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Barudak
May 7, 2007

Al Cu Ad Solte posted:

Are you talking about Ghost Ops? iirc it had some utterly atrocious netcode problems that made it all but unplayable and it took them too long to fix it so the fanbase that had waited 5 years for it just peaced out and never returned. Sucks because the production value was up there. Unfortunately it was just another CS clone gameplay wise.

Not the same thing but for some reason this triggered the memory of how there was a Matrix inspired half-life mod called The Specialists that after hyping up their big 3 or 3.3 patch cant recall, disabled a core mobility move and turned it into a collectible powerup in a game that had never before had such things and basically instantly murdered the community.

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Barudak
May 7, 2007

I hope youre using a version of the specialists before they disabled superjump by default because that killed it for anyone who wasnt roleplaying.

Barudak
May 7, 2007

zindryr posted:

We're using 3.0, which actually has it disabled for the most part. In my quick check through of a number of the maps, it appears to be on a map by map basis though. I do have a number of custom maps which might or might not have it enabled. Do you know if there's a server setting I can flip to try to make it on by default because you're right, we should definitely have that going normally.

As I recall that is non changeable even at server level, with maps or hacking it required, and the only reason I remember that is because that one change killed the game overnight.

Barudak
May 7, 2007

Daggerfall is a massive game, utterly gigantic which is impressive both for its era and all subsequent games. Morrowind's playabe area is 24 square kilometers while Daggerfall is 161,000 square kilometers.

Other than size its not a very good game and theres a reason they went to Morrowind after Daggerfall

Barudak
May 7, 2007

Al Cu Ad Solte posted:

I'd love FEAR 2's updated weapon models, mech combat segments, and level variety but with FEAR 1's everything else. I like FEAR 2 but the story is so whack and it ends on such a bland note it feels like it's not worth playing. Some of the pacing is off too. Feels like it takes far too long to finally get out of the underground lab in the early game.

Wait, FEAR 2 has a bland ending to you? The game that ends with you getting raped?

I mean the level design is bad, but I skip all cutscenes and I remember that ending.

Barudak
May 7, 2007

Lemon-Lime posted:

The writing is a one-note, puerile joke, the neon aesthetic is fun for an hour before it gets incredibly boring, and the gameplay is a dumbed/scaled down version of FC3's that isn't even saved by a couple of funny weapon ideas, which still feel generically identical to vanilla guns in spite of having a different model.

Yes, but unlike Far Cry 3 it only lasts about an hour so its way better

Barudak
May 7, 2007

My issue with Prodeus based on that clip is its hard to see what enemies youre shooting at and where they even are as the gore started flying. The art is failing it on both levels

Barudak
May 7, 2007

Vakal posted:

It's Bram Stoker's Dracula for DOS and it's pretty bad. Just listen to the sound effect whenever an enemy is killed.

https://www.youtube.com/watch?v=0z6YdTdW_VA

This clip is like watching a russian dash cam but for video game design

Barudak
May 7, 2007

Fallom posted:

That game seems totally fine except it's completely ruined by a single sound effect. Holy crap.

Clicking to pick up items and move them to two different inventories, with a third inventory they get automaitcally sorted into for only one variety of item, grabbing things through impassable walls, repeated textures making a fairly basic level path more confusing than it needs to be, click to open doors is same as fire and contextual, that sound effect

Barudak
May 7, 2007

site posted:

Daikatana 5

Ok there was PC, GBC, and N64 versions which were different enough we could call them 1-3, but Im still missing one to get to 5.

Barudak
May 7, 2007

While not Latter Day, Agents of Mayhem is alternate universe Saints Row, featuring Pierce as the Boss, Gat as a cop who cant stop getting in shootouts with perps, and Kinzie as the exact same Kinzie.

Barudak
May 7, 2007

Ive always disliked the weaponry in Duke, I think its the pipe bombs delay and the freeze/shrink being indirect in a game loaded with hitscan foes.

Barudak
May 7, 2007

al-azad posted:

Let me tell you about this game called Blood...

Yuuuurp

Barudak
May 7, 2007

A FUCKIN CANARY!! posted:

Have it co-star Oprah Winfrey. Duke and Oprah kicking alien rear end and blowing poo poo up side by side while discussing their favorite novels.

"You know Oprah I feel like the Time Travelers Wife was a morose and self indulgent mess that also occasionally veered into concerning issues involving consent due to age. "

"Duke, blow it out your rear end"

Barudak
May 7, 2007

site posted:

People survived all over the us in fallout so im not sure why people still living elsewhere would be some world shattering thing to learn

With every game it becomes harder to figure out why nobody has cleaned up trash in 200 years

Barudak
May 7, 2007

RyokoTK posted:

It’s like if Wolfenstein TNO took place in 1919, sounds like.

There is an extremely bad FPS game I cant remember the name of based on the idea WW1 lasts into the 1940s and how that plays out.

Barudak
May 7, 2007

I love the Pro Blood video for being real good but simultaneously reinforcing so heavily why I dont like Blood.

Barudak
May 7, 2007

The dead dude in the washing machine is the only thing I choose to remember about Blood 2

Barudak
May 7, 2007

Im playing Shadow Warrior 2 for the first time and I want to spray a water bottle in the face of everyone involved in this loot drop/customization mechanics.

Barudak
May 7, 2007

Johnny Joestar posted:

if it helps, it's pretty much nearly 100% ignorable beyond 'put on the best crap and leave it as such'

they should really have kept it to just interesting stuff like the alternate firing mode changes, but, whatever

I'm not bothering with any of it, so good to hear I won't need to.

Barudak
May 7, 2007

There was one neat sidequest that could only be found/done with the Mako that was otherwise unnoted and was ported to ME2 where it did nothing and then in ME3 it wasn't imported at all so hahah for doing it!

Barudak
May 7, 2007


Let it go my friend, or are you planning to offer university degrees in Half-Life so people can write their own endings everyone fights over like Dream of the Red Chamber

Barudak
May 7, 2007

Heavy Metal posted:

I still think its likely we'll get a Half-Life 3 one day. Stranger things have happened.

Are you ok with Valve going bankrupt/divests from all game development and somebody buys up the rights to half-life 3 to make a mobile game with, because that seems the likeliest path

Barudak
May 7, 2007

Outside of the godawful opening tram ride and weak Xen bits, Half-Life 1 is a well paced, fun, and set piece shifting shooter all the way through.

Half-Life 2 basically doubled down on all the bad parts of Half-Life 1's gun play and cutscenes and then went absolutely insane on set piece variety to the detriment of being a consistently fun or cohesive game

Barudak
May 7, 2007

HolyKrap posted:

map c1a0 in console. The tram ride was neat in 1998 but there's no point watching it a 10th time

I learned how to use console commands/cheat on PC just to skip the tram ride.

Barudak
May 7, 2007

TT1K (Time To 1st Kill) in a game is a very important metric to me and ideally the answer is "however long it takes for me to start pulling the trigger once the game finishes loading"

Barudak
May 7, 2007

Ularg posted:

Wait do none of yall get that "Oh God I feel a jumpscare coming" feeling in usually calm situations?

Its to the point where I get it in trailers for comedies now

Barudak
May 7, 2007

Playing sIn or SiN or however you spell it for the first time because of you all and oh my god what is this menu what are these keybindings what hell tutorial is this and why does saving and loading only bring me back to the start of the level

Barudak
May 7, 2007

fishmech posted:

I don't remember there being odd keybindings by default, saving and loading really shouldn't only bring you to the start of the level. Maybe you were using one of the patches to make it run better and you didn't apply it to the right version (retail patches VS steam patches VS GOG patches)

Im playing GoG, so maybe I missed a patch

By default arrow keys are move with the right side of the keyboard being most of the games other actions which seems to require a strange extending pinky when it wants you to do literally anthing but shoot and jump. I genuinely also cant believe theres no way to select specific weapons directly or go forward and backwards through your weapons but its what the controls say is the case.

Barudak
May 7, 2007

I get that it was standard, it just has so many button that need to be used that only your pinky can access its noticeably bad unlike slightly older fps with less going on.

RiffRaff1138 posted:

Go to Controls, Player Controls, Weapon Key Bindings. Individual weapons are mapped to the number keys just like every single PC FPS in existence, and you can map Next/Previous Weapon to the mousewheel from there if they aren't already.

Is that a submenu? The button config I was in only had "select next weapon"

Barudak
May 7, 2007

Thank you for the screenshots because on my menu screen that option literally doesn't exist. It only has three options, starting with "Go To Multiplayer Setup"

Did I not install a patch or something?

Edit: Firgured it out; that menu and buttons are only for Wages of Sin; vanilla Sin doesn't have them and by default Wages of Sin also only lets you scroll upwards through weapons with scroll down through weapons by default unassigned.

Barudak fucked around with this message at 00:39 on Dec 30, 2018

Barudak
May 7, 2007

Ok, so the issue is absolutely don't run this game through Vanilla SiN because boy howdy are their tons of scripting fixes by running the game through Wages of Sin.

I can also confirm an extremely dumb joke that at the start of the ATM you can hack an account by using account "123456" with password "1234"

Barudak
May 7, 2007

Great googly moogly are dark areas dark in SiN. I've maxed brightness but go into a vent and its stumbling blind.

Barudak
May 7, 2007

Welp, once again PC gaming thwarts me. SiN is unbeatable for me as every-time an enemy shoots a grenade launcher the game hard crashes instead of allowing the grenade to explode.

Edit: The grenades are more destructive than I thought; when it crashes from that all my keybindings get reset to defaults.

Barudak fucked around with this message at 21:18 on Dec 30, 2018

Barudak
May 7, 2007

Kadorhal posted:

I haven't played as far into the game yet, when do enemies with grenade launchers start showing up?

Sintek Warehouse. I dunno how far into the game it is but if I had to guess 1/3rd to 1/2

Barudak
May 7, 2007

Kadorhal posted:

Well, I cheated myself to that level for a test, and my game handles enemies tossing explosives at me just fine. Unless it's an issue with your renderer (I switched back to the default 3dfx/nglide one after I learned bumping up the gamma lets me actually loving see) I've got no idea what's up.

Ill try fiddling with that before I give up. Ive had a long history of inexplicable game ending bug issues in my pc gaming so this isnt exactly new to me that Ive hit an impassable wall.

Edit: Rendering changed nothing, I'll never know what sound a grenade makes in Sin but I assume its that standard sound library one one thats like somebody hitting a quarter full trashcan every FPS game from its era used.

Barudak fucked around with this message at 06:22 on Dec 31, 2018

Barudak
May 7, 2007

Youre also irritatingly fragile in DNF so enemies dont come in large waves very often which is just sad.

Theres a part fairly early on where duke makes fun of being offered halo armor and I was like, dude, a stiff breeze kills you put it on.

Barudak
May 7, 2007

crondaily posted:

Could someone fill me in on how the mouselook works when playing games that didn't have it, like Doom?

For example, say I see an imp up on the second story chilling with his bros, but then he gets all aggressive due to my sweet armor threads and starts throwing balls of death at me. If I use my mouse and look up at him and start shooting, is it the same as when you'd use your keyboard to look in the general direction of the baddie and it would "aim" up for you?

Doom just automatically points your gun bullets to the elevation of the enemy. Its why you can very comfortably play Doom without a mouse at all, its basically a twins stick shooter from first person view the only aiming you need to be responsible for is aiming towards the enemy in general.

Later games introduced elevation that mattered and didn't have mouselook and the results are... bad. TekWar bad.

Barudak
May 7, 2007

Wait, what the heck does full body awareness mean? That you can see your limbs? Was there some mechanic I missed in Left4Dead?

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Barudak
May 7, 2007

Lemon-Lime posted:

You can see your legs/torso while looking down in-game.

Phew, not a missed mechanic, just a visual thing. I'm curious now what the first FPS to have that is. I know Breakdown for sure had it in 2004 since that was a selling point to the game and it had a whole kung-fu system where you sort of needed it but I think you could shoot your own legs to no penalty in the first Halo.

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