The Ghost who walks, and sometimes drives,
and sometimes parties
with the desert creatures
I haven't properly looked into it, but the potential problem I can see is that you won't be able to open the wheel without switching gadgets.
What do you mean? The drone's movement is controlled by WASD. This is fully rebindable. (I removed the option to custom bind drone directions by merging them with character direction. This includes jump = up, crouch = down. I couldn't figure out an intuitive binding for thermal and night vision on the drone, so I left them on the arrow keys. If people want to use the arrow keys for movement or something like that, they can rebind them. Or they should be able to, at least.
In the more recent versions of the mod, I've reduced AI spawn zones/distances from 800 to 650 meters, which will hopefully prevent some excessive wandering.
Please be aware that the holstering is slightly buggy. Trying to use gadgets will cause John to re-holster his weapon afterwards. To prevent this, always unholster by holding R, instead of scrolling the mouse wheel or pressing 1/2/3.
Can't promise anything. I have taken a look at the menu stuff, but it's all rather complicated. Also, I don't think the game supports different AA types. It seems to be using SMAA. Film grain could possibly be overridden elsewhere, though.
That's really not easy to fix because there are hundreds of AI spawn zones and you've only got vague labels to work on. The AI will roam, for better or worse.
The problem is that the next patch is introducing multiplayer, and I've got no idea whether mods like this could be a problem whatever anti-cheat solution they go with. I really just have to wait and see. But I am planning on releasing an updated version of the mod if possible, yes.
You open the archive in WinRar, and then drag the Levels folder and Scripts.p6.pak file out of the Winrar window into the GameSDK folder. Make sure you do both of them. If you're unsure whether the levels files are correctly installed, navigate to GameSDK\Levels\dam_1 and make sure there's a file in there called level.p1.pak (This is the file that overrides the existing level file without overwriting it.) Bear in mind that if you want to uninstall the mod, you need to remove the level.p1.pak files from each mission/level folder. Scripts.p6.pak will likely be forcibly overwritten by the next patch coming next month, but the level files won't.
Winrar's rar archive format is one of the most commonly used archive formats around. The software itself is shareware that basically nobody except companies actually buys. You can alternatively use 7-zip, which is less user friendly but free.
Here. Install this. Rarlab.com
Do you not know how to open Winrar files?
Install by placing files into Sniper Ghost Warrior 3/GameSDK folder. Be aware that this mod takes advantage of the fact CryEngine loads files sequentially. When CI Games release the next patch, you'll need a new version of this mod. You'll also need to delete all level.p1.pak files.
(They're taking their sweet time with the patch, BTW. I've been procrastinating on adding tweaks for the Sabotage DLC because a new patch means I'll have to do it over again.)
In case any of that is confusing, you basically find SGW3's main folder, find the GameSDK folder, and place Scripts.p6.pak and the Levels folder inside.
What do you mean?
That's kind of out of my control. The game's day/night cycle seems to be some kind of cutscene played really slowly. It's not clear how it's put together. The nights are bright because of moonlight.
Through the script files, you mainly have access to variables, no the underlying code. That limits modding somewhat. As for gore, I believe the game was intentionally censored, and I haven't really spent much time looking into how that side of things works.
Been a long time. I never got around to releasing the patch that fixed a few bugs and refined some of the narrative elements. I am proud of what I made, though. Hugely ambitious, very personal project.
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.