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Posts by Jetsetlemming

  • 'Steam Box' gaming console

    • Jetsetlemming
    • March 5, 2012 at 1:53 PM

    I can see a standardized mini-PC designed to be a home theater component instead of a desktop being pretty neat, especially if they go balls out on the software side with features for syncing and streaming between your desktop and steambox. The rumor that it's packing an i7 seems odd, though, the i7 is professional grade hardware, not consumer, unless Valve's "3" announcement actually is l4d3, and they're integrating hyperthreading into Source for it, for the AI.

    Otherwise there's no value for an i7 in a gaming machine, and it'd massively inflate the thing's price. That hardware would cost Valve over $500, and that's before R&D, miniaturization (you probably don't want something tower sized under your tv), manufacturing, shipping, marketing, etc. It'd make PS3's $600 launch a drop in the bucket. Remember that that Crysis Warhead PC, which was fairly average specced, designed to play on "Gamer" settings, was still $700, and hardware's gotten significantly more expensive since then due to the natural disasters in Japan and Thailand.

    Maybe Valve has somehow got a deal going with Intel and Nvidia to sell these things at MASSIVE losses for some reason. Valve's got enough money to finance that, probably, but I can't see the hardware companies liking that idea, especially not using their top of the line stuff.

    Also I wanted to post this awesome PC build I saw last year, of a media PC about the size of two Wiis, but they managed to stick a high end, full sized video card in it (the card took up one entire wall of the case, with its exhaust outwardly facing), but I can't find the link anymore. Shame, because that was fucking awesome and it'd be a good archetype for a "pc console", imo.

    edit: Found something similar:

    http://www.overclock.net/t/988489/sff-i ... ram-no-56k

    [Blocked Image: http://i203.photobucket.com/albums/aa282/red_dragon4life/itx24.jpg]

    [Blocked Image: http://i203.photobucket.com/albums/aa282/red_dragon4life/itx27.jpg]

  • What are you playing now?

    • Jetsetlemming
    • March 5, 2012 at 3:31 AM

    Tried the demo for Banjo Kazooie Nuts and Bolts on my loaned xbox, but the text is teeny tiny, and blurry, and auto-skips most of the time instead of having you hit A to move it once you're done squinting at the screen. Really, really annoying.

  • What are you playing now?

    • Jetsetlemming
    • March 5, 2012 at 12:10 AM

    Spent all day saturday playing rock band 2 with my gf. I'm not very good at hitting notes with my pinky, especially when I have to do a combination like pinky + middle finger, so "medium" guitar difficulty is hard for me, but "easy" is too easy, because besides only having three notes they also slow down the beats. I liked singing better, but so does she, alas.

  • Steam Box

    • Jetsetlemming
    • March 4, 2012 at 10:52 AM
    Quote from Ginger Lord

    L4D3

    I hope so. Valve said they wouldn't unless they can make the common AI super fancy, but that's retarded, common are just set dressing, that'd be a total waste of resources. They should instead focus on remaking the ruleset from the ground up to shake off the esports serious business shithead behavior the vs modes have universally attracted. Maybe some prettier gore effects and more levels, too.

  • What are you playing now?

    • Jetsetlemming
    • March 3, 2012 at 6:29 PM

    I tried both Syndicate and Darkness II but both have such extremely low fov that I found them unplayable. It isn't even normally the kind of thing that effects me, but Darkness II especially seems to limit you to like 40-50 fov in some moments like when you're at the penthouse, and I have to stop playing to avoid throwing up. Syndicate wasn't as bad but was still too bad to be enjoyable.

  • Are you man enough?

    • Jetsetlemming
    • March 2, 2012 at 9:11 AM
    Quote from arhurt

    Thanks guys! I'll keep you posted about any developments and let you know when I go in for surgery. Your support is much appreciated! I'm very objective when it comes to this sorta thing. After all, what am I gonna do curl up and cry? God gave me two balls and is now taking one away, as far as I care, Challenge Accepted!

    Minos, You gotta look for anything that is/feels strange. You gotta know your own body, but testicles are kinda like a jelly bean, somewhat flexible and soft, but firm. In my case I felt a very distinctive lump that didn't feel flexible, so I knew what it was from the start. My parents are veterinarians and I've seen and felt and even watched a tumor removal operation once, so I know exactly what it looked like.

    I feel like you're saying your junk's an animal, c/d? Good luck with the ball tumor, man.

  • Is this Doom 4?

    • Jetsetlemming
    • February 29, 2012 at 2:55 PM

    Honestly when I pictured a modern doom on earth in my head when I first heard the doom 4 rumors, it was out in the boonies, with redneck NPCs being convenient allies, sources of supplies, and body horror. Thinking now though I imagine an earth in Doom 3's vision of the universe specifically to be SUPER cyberpunk. Megacorps and super skyscrapers and domed cities and shit. Dystopian type stuff. I mean, it is future enough for them to build fucking teleports to hell, and corporations are uncontrolled and power hungry enough to build fucking teleports to hell, after all.

  • Is this Doom 4?

    • Jetsetlemming
    • February 29, 2012 at 2:35 PM

    I'm pretty sure I actually heard a rumor that Doom 4 was on earth a long, long time ago. After all, Doom 3 was a reworking of Doom 1, and Doom 2 was "Hell on Earth". It's foreshadowed kinda like how the PS2 GTAs were the three cities from GTA1.

  • Is this Doom 4?

    • Jetsetlemming
    • February 29, 2012 at 11:47 AM
    Quote

    ":b3m4dp15]You do realise this is leaked screenshots tho, right? From a game far away to look decent to even be announced, let alone to have media released to the public. Just sayin.I was kinda expecting this, firing 30+ people at once, one of them was bound to try a bit of payback!

    This is bad news tho, it may further pull down id's reputation more than it already is whit the bad release of Rage. (Although It's a fine game in my opinion, had it's flaws but what matters is I had loads of fun with it)

    The screenshots look great out of context, they just don't look Doom-esque. Very, very little sci-fi on display there, it looks like gritty realistic apocalypse.

  • Half-Life Cry Of Fear (Release thread)

    • Jetsetlemming
    • February 28, 2012 at 9:31 AM

    Probably should put off trying for high rank runs until there's a patch or two. The memory leak crashes are sudden, unexpected, and make trying to keep a low save count incredibly dangerous, and your save count effects your ending rank. I was replaying with the camera + dev commentary on (the camera freezes enemies when you take their picture, it makes playing through for the dev commentary low stress), and just had the game crash like a good quarter of the entire length of the mod since the last time I bothered to use a save recorder.

    Speaking of ending rank, your kill count also counts into it maybe. On the final screen it lists your kills via melee and firearm, above your rank along with the more obvious skills like time, accuracy, saves, damage taken, etc. But I'm not sure which way it would go, if it matters at all- whether they'd reward you for killing lots (which would serve perhaps as a counter-balance to the time stat), or avoiding enemies (which would play into the time stat). My gut says a low kill count would be more pro, at least, since the enemies are fast and dangerous and frequently you've got very, very little room to dodge (one of the mod's biggest downfalls, imo).

    edit: Also walking about with the camera makes the game buggy. It has a working viewport on it that seems to re-draw the screen specifically for it- on a space about 1/20th your screen, it'll show about 1/10th of your screen, taken from the bottom left corner. Going into maps with it out will sometimes fuck up textures or shaders (the latter I'm now taking as a warning sign of incoming memory crash).

  • Half-Life Cry Of Fear (Release thread)

    • Jetsetlemming
    • February 28, 2012 at 6:09 AM

    So you were judging me based on a misunderstanding of a post about something you haven't personally played? lol.

    I beat it today. The end credits screen is brilliant, just brilliant. Best end credits ever. Doctor Mode can blow me, though.

  • Battlefield 3

    • Jetsetlemming
    • February 28, 2012 at 12:54 AM
    Quote from Pampers

    and now you want to play

    You're right, I do

  • Half-Life Cry Of Fear (Release thread)

    • Jetsetlemming
    • February 27, 2012 at 9:29 PM

    No, no, clearly anyone who disagrees with design decisions is shit. I'm just glad to find I'm not alone in being shit. Perhaps those of us who are shit at Cry of Fear should go play something lower, closer to our clearly shitty skill levels, like Afraid of Monsters.

  • Half-Life Cry Of Fear (Release thread)

    • Jetsetlemming
    • February 27, 2012 at 9:20 AM

    Saw your post "conveying" mine on Cry of Fear's forums. Thanks for insulting me, D3ads, really. You're just the nicest bro.

  • Half-Life Cry Of Fear (Release thread)

    • Jetsetlemming
    • February 26, 2012 at 9:14 PM
    Quote from D3ads

    Sounds like a bug to me dude, no one else seems to be having problems with items disappearing when dropped. I've forwarded your comment to the devs, hopefully they'll have an answer...

    They don't disappear instantly (though I've encountered a couple places where they partially clip through the ground), but I've run into two moments where they're despawned based on game events- once when the "Carcass" boss spawns, and again when I take the fuse at the school. At these two times any items dropped on the ground by me will disappear forever.

    In general though, I guess I'm just morally opposed to the inventory system as a whole. Managing that stuff takes away from the horror, something Afraid of Monsters never did. I know they're trying to be more Survival Horror instead of just Horror, but this wasn't a problem in either Resident Evil or Silent Hill game. RE gave you the item box, and Silent Hill's always had unlimited inventory space except SH4, which also gave you an item box at your apartment. I just don't want to manage my inventory. I don't want to manage ANYTHING. I want to progress through scary places fighting scary things, like AoM. These new elements that Cry of Fear adds may be neat from a technical standpoint (I'm impressed with the dual wielding system, for example), but they dilute the horror to an unfortunate extent.

  • Half-Life Cry Of Fear (Release thread)

    • Jetsetlemming
    • February 25, 2012 at 10:20 AM

    The limited inventory + despawning of things you drop on the ground really kills this mod for me. I already had to give up my hunting rifle after the third boss, and shortly thereafter I once again, due to key items, have to either get rid of my healing syringes, or get rid of a gun permanently, just to grab a key item and progress. This is shitty design, this is a shitty situation to be in, and this is a shitty decision to force upon the player. I shouldn't be forced to give up my shotgun so I can grab a goddamn fuse.

  • Half-Life Cry Of Fear (Release thread)

    • Jetsetlemming
    • February 23, 2012 at 6:21 AM

    Played up to after the second boss. This isn't as good as Afraid of Monsters. The levels are more constrained- less room to move around and dodge or run, and smaller in general. Instead of opening doors, you use them, it fades to black, and you appear on the other side- a survival horror standard, sure, yet pointless here. They also stretch out the equipment to make things more survival horrory, you have to knife fight zombies for like 45 minutes before you find a gun, but AoM, despite giving you a pistol before you ever saw an enemy, and a shotgun at the start of the second level of the hospital, was terrifying. Cry of Fear has significantly more light, and with the smaller environments, provide less unknown areas you feel compelled to keep an eye on. Also, boss fights with a health bar on the screen and everything. Kinda takes me out of things.

    However, the monster designs are great (except for the first boss which is lol), and it can be very immersive. A++ sound design, just like AoM. I'll keep playing, but I'm not going to be keeping myself up past my bedtime to play it more tonight. Hopefully, like AoM, it massively opens up after the initial environment. When I started AoM I never would've expected the woods/countryside areas in the second half. Hopefully Cry of Fear with similarly surprise me.

  • Half-Life Cry Of Fear (Release thread)

    • Jetsetlemming
    • February 23, 2012 at 4:07 AM

    It's out now, you shits. I've got 11 minutes ETA on my download from moddb via gamefront. If you look at the mod comments you can find links to .torrent files, too.

  • Half-Life Cry Of Fear (Release thread)

    • Jetsetlemming
    • February 22, 2012 at 10:53 PM

    Just checked their moddb comments. Amid a huge clusterfuck of children who are too young to be playing violent horror mods posting, I found info that apparently they released the mod early to donators with a direct link on their personal server, which was then leaked on 4chan and facepunch, causing a crush of people trying to download from their server, which flooded it out. They were planning on using that server to upload to Moddb, but they can't now, so they're uploading the mod from their home connection now instead, which is pretty slow (12% in 30 minutes apparently). So the mod's coming, eventually, it'll just be three more hours or so.

  • Half-Life Cry Of Fear (Release thread)

    • Jetsetlemming
    • February 22, 2012 at 10:38 PM

    I think they might be running into hiccups with their launch. Their website is down and the url now redirects to the moddb page.

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