well, if you've been working on a game for about 3-4 years, you'll either love it and think it's the best thing since sliced bread or hate it and dream about stabbing Carmack every night. when you're in something for that long of a time, it becomes a part of you.
the tribes series probably pushed team-based gameplay more than CS did, since in CS, one guy with an AWP and a lot of twitch skills could defeat a coordinated team of average players, but no matter how good one player was, if people were working as a team in tribes, they'd be destroyed.
expanding on that concept came games like return to castle wolfenstein, where having the non-assault type classes was essential to being able to beat back the enemy. everyone loved medics and lieutenants.
even today, we have battlefield 1942 and planetside (at least the beta of it) rapidly gaining ground. people like to work cooperatively. it's human nature to not want every player out there trying to blow them away. you always want someone on your side and if you can team up with that person and pull off inventive new strategies and obliterate your enemies, so much the better.
also, as an aside, Tribes 2 has pulled off the largest mass first person shooter battles I've ever seen. I've been in servers where there were over 100 people in maps that really weren't terribly big, with very little lag on my 56k and seamless when I'm on cable. the amount of teamwork was incredible. even those people that were trying to go lone wolf were actually working as a team, simply by trying not to get in each other's way and attacking the enemy base from multiple angles.
if Planetside can pull that kind of action off, we'll see a serious shift in the kinds of games that get made.
Players will be challenged to escape using the means at hand - refugee action groups, sympathetic lawyers, digging tunnels or scaling fences - all based on actual events.
"We expect people to be upset," one of the game's creators said.
"But there's been a lot of focus on the victimhood (of detainees) and we really want to focus on the bravery and heroism of these people."
Requesting anonymity, she said the project was also a reaction to the Federal Government policy of restricting media access to detention centres. "They don't want people to know what it's like, and we do," she said.
So basically, someone in the Aussie government, got the thought in their head that it'd be a good idea to show that they were sympathetic to the people that they stuffed in detention centers. looks to me like they just wanted to play both sides of the fence: getting good press from the people that liked to see the guys locked up and from the people supporting the people that were locked up.
it seems to me that by trying to have it both ways, they're going to defeat themselves on both fronts. those that are happy to see those people detained will be/are pissed that the game's getting made with government funds and those that are sympathetic to the prisoners will get greater publicity from this hitting the news.
distinctive? come the fuck on, that discribes half of all european and asian teenage girls.
just take your damn royalty checks for "groove is in the heart" and leave Sega alone.
I mean, at least Sega is something from the 80's that's still good
fair enough. at least you brought attention to the buzzword bingo. I hadn't looked that far back into the archives myself. thanks for sharing. personally, I'd have to go with the talking elevator hack. there's just something about making an elevator say odd things, when usually it just goes "ding".
Re:This is Slashdot worthy?
on
MIT Gnome Invasion
·
· Score: 5, Informative
they pretty much set as much as possible to be done server side, which meant that 56kers and broadbanders were more or less on the same playing field.
I've played on servers of 100+ people without even seeing the jerkiness of lag on my 56k. that feat in itself gives it my award of best netcode.
and I never had much luck with pegging people in the head with that crossbow in HL unless I was on a LAN. then again the bolts are explosive so I guess really doesn't matter much
made (in my opinion) the best non-broadband network code ever
I realize it's just your opinion, but I'm going to contest that anyways. you ever play tribes or tribes 2 on dialup? it took dynamix a couple patches, but they managed to get people on 56k sniping with the best of them. I'd put their netcode is a notch or two above halflife
UPDATE: Gamer.nl has publicly leaked two bits of information: the first is that the magazine embargo ends on April 28th, so magazines can publish their Half-Life 2 articles after this date. It's already been shown to certain members of the press.
They also leaked the big news we hinted at before: Half-Life 2 will be released this year.
It should also be noted that this is pretty much the first official mention of Half-Life 2's existence from Valve.
Re:Except they did anyway.
on
Nuke-Lobbing
·
· Score: 1
no, I read that. there's a significant difference between intellectually knowing that you're going to die and being able to feeling like you're going to die. if your mind is focused on a specific task that takes your concentration and gives you something to do and think about, then it stands to reason that you'll be able to deliver your payload more successfully than if you were flying straight in, with no reasonable chance of survival.
if you do something the simple and easy way, then you're going to have nothing to focus on but the pain in your ass from flying for hours and the fact that you're going to die.
if you have something complicated to do, then you're going to think about doing that.
the human mind is a wierd thing. sometimes you have to increase the level of stress to produce relaxation.
It probably wasn't that bad of an idea
on
Nuke-Lobbing
·
· Score: 4, Interesting
Get people so concentrated on doing a specific complicated series of maneuvers to unleash their payload that they don't even have time to worry about the fact that they're probably not going to make it back alive.
For a combat tactic that would likely be an end of the world situation anyways, you might as well get people focused on other things.
how else are you going to get high quality movies that are 10-30 minutes long to fit in a 10-20 meg package?
you can pause flash animation by right clicking and unchecking play, but I don't know of an easy way to navigate around, which is why several of their longer episodes were released in several pieces, so you didn't have to try to watch them all in one sitting.
there might be a more efficient way to do it, but their method works fairly well
considering that the poster is named brokensaint, I think there's a good chance he's aware for what the brokensaints site can and can't do.
it could be a crazed fan trying to spread the word, but it's more likely someone from the site trying to get more publicity.
the term "legacy-free" is misleading
on
Legacy-Free PCs
·
· Score: 1
the article isn't talking about some new, great system that's going to revolutionize computers as we know them. it's referring to how we've outgrown certain technologies and how they've evolved into other things.
ie: ISA to PCI
PCI to AGP
serial to ps/2 to USB
etc.
the modern box really isn't "legacy-free". it's just evolved. it's not like a lot of physical difference between ISA, PCI and AGP cards. they all interface with the motherboard in basically the same way: they plug into slots in the motherboard and communicate through a series of pins. same thing with SCSI, IDE, EIDE etc. a couple ribbon cables and maybe a controller card.
while the tech involved in computers has grown by leaps and bounds, we're still using the same underlying concepts. I think the author just wanted to use "legacy-free" because it sounded like the cool buzzword of the week.
no, the engine was pretty aweful. you ever tried using mouselook in a game that used the Build engine? (it would stretch and angle the sprites, making them distorted as hell) adding the ability to move in 3 dimensions without thinking about what it would look like to look up or down was a bad call.
now if you're talking about all the neat tricks they used to get around the limitations of their engine, then yes, Duke3D, Shadow Warrior, Redneck Rampage and Blood were some truely awesome games. instead of just the engine source getting released, I think that seeing a dev journal that says how they accomplished some things within the confines of the engine would be a better treat.
ok, speaking as an actual active duty infantry soldier and not some armchair general, the molle's actually pretty good. it's just not that much better than the gear we've got now to make changing over worth it.
the molle has a book and a video to put it together and wear it, but you're an idiot if you can't figure it out by yourself. it's really pretty easy to put together and configure.
as far as new weapons, I'm all for having a weapon that I don't have to carry a shitload of ammunition for. if all it needs is a radioactive power cell and it's good to go for longer than I'll be in contact with the enemy, fucking awesome.
the first gripe of any soldier about new equipment is weight. no ammo means less weight. a lot of soldiers will be happy with that shit. the M-16 has its weaknesses and I wasn't sorry to say goodbye to it and get my hands on my first M4.
the reason the military has a large budget is so we can continue to improve things by testing new ideas. we've made big jumps with gear. if this laser rifle isn't a good idea, we'll figure it out. we don't need someone that hasn't crawled in the mud and put bullets downrange second guessing new technology or telling us that the M-16 is fine as it is.
well, if you've been working on a game for about 3-4 years, you'll either love it and think it's the best thing since sliced bread or hate it and dream about stabbing Carmack every night. when you're in something for that long of a time, it becomes a part of you.
the tribes series probably pushed team-based gameplay more than CS did, since in CS, one guy with an AWP and a lot of twitch skills could defeat a coordinated team of average players, but no matter how good one player was, if people were working as a team in tribes, they'd be destroyed.
expanding on that concept came games like return to castle wolfenstein, where having the non-assault type classes was essential to being able to beat back the enemy. everyone loved medics and lieutenants.
even today, we have battlefield 1942 and planetside (at least the beta of it) rapidly gaining ground. people like to work cooperatively. it's human nature to not want every player out there trying to blow them away. you always want someone on your side and if you can team up with that person and pull off inventive new strategies and obliterate your enemies, so much the better.
also, as an aside, Tribes 2 has pulled off the largest mass first person shooter battles I've ever seen. I've been in servers where there were over 100 people in maps that really weren't terribly big, with very little lag on my 56k and seamless when I'm on cable. the amount of teamwork was incredible. even those people that were trying to go lone wolf were actually working as a team, simply by trying not to get in each other's way and attacking the enemy base from multiple angles.
if Planetside can pull that kind of action off, we'll see a serious shift in the kinds of games that get made.
Players will be challenged to escape using the means at hand - refugee action groups, sympathetic lawyers, digging tunnels or scaling fences - all based on actual events.
"We expect people to be upset," one of the game's creators said.
"But there's been a lot of focus on the victimhood (of detainees) and we really want to focus on the bravery and heroism of these people."
Requesting anonymity, she said the project was also a reaction to the Federal Government policy of restricting media access to detention centres. "They don't want people to know what it's like, and we do," she said.
So basically, someone in the Aussie government, got the thought in their head that it'd be a good idea to show that they were sympathetic to the people that they stuffed in detention centers. looks to me like they just wanted to play both sides of the fence: getting good press from the people that liked to see the guys locked up and from the people supporting the people that were locked up.
it seems to me that by trying to have it both ways, they're going to defeat themselves on both fronts. those that are happy to see those people detained will be/are pissed that the game's getting made with government funds and those that are sympathetic to the prisoners will get greater publicity from this hitting the news.
distinctive? come the fuck on, that discribes half of all european and asian teenage girls. just take your damn royalty checks for "groove is in the heart" and leave Sega alone. I mean, at least Sega is something from the 80's that's still good
collect em. trade em. be the first one on your block to have all the RIAA warnings.
fair enough. at least you brought attention to the buzzword bingo. I hadn't looked that far back into the archives myself. thanks for sharing. personally, I'd have to go with the talking elevator hack. there's just something about making an elevator say odd things, when usually it just goes "ding".
it's not annual. guys at MIT do hacks all year round.
they pretty much set as much as possible to be done server side, which meant that 56kers and broadbanders were more or less on the same playing field.
I've played on servers of 100+ people without even seeing the jerkiness of lag on my 56k. that feat in itself gives it my award of best netcode. and I never had much luck with pegging people in the head with that crossbow in HL unless I was on a LAN. then again the bolts are explosive so I guess really doesn't matter much
not anymore. my advertising contract with them ran out. :(
made (in my opinion) the best non-broadband network code ever
I realize it's just your opinion, but I'm going to contest that anyways. you ever play tribes or tribes 2 on dialup? it took dynamix a couple patches, but they managed to get people on 56k sniping with the best of them. I'd put their netcode is a notch or two above halflife
Read the fucking article.
UPDATE: Gamer.nl has publicly leaked two bits of information: the first is that the magazine embargo ends on April 28th, so magazines can publish their Half-Life 2 articles after this date. It's already been shown to certain members of the press. They also leaked the big news we hinted at before: Half-Life 2 will be released this year. It should also be noted that this is pretty much the first official mention of Half-Life 2's existence from Valve.
no, I read that. there's a significant difference between intellectually knowing that you're going to die and being able to feeling like you're going to die. if your mind is focused on a specific task that takes your concentration and gives you something to do and think about, then it stands to reason that you'll be able to deliver your payload more successfully than if you were flying straight in, with no reasonable chance of survival.
if you do something the simple and easy way, then you're going to have nothing to focus on but the pain in your ass from flying for hours and the fact that you're going to die.
if you have something complicated to do, then you're going to think about doing that.
the human mind is a wierd thing. sometimes you have to increase the level of stress to produce relaxation.
Get people so concentrated on doing a specific complicated series of maneuvers to unleash their payload that they don't even have time to worry about the fact that they're probably not going to make it back alive.
For a combat tactic that would likely be an end of the world situation anyways, you might as well get people focused on other things.
yes, we would. I just sent you an email to your abnormal.com account.
well, considering that you don't have Doom3, I don't see how you could make any assumptions about the game.
Don't confuse an alpha, leaked over a year before the intended release date, with the actual fully polished and fully tweaked game.
I'm pretty sure he meant neon lights, man.
how else are you going to get high quality movies that are 10-30 minutes long to fit in a 10-20 meg package? you can pause flash animation by right clicking and unchecking play, but I don't know of an easy way to navigate around, which is why several of their longer episodes were released in several pieces, so you didn't have to try to watch them all in one sitting. there might be a more efficient way to do it, but their method works fairly well
considering that the poster is named brokensaint, I think there's a good chance he's aware for what the brokensaints site can and can't do.
it could be a crazed fan trying to spread the word, but it's more likely someone from the site trying to get more publicity.
the article isn't talking about some new, great system that's going to revolutionize computers as we know them. it's referring to how we've outgrown certain technologies and how they've evolved into other things.
ie: ISA to PCI
PCI to AGP
serial to ps/2 to USB
etc.
the modern box really isn't "legacy-free". it's just evolved. it's not like a lot of physical difference between ISA, PCI and AGP cards. they all interface with the motherboard in basically the same way: they plug into slots in the motherboard and communicate through a series of pins. same thing with SCSI, IDE, EIDE etc. a couple ribbon cables and maybe a controller card.
while the tech involved in computers has grown by leaps and bounds, we're still using the same underlying concepts. I think the author just wanted to use "legacy-free" because it sounded like the cool buzzword of the week.
hey, man, don't look now, but that robot is checking out your package
the firing line is now open to the public.
no, the engine was pretty aweful. you ever tried using mouselook in a game that used the Build engine? (it would stretch and angle the sprites, making them distorted as hell) adding the ability to move in 3 dimensions without thinking about what it would look like to look up or down was a bad call.
now if you're talking about all the neat tricks they used to get around the limitations of their engine, then yes, Duke3D, Shadow Warrior, Redneck Rampage and Blood were some truely awesome games. instead of just the engine source getting released, I think that seeing a dev journal that says how they accomplished some things within the confines of the engine would be a better treat.
ok, speaking as an actual active duty infantry soldier and not some armchair general, the molle's actually pretty good. it's just not that much better than the gear we've got now to make changing over worth it.
the molle has a book and a video to put it together and wear it, but you're an idiot if you can't figure it out by yourself. it's really pretty easy to put together and configure.
as far as new weapons, I'm all for having a weapon that I don't have to carry a shitload of ammunition for. if all it needs is a radioactive power cell and it's good to go for longer than I'll be in contact with the enemy, fucking awesome.
the first gripe of any soldier about new equipment is weight. no ammo means less weight. a lot of soldiers will be happy with that shit. the M-16 has its weaknesses and I wasn't sorry to say goodbye to it and get my hands on my first M4.
the reason the military has a large budget is so we can continue to improve things by testing new ideas. we've made big jumps with gear. if this laser rifle isn't a good idea, we'll figure it out. we don't need someone that hasn't crawled in the mud and put bullets downrange second guessing new technology or telling us that the M-16 is fine as it is.
pay twice for the same console?
why? that's just stupid.
haha, I have slain the phone booth! seems like a lot of amusing thought went into making that game.