The Ghost who walks, and sometimes drives,
and sometimes parties
with the desert creatures
I noticed the existence of multiple endings the moment I glanced in the asset folders. But I'm yet to find them in the game. My gut feeling is that they're related to the lamps, and multiple doorways.
If you make a patched version at any point, it's possible to execute commands when shutting down the mod. You could set the mouse smoothing to normal when exiting the mod. Just a suggestion.
Been playing the demo. I'm not very good at these sorts of games, but it's a pretty neat total conversion.
I love the wet footstep sounds.
This is being released in 2 days? If so, I'm eagerly anticipating it.
If you have a phat PSP, you need to copy the EBOOT from the folder into the main directory.
After deleting the playdemo line, I could get it running.
However, it crashed with the memory error a few maps in.
I can't get Quartal FIRST SLICE to run.
Using a Phat PSP, I used the Phat EBOOT, and got this error:
The following error occurred.
Cache_TryAlloc: 3366368 is greater than free hunk
Press CROSS to quit.
This looks very interesting. Trying out on my phat right now.
Here's an emulator bundle I put together:
You'll have to find roms without my help, since they're a bit legally black, even if Rareware basically don't care anymore, and have said as much to people asking about emulating Conker's Bad Fur Day.
Send me a PM, or hit me up on twitter, (twitter's probably preferable, but your choice) if you want help configuring the emulator. I'm always happy to help.
I guess the point I was trying to make is that games like FC3 and Spec Ops attach a wanky story which is openly meant to criticise war games onto gameplay mechanics which are idenitical to the war games it criticizes. Perfect Dark's game mechanics are bizzare because of its non-Quake heritage. It's predecessor Goldeneye was based on Virtual Cop, a light gun game, with the collision system from Mario 64.
And the AI and game mechanics in PD are one and the same. The fact enemies surrender changes the basic game mechanics. Sure, a lot of people played the game as a straight FPS and shot everyone, and bizarrely the failed to notice that cornered enemies drop their weapons and surrender, that AI can't see properly in the dark, etc.
A lot of games have non-lethal combat, but it's no different to hitting them with a magic weapon which does 'sleep' damage instead of 'kill' damage.
Anyway, thanks for taking the time to comment.
In most videogames, you’re still just playing golf. The story exists only to justify cool new gameplay features. Yes, we respond to greater and greater realism; yes, there’s an element of escapism and power fantasy and all that crap that we hear about from psychologists – but lousy games have those just as much as good ones. What makes a difference is the degree of challenge and freshness in each new game. Everything else is window dressing. You’ve got to have it, but nobody should ever get confused and think that the window dressing IS the game.
The “story” elements of game are the window dressing. No wonder you skip them.--
And Grand Theft Auto? Well, GTA is a complex beast, and it to an extent is a satirical. But outside of scripted cutscenes, people never surrender. I think surrendering is such an integral part of war, that games omitting it are presenting the hollow view of war geared towards an action film.
Perfect Dark is very, very good. It's still good. Some people find its aged poorly in terms of textures and the original N64 framerate, but the game mechanics haven't been matched. The closest thing to Perfect Dark would be Deus Ex, released the same year.
And as for nostalgia? Not at all. I play Perfect Dark almost every week on a PC emulator. It's still my #1 FPS game, over all 3 Deus Ex games, Half Life, etc. It's simply an astonishing game. The fact it treats combat as something vaguely unpleasant, thus setting it apart from most other FPS games, is simply icing on the cake. The paradox is that combat in PD is awesome. The weapons are great, handle well, and the destroyable light sources mean setting off explosive weapons has visible effect on the environment.
Okay, so let me address these sequentially.
My problem is with the way the games handle combat. The issue of morality is more to do with the paradox of games which claim to offer deep moral choices which matter, then force you into killing. People got rightfully grumpy when Deus Ex: Human Revolution forced you to kill bosses, when the rest of the game made killing fully optional. In real war, you don't win by brutally killing all the bad guys. You win by demoralizing them and making them surrender.
In Half Life 2, the cops are humans who just follow orders. Barney shows this. He's "behind on his beating quota." Half Life is Quake with a more complicated story, and it doesn't pretend to have great meaning on commentary on the human condition. However, it is held up as a grand achievement of PC FPS design. Yet you spend the entire game shooting people with no context or justification. You HAVE to shoot them because the game mechanics are Quake's. With a gravity gun.
Far Cry 3's problem is the fact the game deliberately sets out to covey themes of loss of humanity, etc. The fact that a pirate with a pistol doesn't surrender in the face of a crazy yuppie with a grenade launcher drives home that FC3 is a blunt shooter, no different to Far Cry 2, or even, yes, Quake, only with story bolted on.
I was partly inspired by Orson Scott Card's take on videogame writing:
-- It’s like golf. Sure, you could put on a World War II uniform and pretend that each ball was a bomb that needed to be dropped down into the underground bunker of some Nazi generals, and call it “Golf: The Dirty Dozen,” but the GAME is about you and your contest with the obstacles placed in your way by the course designer. You can compare your score with other players, but the things they do are completely irrelevant to your game. It’s just you against the golf course designer (and, of course, the groundskeepers).
Good show, guys.
I expect he will. However, rolling changes from the Unofficial Patch into CC Mod requires time and effort. Especially since Burgermeister tends not to use every random little tweak in the UP.
Burgermeister has been offline since November. Here's hoping he comes back soon and addresses all your concerns.
Since people are having trouble with this, I'm wondering whether they have hacked PSPs, or whether this file was code signed.
The voting appears to be open, despite the fact it's only November 30th. Is this intentional?
I *might* agree that the game is overrated. However, the design is competent considering the limited resources of the original mod.
If you use low texture detail, it should run on 256MB. I'm not sure how much memory medium detail uses exactly. Low detail will look pretty ugly, but it should be passable.
If you run at higher texture detail, and exceed the video card's memory, your computer will likely use shared ram to compensate. However, this will probably make the game chuggy. Just try Medium texture detail, then if you experience crashes or lag, drop to Low. Given your videocard is a 256MB model, I am concerned about its capabilities. TMoD uses a LOT of volumetric shadowing and dynamic lighting. You may have to disable shadows, which will cause lights to bleed through walls, etc.
It's an Ico clone where you play a girl abandoned by her parents. You basically travel across an island, meeting a boy along the way, and climb to safety before a flood comes. It has no dialogue, but interesting enough cutscenes and visuals. Continuum is a tweaked version by another modder. It does fix a lot of the annoying bugs in the original, but it adds a silly fourth act which detracts from the rest of the mod.
Thanks for the feedback. I haven't gotten all that much. ;)
(1) The mod does have a few puzzles, in the form of the pyramid puzzle and the playem discovering how to unlock the Vasya Building, Vermont Solutions, and the Art Gallery. However, you are correct that exploration forms the backbone of the mod.
(2) I struggled with story for a long time. Early versions of the mod had a rigid plot which involved working at the radio station during the day and exploring Ammonia Avenue at night. This was dropped due to technical issues and the fact that without voice actors, telling a story with subtitled dialogue was tedious and clunky. I am planning to release an updated version of the mod in the near future, and I will look at ways of telling a more coherent story. The current story is an abstracted, incomplete sketch told via computer terminals, imagery, and other more ambigious forms. I wanted to create something players could ponder, discuss, and attempt to draw their own meaning from.
(3) Yes. Horror elements. I am thinking about adding these in a future update. One idea which appeals to me is shipping between Mars and Euphoria, which is mentioned several times in the mod. I'd like to perhaps have a 'game within a game' set aboard a ship carrying dangerous cargo between Mars and Euphoria. (A space colony of some kind.)
I acknowledge the mod lacks certain things. Some were personal artistic decisions, such as no combat. Others were a product of my lack of resources, such as the lack of NPCs. (With the exception of Rispiki.)
This is a great feature. Sorry to hear about the file hosting situation. Keep up the good work, guys.
Not really. It's probably even safe enough to let a kid play. Besides some bloodstains, there isn't anything really disturbing or violent.
And incidentally, ALT F4 doesn't work with Far Cry.
I'm an-ex New Zealander Australian. My politics are fairly right wing. However, I do break the mold somewhat.
In general, I agree with the American GOP on social issues, half-agree with them on economic issues. I appreciate the necessity of supporting the disadvantaged, but am unwilling for the USA to choke themselves to death with debt.
We have things like universal healthcare here in Australia. But we're not swimming in debt like the US. We can actually afford such programmes. Our political system is rapidly sliding from center-left to center-right as voters get sick of the far left Greens party meddling in the decisions of the Labour Party. In Australia, the Liberal National Party is our sort-right wing party, and I generally support them.
Why am I conservative? Because progressives have no regard for reality, in my experience. They will pursue a fantasy even if it destroys the very fabric of society. They're also quite comfortable with decieving the public 'for their own good'.
People like me reject the idea of 'forward' and 'back'. We're not interested in going back to the 50's. The fifties sucked. We see politics in three dimensions. Progressives see politics as a single dimension. 'Progress' and 'the wrong side of history'.
I think the problem the GOP faces is that they have no choice but to rip apart hundreds of things progressives have put in place. This conflicts with their 'small government' ethos. At best, they can only promise, "Once we've dealt with X, Y, and Z, we will transition to small government."
I thought all the fanbois wanted Episode 7 to have Mark Hamill as 'old Luke'.
Yes. You need Far Cry, patched to at least 1.3, although 1.4 is preferable.
If you wanna take stuff from my mod, feel free. I assume you're talking about the menu system? I personally think the menu system could be heavily improved. For one, I wanted to have translucent menus with the game rendering in the background, but I couldn't get the code working right. Also, there is a bug I couldn't fix where the buttons sometimes don't respond to being clicked anywhere but the left side of button. Also, the current menu initialization system requires the campaign.lua file be gutted completely. I think it would be better to manually open the PC windows in the way Far Cry's checkpoint saving brings up a small menu widget in the middle of the screen, instead of piggybacking on the IngameMenu function.
This looks promising. And Tnlgg is a proficent designer. So yea, watching.
Thanks for the feedback. You make an interesting point. During early stages of development, the mod had a heavy horror theme. You would see a boy at various points who would disappear before you could reach him. There were also quite scary scenes during the 'Error 37' sequences triggered by leaving map boundaries. However, I came to the conclusion that as a designer, I'm not very good at horror. Most of the horror was cut, but some traces of it can be seen in places like the server room and the secret room at the Vasya Building.
One other reason the horror content was cut was because I wanted the mod to be suitable for younger players. I felt that subliminal horror was better suited. I also wanted to experiment with the idea that the Vasya Building is either a horrifying or really cool place, depending on your opinion of their ethics.
I'm the sort of designer who tends to do nothing rather than do it poorly. Early versions of the mod had these floating white masks which would chase you. You had to get a pistol to defend yourself. But I cut this because it felt too much like a shooting game, too much like Far Cry.
There is another Far Cry mod someone is working on named Madness. I recommend you keep an eye on it. Moddb.com