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Everything posted by Tyrant
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Easier than a link pointing to the mods uploaded to this very forum?
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Ever notice how those mechanical clocks show a different time on every platform? I once had an old IMB XT I think, which had the most wonderful monitor ever and I still kick myself for getting rid of it. The phosphor would keep glowing strong for about 1 second after a pulse before even begining to fade. Wonderful green on black display, wish I still had it, it would make a gorgeous bit of eye candy, tho somewhat less than useful since you have to wait a few seconds when the screen changes for the old image to fade out.
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Just over a day left on the auction, only 2 bids so far, go snap it up quickly, there wont be too many more, especially if interest really is this low.
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Or you can just look here.
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Does battlesphere support the analog controlers with their own a/d converters? just a 4 way one or the 6D one (which I think is the same as the head tracker for the VR). If some devs would write games that can use them, Im sure a group of people would be able to make some special controlers. At the moment the only games that support anything special are Missile Command VR (and there are only 2 helmets), and Tempest (for which I have a controler up on eBay right now it should be noted)
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Enjoy The scene with the bugblatter beast makes me laugh. hitch.zip
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Time is ticking... only 3 days left (its a short auction). Just bumping this post incase ppl didnt see it.
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They're easy for you to do because your intimately familiar with the internals of the jag and its various languages, people who havnt done much jag programing would find it a real chalange Im sure (I know I would). For example, yesterday I was reading about A* pathfinding and decided to write a small sample program to let me play arround with it on hexagonal tile based maps, so I can better understand how it works. Im a pretty expierenced VB coder but since Im trying to learn c++, I picked that to do it in. However, before I could even get to the important parts of the program, I got hung up on simple things like the way to store the map, how to create a variable sized array, something so simple in vb, but because I dont have much expierence of using c++ I got stuck on it, the first hurdle, and then gave up after a while. Unfortunatly all things are down to expierence, and it seems almost nobody has much expierence with writing Jag games, hence all the little games that could, nay should, be writen for blj or jugs type uploading, arnt.
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Just put up another rotary controler, its only a 5 day auction this time to keep an eye on it if your interested. There will be a few more soon but I havnt quite finished them yet (christmas came and interupted everything). The auction page is here for eBay.co.uk and eBay.com. I just did a search for some old posts about them (a good idea to check if there are questions you have that have been answered already), and noticed this thread which made me laugh.
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Lol, no need to apolagise, chalanges are fun, and besides, if you could finish every mission there would be no chance you could loose, right? Im guessing any source code, data files, editors and docs you might have are still protected by NDA's right? A real shame companies dont let people play arround when the game is no longer marketable.
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Thats great, thanks, if I can re-arrange my room to get my 486 set up, I'll give the vibro blades a try (do they have a special weakness to them?). Oh, and I dont suppose there's a version of TFTD that isnt tied into the cpu speed? I hate being restricted to a single antique pc to play it on. I never played any of the more recent games either, just TFTD and the original (never managed to complete either). In fact, Im ashamed to admit I never survived an attack on an alien's colony, and only managed to finish a very few ship attacks, there just arnt enough men to manage 2 levels worth of aliens (especially when a single lobsterman can kill 4 guys and absorb at least 6 of the alien grenade blasts on his head before being stunned).
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Its a real testiment to how slow this board moves that this thread is being replied to again hehe. Thanks for the answers, however, my ST has once again returned to the cupboard to gather dust for a few more years hehe.
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I *ADORED* XCom... well Terror From the Deep, dispite how hard lobstermen are, never played the original much, but do please tell us what you did on XCom.
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Woo... nice idea Thunderbird. I suspect the file format is different, but I doubt its all *that* different, since most of the basic structures will be the same. Some editors I think will have source code available, and so once you work out any differences in data formats, it shouldnt be too hard to modity the editors. Should you need any help, feel free to pm or email me, I'd love to help either just pointing you in the right direction to find tools, or maybe even in some level design . I remember loads about doom's internals, and even tho I never quite grasped the specifics of bsp tree's (never something I needed to know) and Im not too familiar with the binary file formats, I do remember all of the other elements and most of the quirks, tricks of the engine and bugs.
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Yeah Q2 has some great mods, my favorite being Action Quake, but there's no chalange in making mods... I meen obviously there is, lots of it, but ID wrote it so it could be patched. Doom was built as a single game, and while the engine could be reused, lots of the data was hard coded into the exe, not to mention that the tools underwent a complex process of refinement as people first learnt the "things" structures, allowing you to change monster spawns, placement of hanging corpses, barels and such forth, then the process was refined as people learnt how to use the BSP tree's and built full level editors. Since doom was in many ways the first "3D" game (yes yes I know it a) isnt 3D and b) isnt the first, but still), I just feel Doom editing is different somehow, especially now since most games are built with many of their internals exposed to encourage players to write their own mods. This thread has gone totally off topic hehe, but Doom imvho is special, for a great many reasons.
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Indeed, with the miracle of DeHacked (an editor which modified the data hardcoded in the game exe) you set the rocket's graphics frame number's equal to the imp's... and you get imps that fire out of a rocket launcher, look hilariously funny until the hit something, then blow up. Simple to do but great fun to watch. Doom had soo many good tools built simply to take it apart and put it back together again, more I think than any other game before or since. All priety redundant now the source is available, but back when it was still being played, you could have endless hours of fun taking it apart (that is if your a sad techie like me )
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you meen you've never played doom2? wow you poor deprived thing. I guess that meens you never played with any of the editors either? never made the infamous imp launcher? never made a level so full of barrels that one shot kills you instantly? never created something unique and different like the short ranged flamethrower I made. I was soo proud of that, since all other weapons in the game either hit instantly like bullets, or are missiles that travel forever. I managed to create something different hehe.
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Yep, which ment its one of the first examples people see of the new technology, it should have shown off more and made ppl think "wow this is great, lets go get more cd games and tell my friends"
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Check out a Sony, chances are it'll support both even if its made in america, while most of Sony's products are just very flashy bits of plastic and metal arround other peoples tech, they make their own tv's and they do make them very well.
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One of the most boring CD inserts ever eh? As for the game music, I found these mod files on a website ages ago (sorry I dont remember where), I think they were ripped straight out of the cart, they play great, but to get the looping effects you should use a dedicated mod player, winamp dosnt like looping files and cuts them off after one loop. It should also be noted that the system of making attachments is horrible, I had to first zip them because application/octet-stream (mod files) were rejected, then I had to make two seperate zips because it wouldnt take one above 512Kb, very very annoying, your lucky Im such a nice guy or I would have given up. tempest_mods_pt_1.zip tempest_mods_pt_2.zip
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The large tv I have upstairs is quite old and a very cheap brand to begin with and cant cope with ntsc. While I havnt looked at new tv's recently I assume most can handle it, but I know sony allways have supported it in all tv's and never make it into a feature, just part of the normal operation for a tv. Other companies did make a big deal of it, not sure if they do now or not tho.
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Thanks, I'll give it a go later, tho its kinda hard to get everything connected to the ntsc compatible tv at the moment.
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I have both dragons lair and space ace, never managed to get far in either, dragons lair allways crashes as the animation crosses the drawbridge, before any interaction options happen and before the first "scene" really begins. Space ace can get a little further, but often crashes too, and I think quite often skips animations. Since the only NTSC Jag I have is a stubulator equiped one, is it possible to load normal domestic cd games from it? I know you can play encripted carts by holding B, and I seem to remember being able to get it to boot the cd dev unit by holding c, but does that also work for the domestic cd unit? Not that I really want to play them, but be nice to at least see how bad they are before I consign them to history.
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Anyone know where, in the UK, I can get an edge connector the right length? sounds dumb but neither of the catalogs I have stock them in non-standard sizes).
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Thanks. The knob is metal, but due to its small size, and the resistance of a mechanical encoder, it dosnt freewheel no, infact due to the type of encoder I used, there is a little click on each step which is great for menu's, but dosnt get in the way of the gameplay. My prefered grip on the knob is to take the thumb and first two fingers and position them arround the sides of the knob, which gives great control, and allows me to move backwards and forwards quickly to cover an area with fire. If then I need to move quickly ones grip can shift quickly to turning the knob by running it along the side of your hand, which gives great speed but less control. Well, lesson on how to use them is over, I should get the new saw blades I need tomorow and then I'll start assembling them.
