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Everything posted by samm
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Of course it could be lost money... on the other hand, there's quite a few ST veterans along for the ride (or even organizing it) There's one thing however: Are they allowed to freely use the brand "Star Trek"? This surprises me, considering this is a TV/cinema franchise, and we all know from what corner the single most aggressive copyright protection lobby is funded...
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German preview: http://www.gamersglobal.de/news/74986/gc13-south-park-der-stab-der-wahrheit-angeschaut They like it, and people in the comments as well However, they're a bit disappointed that they haven't seen or heard anything new since their first contact with the game. And they're not too thrilled about the current incarnation of the character menu.
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Planescape Torment: Can I Get the Bronze Sphere with a Save Editor?
samm replied to Tick's topic in Computer and Console
Morte's inventory is dropped on the spot where he is abducted, if i remember correctly, so have a look there. Regarding the main question however, I can't help you with the save editor, sorry. -
Well, the police acted completely correct, obviously - such clearly anti-social rascals are a threat to society by threatening our very foundations of bushes and grass, apparently, and anyway, you wouldn't want your English Garden trampled, on a regular basis, by dangerously aggressive three year olds, would you?
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Oh no... no no The Black Isle thread and some other BIS-reminiscing one had me worried for quite some time now, and now... ... tarna, whereever you are, I hope you are doing fine now.
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Well, there is class and race specific dialogue. Even from "townsfolk". Not much, but anyway. It adds a lot to the already great atmosphere As far as the party goes: Make sure there is a (part time) rogue, (part time) cleric or full druid, and a full (specialist) mage as well as at least one heavily armoured fighter-class. Oh, and make sure you use at least acceptable audio equipment, not laptop speakers, because the game sounds good, from narrator to music to characters to effects
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I also think they're pretty limited... Didn't mean to say they gain anything, but rather wanted to imply they don't make much effort to serve that part of their customer base because Steam seems to make life easier for them. Well, gotta go to sleep, have a patch to release tomorrow (not kidding) Wouldn't improve my opinion of the engine, and I hope P:E and Torment won't have the same problem... Still, I doubt it's the engine: If something in the main executable has changed, add that to the patch executable. If some other assets have changed, add those files to the patch executable. Expeditions: Conquistador doesn't consist of one huge executable and a single resource file or anything like that. Bandwidth seems to be cheaper than a few hours of coding and testing, at least in the short run *shrug*
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... the way they handle their DRM-free version annoys me deeply... trying to sell people to the oh-so-hasslefree DRM that is Steam. To avoid swearing: in the olden days, developers were actually able to package bugfixes into small executables, and in most cases these even worked with any previous version of the game. This ability to serve their customers has been lost apparently.
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Hm, how can it be an AMD issue if you have the same problems on an system running on Intel + nVidia? [edit] Regarding your mainboard's southbridge: The Intel P55 chipset basically is the southbridge. [edit2] Now that is interesting: http://www.reddit.com/r/KerbalSpaceProgram/comments/1j842u/technical_sound_stuttering_visualized/ Order by date for more thread-like coherence if you're an old-schoold-board-user like me and / or a reddit-noob. My conclusion: Unity default sound handling is plain unusable, if no special attention is set to these issues, and / or if C# is used in a nonchalant way without treating it more low-level than it somwhat suggests it can be treated (i.e. handle garbage collection carefully, and do not needlessly create and throw away new objects every frame). Some possible solutions (for devs, not us gamers) from that reddit-thingie: Some guy has done a frame time analysis based on data from said thread and the following turned out: visualized by frametime/time: http://i.imgur.com/wP2G7D7.png other frame data from the same Unitiy game visualized by fps/#of frames: http://i.imgur.com/NJltrnJ.png The very slow frames correlate with the sound issues.
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Current system, sound problems with Expeditions: Conquistador : OS: Win 7 SP1 64bit Sound card: X-Fi Titanium Pro Graphics card: AMD Radeon HD 7970 Mainboard: Asus Crosshair V Formula Z Southbridge: AMD SB950 SATA-Chipset: Southbridge, Driver: amd_sata My older system used to run Endless Space with the same sound problems as well: OS: Win 7 SP1 64bit Sound card: X-Fi Titanium Pro Graphics card: ATi Radeon HD 4770 Mainboard: Gigabyte GA-MA790FXT-UD5P Southbridge: AMD SB750 SATA-Chipset: Southbridge, Driver: amd_sata Haven't tried Shadowrun Returns yet, its DRM-free version still waits to be installed until some of the most serious bugs are fixed.
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XAML alone does not make anything scale better per se, it's just XML to describe a GUI, but there may be more options now with WPF than there were with Windows Forms. However, PE will most certainly not be based on any parts of the .net framework that are highly dependent on the OS, if any at all (via Mono). Windows 8 uses Windows Runtime XAML Framework, which is successor to WPF. It uses XAML to define vector graphic elements that it uses as GUI objects. XAML Framework is native code framework, where WPF is based on CLR (common language runtime), so it don't need .net or mono framework to run under it. http://en.wikipedia.org/wiki/Windows_Runtime_XAML_Framework Irrelevant. Why would Obsidian use the MetroWindows 8-UI-Framework for their game, restricting access to the game to, let's say, 5% of the user base? You said in your first post "moved to use XAML in all their new UI componets, those scale perfectly well to all resolutions and high ppis" - all I wanted to say was: 1. scaling capability is not an inherent benefit of using XAML to describe a UI. [edit]I don't mean to imply that you directly said this - I merely want to point that out. 2. Obsidian will very likely not use XAML to create P:E's UI because the available technologies to interpret this are too dependent on the OS.
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Thank you for creating a topic on this! I'm experiencing the same issue in Unity Engine games Expeditions: Conquistador and Endless Space, both with my X-Fi Titanium and Realtek onboard sound. It's very much interrupting the seamless feel of a game when sound crackles everytime an asset is loaded... [edit] I should also mention it's also happening on an SSD-only machine, so it's not only the comparatively slow I/O from an HDD. I could mitigate the issue in Expeditions: Conquistador by playing in windowed mode via ALT+ENTER, but the game switches back to full screen after each load screen. What a great engine and threading model, apparently very state of the art *cough*... :/ I very seriously hope Obsidian is aware of this and P:E does not fall victim of this annoying and disappointing bug.
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XAML alone does not make anything scale better per se, it's just XML to describe a GUI, but there may be more options now with WPF than there were with Windows Forms. However, PE will most certainly not be based on any parts of the .net framework that are highly dependent on the OS, if any at all (via Mono).
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"Your soul will be free tonight" *dream* :D Damn youtube for the sound quality... http://youtu.be/DD3cnIKqHbc
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Hm, while the issue described above is certainly important to be aware of, I'm not sure this is the same one I'm talking about. Mine seems to be related to background (for example I/O) activity somehow. And at least for Expeditions - Conquistador I found a workaround for the reproducible audio stuttering when clicking on buttons in the main menu and/or loading games: When switching to windowed mode (ALT + Enter) in the main menu, the game's music is playing continuously even if pressing buttons or loading a game. However, it switches back to full screen after a game is loaded. I hope that P:E won't have the same symptoms...
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Well, it's just a pretty small step below the current high end components, so what's not to like?
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Amazing Kickstarter project which have been released so far.
samm replied to Mamoulian War's topic in Computer and Console
I just remembered one of my first kickstarted games: it's called Loc, funded in Feb 2012, and it's a 3D puzzle game. It was a first for the guys working on it, and turned out pretty good (even though it's clearly not perfect, but hey...) Check it out here http://birnamwoodgames.com/loc.php -
I'm very happy to see how this topic is addressed :D As for approaching the intended pronounciation with an "anglification" of the written representation: Don't do that please. The only situation I can imagine where the look of the words presented in the initial posting could be a problem, is if there are spoken passages without subtitles or clues in text before/after that situation/in the journal to link complicated words to their written representation. Oh, and as in the Italian example, it certainly is a good idea to have a native speaker / reader of the base languages have a look at the outcome to avoid silly sounding words or such with unintended meaning Rostere: Hm, Stockholm, computer linguistics... Would you happen to know a professor Volk?
