|
Member
(04-23-2012, 08:43 AM)
|
#3902
Political Machine |
|
Member
(04-23-2012, 09:01 AM)
|
#3904
Tropico series for a fictional world and many came across impressed with Democracy I and II (especially with all the modding) for it's mostly realistic style and situations and responses. Now if you are talking about actual issues reflected in games, there is PeaceMaker |
|
Weeping Pickle
(04-23-2012, 09:15 AM)
|
#3905
Mass Effect series.
Is there any *way* of erasing "list of imported characters" from the mass effect importer? For example ME2 importers recognizes a bunch of characters I don't intend to play anymore when scanning for imports from ME1. Deleting the files from HDD does not help. |
|
Oh, bitch bitch bitch.
(04-23-2012, 10:00 AM)
|
#3907
Dota 2 isnt out yet, so it has no community thread. It has a beta thread.
|
|
Member
(04-23-2012, 10:18 AM)
|
#3908
I have a year and a half old 4GB Slim 360 with 320HD that when I shut it down sometimes it goes into to like overdrive pretty loud then shuts down after about 20 secs or so, it has done this like 7 times but I have shut it down maybe hundreds of times without it doing this. I was wondering if anyone else had this happen?
|
|
An blind dancing ho
(04-23-2012, 11:22 AM)
|
#3909
Here is an example of my problem
![]() This strange phenomena hit many of my wired mice and keyboards and my PS2/XBox/GCN controllers wires (Even some of my Headphones wires have these knots) some wires/keyboards just die after few weeks of this too,any solutions at all? or way to prevent this from happening? |
|
Member
(04-23-2012, 12:57 PM)
|
#3910
|
|
Member
(04-23-2012, 01:16 PM)
|
#3911
Untangle, straighten, massage until it stays straight when left loose again. (This actually works, just gotta massage enough.)
Quote:
If you can't fixate the cables, keep them near stretched state. They'll resist rotations more then. If you can't keep them near stretched, then roll parts up and bind the rolled-up part, so that the cable's near stretched state. The rolled-up part won't rotate in itself, obviously. Or get on wireless gear. But I'm not a fan myself. As for broken cables: Identify break location, open cable, solder, close cable. |
|
Member
(04-23-2012, 05:54 PM)
|
#3914
|
|
Junior Member
(04-26-2012, 10:09 AM)
|
#3916
Couple of tech questions, the simpler the explanation the better of course :)
-what exactly do v-sync, anti-aliasing, and sub-HD refer to? -what is netcoding? What determines whether it is "good" or "bad"? -why are dedicated servers considered infinitely superior to p2p connectivity? Thanks oodles! |
|
Member
(04-26-2012, 10:40 AM)
|
#3917
V-sync is a way to prevent tearing. Anti-aliasing smooths jaggies on objects edges. Sub-HD means a resolution that is inferior to 720p. As you can see, you would have found everything you needed on wikipedia.
Netcode is essentially the part of a game code that concerns online playing. Lag and stability are two main quality indications. Because usually they provide a better (and fairer) multiplayer experience.
Last edited by Syn23; 04-26-2012 at 11:13 AM.
|
|
Member
(04-26-2012, 10:56 AM)
|
#3919
Quote:
With V-Sync turned off the game makes no effort to synchronise the behaviour of the game to the monitor refresh rate; it can easily be happily working on the logic for the next frame at the point the monitor gets around to rendering the previous one. The advantage of this is that the playable framerate is not constrained by the monitor refresh rate, so it can exceed 60fps or go to any framerate below that level. There's two advantages of having V-Sync on: First, with V-Sync off you'll get tearing. That's when the monitor attempts to render a scene which the game is halfway through drawing, which means you'll get a clear image where the top half is of one frame and the bottom is of the previous frame; you'll see it quite often when turning. Also, there's one small possible benefit in that with V-Sync on you can code with the knowledge that the game logic will always have a fixed timestep, which opens up some potential for optimisations - albeit that's a fairly large step, and having code capable of dealing with variable timesteps is safer. Anti-aliasing: A framebuffer is a grid of pixels. If you try and draw a diagonal line on a grid, you're going to get a 'stepped' look to things ('jaggies'). One nice way to alleviate that is to fill in the steps with a slightly lighter pixel to create a smoother look when viewed from a distance. One significant way of achieving that is to internally draw to a much finer grid than the one you're actually going to display, and then take each on-screen pixel to be the average of all the framebuffer pixels at that point. Loosely speaking! There's quite a few nuances to the generation algorithms that aren't reflected in my simplification, there. Sub-HD: 720p and 1080i are generally accepted as the HD resolutions; that's 720 lines drawn in a progressive fashion or 1080 lines drawn in an interlaced fashion. Some games stretch to 1080p. However, there are many games that don't actually meet those resolutions. There's a few reasons for this. First, and simplest, is RAM. A larger framebuffer takes up more RAM, and if you're extremely tight on RAM, reducing the framebuffer size can alleviate that. One other one is that any piece of graphical hardware has pixel fill rate; how fast it can actually paint a given polygon onto the framebuffer. The larger the framebuffer, the more pixels the same polygon could overlap, and so the longer it takes to draw that polygon. If your scene requires painting too many pixels it's going to slow things down, and reducing the size of the framebuffer reduces the number of pixels to paint.
Quote:
One other nuance of netcoding - and the bit I hate - is the fact that packet loss needs to be handled. In general, you cannot guarantee that any packet you send will actually be recieved by the recipient, and you need to handle that safely. On a similar note, you can't guarantee that the packets that are recieved by the recipient are recieved in *the right order*. Good network code plans around those limitations and allows for those failings of networking, but it requires a lot of care and attention.
Quote:
In peer to peer, one player is regarded as a host and handles that role; however, for one thing they're having to run the game as well as handling the hosting duties, and for another, if the host disconnects the other players have an issue. Some games are capable of migrating the 'host' role to another player (is that a requirement these days for console titles? I don't believe it was when I was developing), but that's a fairly complicated operation. One other issue with peer to peer is often the host has certain inherent advantages; because there's little to no communication lag between their actions and their responses, they may seem to react quicker than anyone else in the game. I seem to recall hearing that Gears of War suffered from this? |
|
Junior Member
(04-26-2012, 07:42 PM)
|
#3922
|
|
Member
(04-26-2012, 08:02 PM)
|
#3923
360 player here with a Battlefield 3 question.
Whenever I download the game updates they're always HUGE, like several gigs. But when I downloaded the B2K expansion, the download file was extremely small--finished downloading instantly. My question is this: Was the DLC already on my console with the multiplayer update, and am I simply "unlocking" it? |
|
Member
(04-26-2012, 09:24 PM)
|
#3924
Hey guys, I pretty much missed the entire arcade classic days like Galaga, Pacman, centipede, etc.
I got a DS and saw that they released these old classics on the DS. I saw "Namco Museum DS" in my stores bargain bin and picked it up. I am loving it, especially Galaga. I was wondering, is there a list of these compilations? I would love to go back and play these games that I missed out on. DS only please. Thanks guys. |
|
Member
(04-26-2012, 09:26 PM)
|
#3925
|
|
Banned
(04-26-2012, 09:36 PM)
|
#3926
how do I do this SCP thing?
http://www.scp-wiki.net/scp-264 I've seen vids and pics and it looks interesting. |
|
Member
(04-26-2012, 10:59 PM)
|
#3927
Okay so my 360's ethernet port just died due to a thunderstorm. At this point it's obviously pointless to try and find one of the older models so I'm more or less forced into getting a slim.
I was wondering if I could use this and just throw the naked hard drive from my current 60 GB one into it? If so I can just go with the 4 GB slim instead of the more expensive ones. Thanks to anyone who can answer! |
|
Member
(04-27-2012, 01:16 PM)
|
#3930
|
|
Member
(04-27-2012, 01:33 PM)
|
#3931
|
|
Member
(04-27-2012, 02:21 PM)
|
#3933
http://en.wikipedia.org/wiki/Konami_...s:_Arcade_Hits |
|
Member
(04-27-2012, 02:46 PM)
|
#3934
Nothing else comes to mind? |
|
Junior Member
(04-27-2012, 08:03 PM)
|
#3936
Me and my buddy have been playing the mode Captain your Country in Fifa Euro 2008 and Fifa South Africa 2010. The best part to us is being able to play only one player each and "leveling him up". Although the progression was way better in Euro 2008 (because you could choose which stats you would level up), we still had a lot of fun with South Africa 2010.
I just bought Fifa 12 and there doesn't seem to be that kind of mode available for coop. I did some research and the Euro DLC pack doesn't seem to have it either. What would be my best option as far as coop soccer with progression and position lock? |
|
Member
(05-02-2012, 06:15 AM)
|
#3939
Alright, I know I must be an idiot for not understanding this, but it has seriously plagued me for years and I've finally decided to just ask.
In Final Fantasy games that are based around an Active Time Battle system (ATB), there is always an option in setting/config for "Wait" or "Active." My understanding is that when you chose "Wait" the ATB system pauses whenever one of your characters turn comes up and you are picking what to do. This way you don't feel like you have to rush through the menus. Picking "Active" means ATB keeps going even while you are picking your next action in the menus, so if you take a long time your opponents might get an extra attack or two in there. Great, that all sounds fine. Except picking "Wait" or "Active" seems to make no difference. I'm currently playing Final Fantasy IV, and in both versions I've checked (PS1 and PSP Complete Edition), they do the same thing. Even after choosing "Wait" in the settings, if I just sit there doing nothing in the menus I can watch opponents get multiple turns of attacking me while if they were waiting they maybe attack me once if there ATB bar filled up right around the same time mine did. What am I missing?
Last edited by coopolon; 05-02-2012 at 06:20 AM.
|
|
Junior Member
(05-02-2012, 06:39 AM)
|
#3940
How to clear Mass Effect 1 endgame saves: |
|
Junior Member
(05-02-2012, 08:08 AM)
|
#3941
For example, if you select Item/Magic, you have infinite time to select an item or spell. If you select Attack, you have infinite time to choose which enemy to attack. But if you don't select any option, time will pass in both "Active" and "Wait" settings. |
|
Member
(05-02-2012, 10:35 AM)
|
#3942
No idea, sorry, but I take the attitude that if they have to prick-tease people into clicking on the thread to find out what it's about then it's probably not worth reading and/or they are needy attention seekers.
|
|
Member
(05-02-2012, 10:44 AM)
|
#3943
Back when i bought a ps1, it came with a couple of JPN discs. i tried to play them but could not navigate the menus or figure out what the hell was going on.
One game especially had a tune which has been stuck in my head since those days. Can anybody help me identify it? The tune went something like "ta-da ta da da, howa howa, HOWA HOWA!" It was very Pokemon like with lots of epilepsy enducing flashy animation. Have i posted this request for help in the right thread ?
Last edited by XonoX; 05-02-2012 at 10:46 AM.
|
|
Please, don't feed the troll.
(05-02-2012, 11:14 AM)
|
#3944
Ok PC gaming enthusiasts, i have an odd ball question about a really old point and click pc game that came out in the early 90's and definitely was not a huge hit by any means but maybe someone can help me remember the name of it. So, my interaction with this game was limited to seeing it and playing it in a book store because i didn't have my own pc at the time.
Basically the set up was this, it was some kind of fucked up carnival point and click game. You would click on various attractions within the carnival and once you did the all too familiar video would play of some wierd ass character talking to you and then you would play some game ...i know i don't have much for you but i can tell you this game also came around the time when CD-DRIVES first came into the picture on PC gaming, hence you would click on an attraction within the game and a full motion video would pop up and then you would play a game after the character would say shit to you. Any idea on what im talking about? |
|
Member
(05-02-2012, 05:23 PM)
|
#3945
|