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Jeffrey Lee | Message #104502, posted by Phlamethrower at 19:37, 20/9/2007, in reply to message #104501 |
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I've downloaded the (non-steam) demo, but haven't installed it yet. I'll waste some bandwidth by downloading the Steam version and then we can try that [edit] Bah, it's only averaging around 140KB/s download speed. Should be done at around 10. [edit #2] 60KB/s You've got plenty of time to make other suggestions! (Considering I just deleted the non-steam installer) [Edited by Phlamethrower at 20:41, 20/9/2007] [Edited by Phlamethrower at 20:50, 20/9/2007] |
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Richard Goodwin | Message #104504, posted by rich at 19:59, 20/9/2007, in reply to message #104502 |
Dictator for life Posts: 6828 |
OK, well I've finished watching The Daily Show, so I'll watch Mock The Week now. Is that a good suggestion? ________ Cheers, Rich. |
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Jeffrey Lee | Message #104505, posted by Phlamethrower at 20:03, 20/9/2007, in reply to message #104504 |
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I'm watching Scrubs, so... yes? |
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Jeffrey Lee | Message #104506, posted by Phlamethrower at 20:52, 20/9/2007, in reply to message #104505 |
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Looks like it'll be finished and installed in about half an hour. |
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Richard Goodwin | Message #104507, posted by rich at 21:05, 20/9/2007, in reply to message #104506 |
Dictator for life Posts: 6828 |
It only took me 20 minutes total ________ Cheers, Rich. |
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Andrew Poole | Message #104508, posted by andypoole at 21:18, 20/9/2007, in reply to message #104497 |
Posts: 5558 |
Errr... alias? what alias?Nickname, then. |
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Jeffrey Lee | Message #104509, posted by Phlamethrower at 21:22, 20/9/2007, in reply to message #104508 |
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It's installed! I shall poke you via Steam shortly. |
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Andrew Poole | Message #104510, posted by andypoole at 21:23, 20/9/2007, in reply to message #104507 |
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It only took me 20 minutes totalMine estimates 35-40ish minutes. *watches The Daily Show/The Colbert Report whilst he waits* |
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Andrew Poole | Message #104511, posted by andypoole at 21:31, 20/9/2007, in reply to message #104510 |
Posts: 5558 |
12%... No doubt you'll have finished by the time I've downloaded this |
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Andrew Poole | Message #104512, posted by andypoole at 22:28, 20/9/2007, in reply to message #104511 |
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12%...done! *loads* |
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Jeffrey Lee | Message #104515, posted by Phlamethrower at 23:11, 20/9/2007, in reply to message #104512 |
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ETQW + Steam just went bye-bye for me, it seems. [edit] Ah, and now it's magically back [Edited by Phlamethrower at 00:12, 21/9/2007] |
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Paul Vigay | Message #104519, posted by pvigay at 07:35, 21/9/2007, in reply to message #73579 |
Posts: 200 |
Most games last ages for me, because I'm RUBBISH at them.Oblivion. I've got the PS3 version, although it's available for other systems, and the PC. It's awesome! Scenery is lovely. You can find a nice view on top of the mountains, pick some flowers and watch the sunset if you really want, or you can take a horse from nearby stables and ride around for hours looking at the scenery and how the light changes depending on different times of day, or climb a hill and look at the view you've just travelled across. It's seriously vast! And, when you get fed up with wandering around looking at things, you can find a sword and hack up some zombies or skeletons hiding in a cave somewhere.... |
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Jeffrey Lee | Message #104531, posted by Phlamethrower at 20:09, 21/9/2007, in reply to message #104519 |
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Me likey ETQW. Poolie: If you're having trouble, you may need new video card drivers. Or a new PC *trundles off to see if TF2 still crashes* [edit] Still crashes [Edited by Phlamethrower at 21:30, 21/9/2007] |
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Jeffrey Lee | Message #104551, posted by Phlamethrower at 23:36, 23/9/2007, in reply to message #104531 |
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TF2 seems to work OK if I run in DreictX 8.1 mode, as I'm sure Rich will testify. |
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Jeffrey Lee | Message #104599, posted by Phlamethrower at 23:48, 27/9/2007, in reply to message #104551 |
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ETQW should be out today! But I don't think I'll be buying it (yet), because there are far too many other games coming out in the next month-ish Plus TF2 is working, so I can just play that when I want some multiplayer fun. Unless Rich keeps playing on laggy foreign 2fort-only servers, in which case I may get laggy/confused/bored and stop. |
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Jeffrey Lee | Message #104614, posted by Phlamethrower at 14:11, 30/9/2007, in reply to message #104488 |
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(Sidenote: There's a game I've been thinking about writing for a while. Portal may fulfill my desire for the type of gameplay that I'm after - or, the changes that have been made to the Source engine to support portals may allow me to write the game myself as a simple mod. And strangely enough, the game could also work well if written as a text adventure, or made using a simple 2D/isometric engine. There are still some issues I have with the design (however I choose to implement it), so if anyone feels like providing their 2p then give me a shout and I shall spill the beans.)Actually, it looks like the bit that I thought I needed Portal for can be done now. Hurrah! Now I just have to see if the rest of it can be done. |
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Richard Goodwin | Message #104628, posted by rich at 16:02, 1/10/2007, in reply to message #104599 |
Dictator for life Posts: 6828 |
Plus TF2 is working, so I can just play that when I want some multiplayer fun. Unless Rich keeps playing on laggy foreign 2fort-only servers, in which case I may get laggy/confused/bored and stop.Doesn't lag for me - ping is about 40 when I join, although sometimes it reports 150 when in-game. I suggest you complain to your ISP about inferior peering! I just like 2fort so much I join whatever 2fort-only server I can find. If that's in Germany, fine. I'm an equal opportunities fragger. ________ Cheers, Rich. |
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Jeffrey Lee | Message #104630, posted by Phlamethrower at 16:33, 1/10/2007, in reply to message #104628 |
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Yeah, but you spent most of that time playing as an engineer. Sentry guns aren't affected by lag. Flames from a pyro arePlus TF2 is working, so I can just play that when I want some multiplayer fun. Unless Rich keeps playing on laggy foreign 2fort-only servers, in which case I may get laggy/confused/bored and stop.Doesn't lag for me - ping is about 40 when I join, although sometimes it reports 150 when in-game. I suggest you complain to your ISP about inferior peering! |
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Richard Goodwin | Message #104643, posted by rich at 16:42, 2/10/2007, in reply to message #104630 |
Dictator for life Posts: 6828 |
Yeah, but you spent most of that time playing as an engineer. Sentry guns aren't affected by lag. Flames from a pyro areYou, sir, are a liar! ________ Cheers, Rich. |
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Jeffrey Lee | Message #104644, posted by Phlamethrower at 17:41, 2/10/2007, in reply to message #104643 |
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That doesn't prove anything. Partly because the stats sometimes aren't recorded properly, and partly because I said you spent most of "that" time playing as engineer - I'm referring to one night in particular, not your overall stats.Yeah, but you spent most of that time playing as an engineer. Sentry guns aren't affected by lag. Flames from a pyro areYou, sir, are a liar! Also, I believe we still haven't got the Kill Poolie achievement. |
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Richard Goodwin | Message #104649, posted by rich at 20:07, 2/10/2007, in reply to message #104644 |
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That doesn't prove anything. Partly because the stats sometimes aren't recorded properly,They're recorded fine - although you do seem to have to log out and log back in to see the change. and partly because I said you spent most of "that" time playing as engineer - I'm referring to one night in particular, not your overall stats.Ah, but you were slagging off a server we've played on probably 3 or 4 times. You obviously didn't notice it being "dodgy" when we were playing on it two nights ago! Also, I believe we still haven't got the Kill Poolie achievement.It'd be so easy. I know I managed the 25 headshot achievement in one game, but it was a long game; a killing Poolie achievement everyone would get within seconds. ________ Cheers, Rich. |
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Andrew Poole | Message #104650, posted by andypoole at 20:39, 2/10/2007, in reply to message #104644 |
Posts: 5558 |
Also, I believe we still haven't got the Kill Poolie achievement.That's because Poolie is too busy playing UT2004 at the moment. |
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Jeffrey Lee | Message #104652, posted by Phlamethrower at 21:39, 2/10/2007, in reply to message #104649 |
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Ah, but you were slagging off a server we've played on probably 3 or 4 times.Twice, I think. You obviously didn't notice it being "dodgy" when we were playing on it two nights ago!Sunday night? I'm fairly certain you weren't even online Too scared to play a real game?Also, I believe we still haven't got the Kill Poolie achievement.That's because Poolie is too busy playing UT2004 at the moment. |
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Jeffrey Lee | Message #104657, posted by Phlamethrower at 22:45, 3/10/2007, in reply to message #104649 |
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For example: It now appears to have forgotten the number of UberCharges that I've performed.That doesn't prove anything. Partly because the stats sometimes aren't recorded properly,They're recorded fine - although you do seem to have to log out and log back in to see the change. But, in other news, today I played against THE skoo of Weebl & Bob fame. Hurrah for me! |
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Jeffrey Lee | Message #104659, posted by Phlamethrower at 01:26, 6/10/2007, in reply to message #104614 |
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Now I just have to see if the rest of it can be done.I HAS DONES IT! So, a riddle for you. What has 6 sides, and is repeated 17576 times? It can only be one thing... Of course, the smart thing about my implementation is that there's only actually one cube. A full implementation using one real room per cube will either take all year to compile, will produce a massive .bsp file, or will run slow as hell. Instead, like my earlier Quake DM level, teleporters in the passages at the edge of the cube imperceptibly take you to the opposite passage. This works well in HL2 because they support displacement teleporters - teleporters that add an offset to your origin without altering your rotation or velocity. A complex set of logic entities linked to the teleporters cause the single cube to reconfigure each time you teleport - changing the light colours, enabling/disabling traps, and (soon) changing the room number. The only downside is that there's no way to generate the entities required at runtime (providing infinite cube combiniations), so I've had to resort to using a C program that outputs entity definitions which I then paste onto the end of the map file. Next step will be to create a smaller, more faithful and claustrophobic cube - as well as populate it with traps, room numbers, and (hopefully) get rid of the ugly ladders and gantry (it's a bit of a give-away for which direction you're facing!) |
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Jeffrey Lee | Message #104669, posted by Phlamethrower at 23:53, 6/10/2007, in reply to message #104659 |
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Making a cube is harder than it looks The first version of the new cube was too small, so I had to scale it up to twice the size. You still need to crouch to fit through the passageways, so scale-wise it still isn't too far off from the movie. The bad news is that crouching seems like it could be causing problems with the teleporters, as I sometimes get stuck in walls (Either that or something is mis-aligned somewhere). Also the smaller scale is messing with the lighting, causing some of the room lights to flow into the passageways, resulting in a visible switch as you get teleported and the lights change colour. And some of the passageway lights are flowing into the main room, resulting in less pronounced colours in the room (Although I think I can tweak the light radii so this doesn't happen). I also still need to find a ladder solution that works properly - at the moment you can't even climb into the side passages properly. But I did manage to get the C program added to the map build process in Hammer, so I don't need to mess around editing the map files by hand each time I make a change |
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Jeffrey Lee | Message #104681, posted by Phlamethrower at 22:32, 7/10/2007, in reply to message #104669 |
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After some Massiv Messing with the map for most of the day, I've finally got a version which seems to let you travel in every direction without being an arse and/or killing you. Hurrah! Now all I need are some proper room numbers adding, and then the traps (And I suppose I'd better add an exit room as well ) Then I'll have to work out whether it's possible to do moving rooms [editaroo] Added screenshot of editor. Definitely the most complex single room I've made before [Edited by Phlamethrower at 23:42, 7/10/2007] |
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Andrew Poole | Message #104682, posted by andypoole at 23:17, 7/10/2007, in reply to message #104681 |
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That looks.. rather.. uh.. complicated. Much more complicated than what I was dabbling with earlier And ew. You're using IE. Shame on you. |
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Jeffrey Lee | Message #104688, posted by Phlamethrower at 21:59, 9/10/2007, in reply to message #104682 |
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After having trouble trying to get doors and other things to not kill the player, I'm now having trouble trying to get traps that *will* kill the player But I do have room numbers working, and I have a fairly solid plan on how I can get small numbers of rooms 'moving'. But for large numbers of rooms I'll have to find a more succinct way of modelling the movement paths - e.g. a way to describe the movement of multiple rooms as an equation or simple algorithm, and then implement that equation/algorithm as a set of entities. I have also discovered today that TF2 will now run in DirectX 9 mode with all the bells and whistles without crashing all the time. Hurrah! |
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Jeffrey Lee | Message #104705, posted by Phlamethrower at 00:21, 11/10/2007, in reply to message #104688 |
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Hot piss! I managed to complete a Portal challenge using *less* portals than were required for the Gold medal. |
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