Minecraft. Working on the second part of my Wolfenstein faux “adventure map”. I’m building E1M1 from Doom in the Nether on Normal Survival difficulty.
Watching out for those pesky ghasts.
Minecraft. Working on the second part of my Wolfenstein faux “adventure map”. I’m building E1M1 from Doom in the Nether on Normal Survival difficulty.
Watching out for those pesky ghasts.
Basically, soldiers and metropolice have a state in their lists called “Waiting To Rappel.” When set to yes, the unit starts in the air and waits for a “BeginRappel” input to spawn a rope and slide vertically down to the ground, where they cut away the rope and take a few steps forward. At least, this is how it used to work.
In my current editor, trying to use a BeginRappel output is “red text,” meaning that the editor for some reason won’t recognize that the input is valid and thus will not fire in-engine. So on level load when that output goes out, all of my units are still suspended in the air in rappel poses waiting for an input that will never come.
There is another way to get them to rappel, but you have to make the rope yourself and it’s used with a canned “Scripted Sequence,” meaning I’d have to have a wall of a very specific height to get the sequence to work. Plus it would take more time and is unlikely to be seen by the player as-is. I might just have them come out of a combine door nearby instead.
Duke3D. It’s amazing how the first 3 levels have so much extra stuff to them that while I could finish a quarter of DNF in that time, I’m not even a quarter of the way through the first episode because I’m exploring, something that you can’t do in DNF.
EVE Online. This game is so pretty.
And complicated.
You could say it’s…
puts on shades
Pretty complicated.
YEAAAAAAAAAAAAHHHHHHHHHHHHH!
I lol’ed
Don’t know what brought me to do it, but I played Lose/Lose
Killed only one alien and I’m shitting myself.
That’s just a terrible idea.
Without a doubt.
Curiosity can indeed kill a cat.
I’m afraid to restart my computer in fear that it deleted something crucial O_o
If you actually want to try it for real, I’m pretty sure that you can actually just run it on a virtual desktop or something.
Then it defeats the purpose of the game. (Not that I plan on playing it again)
Without that risk it’s just an old arcade game.
Well, no, because you’d get to watch the virtual computer break down as you played. Maybe even make it a copy of your normal computer and see what files are left after a while.
I thought people stopped playing that a long time ago, but I guess I thought wrong
Played MW:LL 0.7.0. It’s a lot easier to jump into now, and the new HUDs are excellent.
Fallout 3. Way too much of Fallout 3.
Completed the Wasteland Survival Guide, Gotta Shoot 'Em In the Head (retrieved the T-51b), Operation: Anchorage, saved Grayditch, did a mission for a Underground house mod, gave the Lincoln Monument to a group of slaves and decided it was better if Herbert the Tree God lived and expanded. And probably much more that I forgot about.
Holy shit, Duke Nukem Forever doesn’t use UE 2.5…it’s a heavily modified Unreal Engine 1!
I know it’s not unlike what valve did to create source, but still…had no idea it was based on the Unreal Tournament 99 version of UE1
My friend and I decided to try out the Arrowhead campaign. It was a bit disorienting.
That’s… actually kind of cool…
But isn’t the newer engine itself just a heavily modified version of the Unreal 1 engine?
It’s the same deal with Source vs ID tech 4, elements of the base are there in both, but the end result was pretty different.
I find it kind of ironic, DNF has more in common in regards to scripting with Unreal 1 then it does with UE3, and source’s functionality is more noticeably derivative of Quake 1 then ID’s later engines seem to be (that may not be true, but ID seems to attempt hide elements of the older engine they based it off of more so then Valve did with GoldSrc and Source)
Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.