| Author |
Message |
|
|
I liked how the cell phone texted the other one and made it vibrate into the next object. genius!
It was strange though how you never saw any of the cameramen.
|
 |
|
|
|
a little shortcut: in-game press ~ and type in setres 1580x950. It won't be permanent though.
|
 |
|
|
Just finished Twilight Princess, 30 hours without going out of my way for hearts/poes, etc. I did forget about that desert boss, THAT was definately cool. And I didn't mind the sky temple really, I guess I got lucky. That boss was insane too. This game has some great bosses.
But I think the last battle was ridiculous, once I beat the 2nd part I was like "What? that's it?" and then the greatness began (I'm trying not to give out any spoilers I love the swordfighting and all the manuevers once you learn all 7 of them; I'm happy the last battle was just a swordfight...
|
 |
|
|
Alright, I'm 25 hours into it now, about to go to the Sky Temple thinger. What was your favorite part? Entering the Temple of Time was pretty sweet
and yes, I wish I had the huge red hand in midna's head so I can smack her with it :p
|
 |
|
|
I'm 14 hours into TP as of now, and I can say that it ranks up with OoT... At first the story seemed a little wacky, but it's normalized a bit and now it's more understandable. My favorite sequence thus far is after the lakebed temple with the piano in the background, it was awesome.
A thing I don't like about the dungeons is the amount of running and backtracking you have to do. What makes it even worse is the 4-5 second pause between each door. It got on my nerves after a while The lakebed temple took me so long. Like mentioned earlier, I'd rather have harder dungeons with less running and more puzzles...
I also don't like the "Midna jumping" parts, little gimmicky (and frustrating) to me. But I still love the game
|
 |
|
|
|
 |
|
|
The OS will have no idea whether the mp3 was traded through limewire or such, it's just an .mp3 file. I wouldn't be surprised if it hid some kind of Vista DRM on it so that the file would only work under that OS, I think that's what the Zune does when you sent files to another Zune (even if it's a song you got for free, a Zune DRM is put on it)
|
 |
|
|
good read, debunked some of my thoughts
|
 |
|
|
I believe the DRM was required to be in there in order for the blu-ray and HD-DVD capabilities to be available. After listening to a few tech podcasts, I've heard that the DRM doesn't really cripple anything. There's definately a difference between having required DRM stuff in Vista and all the DRM/RIAA trash they've got in the Zune.
I guess it depends on what you'll be doing with Vista. I've got a bunch of .mp3 files, no DRM, so I don't think I'd see anything stopping me from using my music. Plus, DX10, I mean, come on
|
 |
|
|
|
I think the drivers supplied by nVidia/ATI aren't the most efficient yet, so this really isn't a good thing to test as of now. I'm building a new PC in a few months, and I'm still debating whether to buy Vista or XP. UT2007/3 will support DX10, so if I get a geforce 8800 (which is probable and will lower in price) I'll most likely get Vista. And hopefully by then the drivers will be worth the purchase.
|
 |
|
|
|
 |
|
|
http://pc.ign.com/articles/758/758408p1.html
It's now Unreal 3. Sucks to those who already grabbed UT2k7-oriented domain names... :-p
New video too, I guess those are the monsters we'll be fighting in a few months or so!
|
 |
|
|
|
Try redownloading (or downloading from the net instead of the server), might just be corrupted. Does it give you the error window when it crashes?
|
 |
|
|
to elaborate, the resolution of the image has to be a power of two. with the smallest being 16x16. so it can be 32x32,64x64, 128x256, some combinations work and some don't in my experience.
and it's much better to use the Direct Draw Surface DDS filetype, lower file size and it supports layers. If you do use BMP however, you can right click it in the texture editor and go to Compress > DXT1,3,5. (DXT1 is the most compressed, doesn't change the appearance though. DXT3,5 are for complex transparent textures)
and it's myLevel that you save it to. Saving it to anything else will create that package in your directory, so that file would need to be sent with your map when giving it to other players (much of a hassle). Just use myLevel instead, which saves it inside the .ut2 file.
and for the botpathing...
basically just keep the pathnodes evenly spaced. A great feature is the "Show Paths" option that (after rebuilding paths) connects each pathnode with a line. Right click the dark gray area in the viewport, the place that has all the buttons for the different views. Go to View/Show Paths.
Once you're done, open the map up in ut2k4 and play the game. test it a lot. If you press "~", the console comes up. typing "soakbots" turns on debug mode, which stops the game when a bot encounters a problem, such as getting lost off the path. A great debug tool. "showdebug" toggles on/off all that pathing stuff. A trick I've learned that when building paths, it can take a long time. I've heard that if you right click a pathnodes, go to Select/All PathNode, then after you've selected them all, right click and go to Order/First, this might speed up pathing time. I've done it, haven't really noticed a difference since I walk away when I rebuild but it might be of some use..
good luck and don't be afraid to throw your map up here and let us test it if you have any more questions let me know
|
 |
|
|
watch out for that cop to the left! they're already onto you
|
 |
|
|