I needed a new monitor right away so I didn't have time to wait for the A01. I pulled the trigger on 7/10 and the monitor was delivered on 7/14 from the NV warehouse. The back on the monitor reads "July 2008" but its still revision A00.
I just installed Vista on one of my new machines and I also copied over a color profile I generated in XP for the same display I'm using. I figured this profile should be fine since it was done over DVI to an LCD.
After setting the profile as the default for the display in Vista's new color...
I've noticed that a few players like media player classic will use some sort of hardware buffer for the video which doesn't get color corrected if you have a custom color profile set for your display in windows. What can I use/do to get proper color corrected video output from mpeg-4, DVD...
I'm thinking about "reconditioning" my 8800GT heatsink with fresh AS5 on the GPU and Ceramique on the memory but I'm worried that after removing the original thick paste, there will be too much space between the heatsink and the memory for a thin paste like ceramique. Has anyone tried this already?
Finally got the playtest highlights encoded decently:
Playtest Highlights - H.264 Med Quality 80MB 12min <- You need Quicktime 7 (This one looks better)
Playtest Highlights - WMV9 Med Quality 80MB 12min <- You may have to copy and paste the URL into Windows Media Player to watch it streaming
The jeeps (FAVs) have a upper turret that can shoot 360 degrees around, you can't do that with the buggy but I beleive both have the same top speed.
Yes you can swim but it takes a really long time. I haven't timed it but it might be 10-15 minutes. I figure that was a pretty strong...
You can't see from the map but there are explosive barrels randomly placed along both bridges. One problem is that they don't respawn when blown up. I guess that might be a good thing since you don't want a barrel to spawn right in front of you without warning.
I don't want the teams to access the other bridge because it turns the game into a deathmatch. Also, there are no structures that allow 2 bridges to be joined.
There are no bridge peices that "twist", also the water helps because anything that goes into it is pretty much dead. I guess I could put a city undernieth but it was way simpler not to. I'll make this map pretty once I get the basics down.
I really did want overpasses and the like but there's limited resources in the BF2 library. Also, I don't want players from one team going over to the over teams bridge because then the map turns into a death match.
Its a bit more complex than the picture implies but its still simple compared the retail BF2 maps. Its my first BF2 map and I didn't want to commit a huge amount of time into a game mechanic that may not work out in the long run. You are right that its boring but only with less than 10 people...
Playtest Highlights - H.264 Med Quality 80MB 12min <- You need Quicktime 7
Playtest Highlights - WMV9 Med Quality 80MB 12min <- You may have to copy and paste the URL into Windows Media Player to watch it streaming
So I made this BF2 map for a game design class and now I want to publicly...
So the newer Shuttles have the ICE system which basically makes an isolated airflow channel for cooling the CPU. I've noticed the shroud sometimes conflicts with bigger video cards and their respective heatsink setups. Can anyone tell me how much of a temp difference the shroud makes?
Which video card/HS combos will fit into the SN25P and still:
1)Allow the use of the cpu shroud
2)Allow the use of the drive cage
3)Exhaust hot air out of the case
Heres a weapons mod with the chaingun fix and some other minor details. No documentation yet, its just to tie you over.
http://www.andrew.cmu.edu/user/sjzhang/files/weaponsmod_0.1.zip
I had to move all my stuff to my new house in pitt over the weekend so I haven't had time to look at the proposed issues.
The chaingun does kick way too much which obscures the GUI offscreen. This is because of the higher rate of fire coupled with the original soft recoil compensation. I...
I found out why its not on target. Kronchev had set:
"launchFromBarrel" "1"
which makes the projectiles actually leave from the player model of the gun. You can see this by shooting the chaingun while strafing. This makes it look much more realistic but cuases the bullets to fall low...
You're right about the aim being off(low and to the right). I have no clue why this is happening as nothing in the changed code would lead to that but I will keep looking. IMO its not that badly off.
Im pretty close to having just a weapons only mod so hang tight.
I made some movies of the Flashlight mod/Hardmod. Enjoy.
Low Quality Xvid (10MB)
High Quality Xvid (20MB)
Here are some things to look for in the videos if you miss them:
-Pistol is not locked into a set rate of fire, fires as fast as you can click
-Weapons switchable mid reload...
I've already made the weapon lights smaller. I will slightly increase the flashlight just to give people a reason to use it. Im not really sure about the flares.
I don't want to make it ultra realistic in terms of the bullet weapons. I've already set the shotgun up nice. Its modeled after #1 buckshot with 16 pellets. 00 buckshot would also work but I wanted more coverage. The spread is still pretty loose compared to real world data but it wouldn't...
Well I wont be able to work on it until later tomorrow. I'll get a hold of you. Right now I can't think of anything major to add. If you can, work on it till I get back.
Ok, plans for the weekend:
Weapon mods only
Weapon mods + no gibbing
Flashlight mods only
I wont be here on saturday so don't expect anything in the morning.