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OrbWeaver

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Posts posted by OrbWeaver

  1. You're forgetting that detecting the gas is the puzzle:

     

    Fair enough, but I'm not sure that facilitating a single puzzle is good justification for introducing all of the gameplay issues involved in a hold-breath key (some of which ZylonBane mentioned above).

     

    After all, the challenge in this case is not whether you can hold down a key or not, but whether you can search the chamber quickly enough before you run out of breath - which will be the case with or without a manual key.

  2. Although I'm tempted to say that adding a "hold breath" key sounds like overkill, I don't think automatically holding your breath makes sense for when the gas is invisible and odorless.

     

    If it both invisible and odourless, what use is the hold breath key anyway? You will never know that the gas is there in order to activate the key.

     

    I think it reasonable to only allow detectable poison gasses (such as NO2) in the gameworld (obviously individual mappers can do whatever they want). Silent killers like CO are not really appropriate for a Thief-like game (unless it is turned into a full-blown chemistry simulation, with gas detection kits and the like).

  3. I don't either. It's like a having a 'close eyes' key to avoid being blinded by flashbombs. You shouldn't have to press buttons for what should be involuntary actions.

     

    Exactly. The next step would be to have "inhale" and "exhale" keys that must be struck at suitable intervals, along with a "pulse" key that must be pressed 72 times a minute otherwise you die.

  4. That is because of the limitations of the Creative SBLive!/Audigy drivers on the EMU10K chipset - they will only play 32MB of sound data simultaneously, so if you have a large, high quality multi-layer soundfont loaded, you can quite easily hit the 32MB limit with a simple chord. I have a number of very large soundfonts wich are almost useless for serious music because of this design flaw (unless I use them in a softsynth like SFZ). I am not sure if the X-Fi suffers from the same problem.

     

    I wonder if this is a problem in Linux using open-source drivers. I have an Audigy 2 and I have never heard of this, although I haven't done much music so maybe it does manifest itself in Linux as well.

     

    Not that I would use the onboard synth anyway - using Linux it is trivial to load an opensource softsynth, splice it into the audio chain and achieve far better sound quality than the hardware version. This also happens with absolutly no discernable audio-lag, unlike the last time I tried using a softsynth in Windows which was unplayable with its half-a-second latency.

  5. I don't see the point of a hold breath key. Not only is it redundant (under what possible circumstances would you want to enter poison gas without holding your breath?), but it will require the player to hold down THREE keys - the hold breath key, the shift key to run and the forward motion key.

  6. I don't see that there is a big problem however - if you contrast the effects of diethyl ether (a general anasthetic) with nitrogen dioxide (a reddish-brown, foul-smelling acidic gas that more or less forces you to hold you breath, but is poisonous if you do inhale).

     

    One gas will be inhaled, and you will pass out, whereas the other you will notice as soon as you try to breathe and hold your breath until you get out (or collapse).

  7. If you drop the "static" gas into one category then how do you know when it is a trap or when the breat meter sould kick in?

     

    That is up to the mapper.

     

    1) He can place the static gas in such a way that getting out of it before your breath expires is very difficult.

    2) He could set up the trap so that it released the explosive arrow gas on activation, possibly multiple times if certain death was required.

  8. I read one theory that although reverse time travel might be possible, it would have to be such that you could only travel back in time by entering a different universe, and by doing so you would preclude the possibility of ever returning to your own universe.

     

    This removes the problem paradox involved in, for example, killing your own parents (or even stranger, impregnating your own mother and fathering yourself).

  9. I only see two categories: "static" gas that is implemented as a brush, and used for traps, hostile environments or water, and "transient" gas that results from an explosion or gas arrow.

     

    Only the static variety would need a breath meter. There are gasses that can induce unconsciousness with a single breath, and it is reasonably to assume that a person caught in a gas explosion may be too startled to work out that they need to start holding their breath (in fact they would probably take an involuntary breath out of surprise).

  10. I have the same problem, relatively simple maths I can understand and appreciate the beauty to some extent, but once it passes a certain level I just can't handle it anymore.

     

    I think you need a certain sort of "abstract" mind to understand really advanced mathematics, whereas I am more practically minded and can only understand what I can visualise.

  11. lol. Yeah it did get annoying to walk into a room and pop they spawned from hell - but at least they spawned with reason (they were sent from hell via teleport or whatever) unlike HL2's supposedly good ai which was just a bunch of spawning bastards.

     

    I don't remember any enemies obviously spawning in HL2 - they just seemed to exist in new areas you entered (maybe they were spawning behind the scenes, but I didn't spot any of it happening).

     

    Though HL2 was a more enjoyable game imo.

     

    True. Much as I may dislike Valve and Steam, there is no doubt that HL2 was a more enganging and atmospheric game, with fantastic art direction.

  12. I don't remember any creatures spawning behind you, only through the hell teleport type crap (the pentagram crap)

     

    That's exactly what I mean. In Quake 4, once you've cleared an area it's more or less safe (although if you have to retrace your steps you often find more enemies waiting for you), whereas in Doom 3 they are constantly spawning with that orange fire.

     

    I did enjoy the level design in Doom 3 though, especially all that wonky, dirty internal glass and the labyrinthine layout of the older underground facilities. The Hell level also kicked ass (not least because it was a welcome relief from endless metal corridors).

  13. I actually found the game very tedious indeed, while Quake 4 I enjoyed. I suspect this is because of the more varied, futuristic architecture in Q4 and and greater variety of cool weapons.

     

    Also, monsters that spawn behind you are so unbelievably lame.

  14. It's strange how the word for members of the family are the same in so many languages - it's as if the words are hard coded into the human mind.

     

    It's fairly obvious where "Mam", "Mum", "Mom" comes from if you consider the shape of the lips when making that sound.

     

    It would be interesting to see whether such words are the same in languages that have no common root with English, such as African dialects.

  15. There must be a way to use 3DS Max in a Doom 3 workflow. If there is, I can provide any support on how to use it. Even if I don't know the answer, the girls at work are sure to.

     

    You work with girls who do 3D modelling? Is your company recruiting?

  16. Radiosity (also known as interdiffuse reflection) is the phenomenon where light bounces off multiple surfaces to illuminate areas that are not in direct line-of-sight with a light source. This is why it is not pitch black under a table, for instance, as the light takes an indirect path via surrounding objects and surfaces.

     

    Simulated radiosity is extraordinarily performance-intensive to compute, therefore it is not yet used in games, although various tricks can be used such as ambient lighting in Doom 3, and presumably more complex techniques in Offset and other next-generation projects.

  17. Will the penis sizes have an effect on gameplay?

     

    For example, a generously-endowed Englishman (such as myself) should be able to wreak havoc on opposing forces by ripping of his cybersuit and lashing the aggressors around the head with his voluminous manhood. Obviously this option should not be available for the diminutive Scot.

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