Feels about the same as BF1942 with a little more focus on the foot soldier. The physics on the vehicles are superb, and will often end up being your demise (ie. rolling/flying vehicles landing on top of you).
Word is that an SDK is in development and should be released within a month. If it allows allows addition of vehicles and player models (of which you can only select *one* in the current version), the community will be around for quite some time.
Word of warning: they don't have a good TK/ban system in place, and their cummulative penalty code is currently flawed, thus allowing TKers to respawn quickly.
This is the first full mod I've downloaded for UT2K3 (due to the lack of high-quality attemps). I'm a little curious why they use an.exe to front the game? Is this a normal UScript/Package concept when the menuing structure changes? If so, must they use UCC to compile this.exe or are they simply using it like a batch file to throw cmdline options on?
Thanks.
Robocop was a great cross-platform side scroller. They sure made you feel like a ton of bricks though - I remember it being quite difficult to master the shot timing.
They published quite a few games I still enjoy today - hope they can pull out.. somehow.
Final Fight was at the pinnacle of my arcade experience. I must have poured dozens of quarters into the Mad Gear fighting trio. I was surprised to see Ryu take on Cody at end-game though. Too bad there was no sequel to finish the story.
The CPS-1 boards were easily among my favourite in their day, and although they pretty much all fell into the "shooter" genre, I can't name one that didn't stand out with excellent production & design value.
Since I've yet to see a MMOG "retire" I wonder what the process would entail.
I can understand that if one was ready to go away, the userbase would be probably be low and the cost to maintain would not be feasible - but what exactly would they say to the hardc0re gamers that stuck with them through the opening server nightmares etc., and contributed for years during the games lifecycle.
I guess it's no different than any other service, but it would probably have a pretty big impact on the dedicated and fringe who play religiously.
Hard-core PC gamers may be relatively small in number, but do they ever spend a lot of time and money on their hobby! Reliable estimates put the number of these players at between at least 4 million and possibly as many as 6.5 to 7 million in the U.S. alone, of which at least half play either PWs or retail hybrids regularly online. The total worldwide may be as high as 15 million.
Now spread 15 million across the growing selection of available MMO games - and we'll see how far your game will go.
I'd be interested to see how many people jump ship when a new MMO ships. How many people subscribe to more than one game at the same time, and will they just leave after all the time they've put into their game? Maybe one day you can swap up chars between games if it is developed/published by the same company.
The people modding this game (eg., Desert Combat) had very little docu to work with, and have done a superb job in almost all areas - models, textures, etc. I can only imagine some of the grief they went through to get things like center of gravity right. I hope the DC guys get jobs as a result of their effort - if that's what they are looking for.
The main problem with MMO console games is that they are usually detached from other platforms, losing the player-base on other systems.
Take Shadowbane & WWIIOL as examples. They both have Windows/MAC clients to connect to the same backend. If there was "just" a MAC client, the population would surely be lower purely based on the number of x86 boxen out there.
Despite, many of my friends who own Live! will surely be happy with this announcement.
If you don't care about your time or the quality of the software you use, you should stick with windows.
Why do Mac users insist on projecting their frustration and discontent with their own machines, on us innocent (.. and happier) Windows users?
I still find it odd that renaming the infamous nVidia "Dawn Demo" from Fairy.exe to 3dmark03.exe gives you some pleasing results. The best part was watching it on my 9700 with a 3rd party gl wrapper:)
To the issue at hand, anyone who says to ignore the results of these tests because synth benchmarks mean nothing is missing the point. Who's to say your favourite game doesn't have disabled features that you have *explicity set* in a similar vain?
Feels about the same as BF1942 with a little more focus on the foot soldier. The physics on the vehicles are superb, and will often end up being your demise (ie. rolling/flying vehicles landing on top of you). Word is that an SDK is in development and should be released within a month. If it allows allows addition of vehicles and player models (of which you can only select *one* in the current version), the community will be around for quite some time. Word of warning: they don't have a good TK/ban system in place, and their cummulative penalty code is currently flawed, thus allowing TKers to respawn quickly.
This is the first full mod I've downloaded for UT2K3 (due to the lack of high-quality attemps). I'm a little curious why they use an .exe to front the game? Is this a normal UScript/Package concept when the menuing structure changes? If so, must they use UCC to compile this .exe or are they simply using it like a batch file to throw cmdline options on?
Thanks.
Robocop was a great cross-platform side scroller. They sure made you feel like a ton of bricks though - I remember it being quite difficult to master the shot timing.
.. somehow.
They published quite a few games I still enjoy today - hope they can pull out
Final Fight was at the pinnacle of my arcade experience. I must have poured dozens of quarters into the Mad Gear fighting trio. I was surprised to see Ryu take on Cody at end-game though. Too bad there was no sequel to finish the story.
The CPS-1 boards were easily among my favourite in their day, and although they pretty much all fell into the "shooter" genre, I can't name one that didn't stand out with excellent production & design value.
I hope he does well in future endeavours.
Since I've yet to see a MMOG "retire" I wonder what the process would entail.
I can understand that if one was ready to go away, the userbase would be probably be low and the cost to maintain would not be feasible - but what exactly would they say to the hardc0re gamers that stuck with them through the opening server nightmares etc., and contributed for years during the games lifecycle.
I guess it's no different than any other service, but it would probably have a pretty big impact on the dedicated and fringe who play religiously.
Hard-core PC gamers may be relatively small in number, but do they ever spend a lot of time and money on their hobby! Reliable estimates put the number of these players at between at least 4 million and possibly as many as 6.5 to 7 million in the U.S. alone, of which at least half play either PWs or retail hybrids regularly online. The total worldwide may be as high as 15 million.
Now spread 15 million across the growing selection of available MMO games - and we'll see how far your game will go.
I'd be interested to see how many people jump ship when a new MMO ships. How many people subscribe to more than one game at the same time, and will they just leave after all the time they've put into their game? Maybe one day you can swap up chars between games if it is developed/published by the same company.
Believe it or not, there is a game out there that charges more: up to $24.95!
I love MMO flight sims like the next guy (eg., Aces High, WWIIOL), but uhh - that is going a bit too far.
The people modding this game (eg., Desert Combat) had very little docu to work with, and have done a superb job in almost all areas - models, textures, etc. I can only imagine some of the grief they went through to get things like center of gravity right. I hope the DC guys get jobs as a result of their effort - if that's what they are looking for.
I will definately try this one out.
Reminds me of Hubbard, JCL, and all the chip artists who brought about a revolution in gaming music.
Brings a tear to my eye. Long live the SID6581!
chiptune.com
This reminds me of whining for a cd-key that is required to play the latest "juarez" release online.
It's funny what playing online does to the psyche of the "pirate" mind.
The main problem with MMO console games is that they are usually detached from other platforms, losing the player-base on other systems.
Take Shadowbane & WWIIOL as examples. They both have Windows/MAC clients to connect to the same backend. If there was "just" a MAC client, the population would surely be lower purely based on the number of x86 boxen out there.
Despite, many of my friends who own Live! will surely be happy with this announcement.
If you don't care about your time or the quality of the software you use, you should stick with windows. Why do Mac users insist on projecting their frustration and discontent with their own machines, on us innocent (.. and happier) Windows users?
I bet they clipped the planes to gain some FPS. Try renaming the exe.
Did you happen to look at the screenshots that compared the two screens, side-by-side .. and the differences between them?
I still find it odd that renaming the infamous nVidia "Dawn Demo" from Fairy.exe to 3dmark03.exe gives you some pleasing results. The best part was watching it on my 9700 with a 3rd party gl wrapper
To the issue at hand, anyone who says to ignore the results of these tests because synth benchmarks mean nothing is missing the point. Who's to say your favourite game doesn't have disabled features that you have *explicity set* in a similar vain?