow-up
10. Re: Star Citizen Engine Switch Follow-up Dec 25, 2016, 17:43 CJ_Parker
 
SlimRam wrote on Dec 25, 2016, 17:20:
KilrathiAce wrote on Dec 25, 2016, 17:14:
Hopefully i am still alive when its released. Also, while they are at it how about buy wing commander rights already.
I've always wondered, who owns the rights to the Wing Commander franchise now?

Dude? Electronic Farts, of course. The games are still being sold. Check GOG. The publisher for all WC games is EA/Origin.
 
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News Comments > Star Citizen Engine Switch; Alpha Released for Backers
48. Re: Star Citizen Engine Switch; Alpha Released for Backers Dec 25, 2016, 09:29 CJ_Parker
 
Numinar wrote on Dec 25, 2016, 05:56:
"I fully anticipate that in the coming year we will be hiring programmers who have taught themselves using Amazon's Lumberyard resources!"

Maybe I am having a case of the cynicism but that reads to me "We cannot afford experienced devs for this game anymore. We are going to switch over to some gun rookies from Eastern Europe".

Could work. Hungry scrappy fresh meat might bring the new ideas they need, or maybe hiring people who have never shipped a product is a bad idea for a company that has never shipped a product.

Yep. Their piss-poor choice of the CryEngine is really biting them in the ass now. If they had gone with Unreal, they would have absolutely zero issues recruiting top of the line people with shitloads of experience working on Unreal-based games. Even the Hero engine would probably be better since at least in Austin they could easily find lots of experienced devs.

But CryEngine has always been pretty exotic and is supposed to be mighty unwieldy according to industry sources (and easy to believe looking at the history of SC). People with no experience on CE apparently require months of training before they can work with the engine at the desired 100% productivity level.

Finding people with Lumberyard experience is all but impossible since it is so (relatively) new. So, yeah, CIG is literally going to have to hire self-made people who taught themselves some Lumberyard. Their engine choice is now forcing them to hire n00b amateurs while, had they chosen Unreal, they would have been able to hire seasoned veterans all the time.
Also, looking at it from the employee level, they are going to have a hard time to find experienced professionals who will be willing to work with this non-standard crap. Most pros will want to stick with (cross-platform) Unreal-based projects to keep their edge and stay up-to-date.
 
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3762 Comments. 189 pages. Viewing page 16.
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