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Feb 14 2012 07:20pm
When you pause Far Cry 3, you'll see regular menu options
There is also "a blobby, butterfly-winged shadow of a Rorschach ink blot fill the screen, with peeks of lush foliage visible between splotches of darkness"
Open-ended combat
Plan bouts with enemies well before you face off
You may decide to charge in for a frontal attack, hang back and snipe enemies from a distance, or place C4 on the side of a jeep and send it to an enemy encampment
Freedom is tied to the story
Unlike Far Cry 2��s "hard-edged political cynicism", Far Cry 3 is "a focus on the personal, charting one man's spiral into violence, and quite possibly madness, on an archipelago where everyone else seems to have a head start"
One mission is "a hallucinatory push through an island's underground caves"
In this mission, protagonist Jason Brody is injured and is searching for a doctor
Brody heads up a slope and encounters a wooden house; Dr. Earnhardt is inside
The doctor quickly administers an injection; he's also "rambling to himself in a jittery, dreamy fashion"
Earnhardt asks Brody to gather some mushrooms from a cave system nearby
No shooting in this mission
Platforming/exploration instead
"Brody makes running jumps over precarious drops which can only be accessed through an underwater tunnel at the bottom of a cliff"
There are crumbling handholds
Things become unpredictable as you head into the caves' depths
"Colors begin to saturate before changing hue entirely. Perspective becomes unreliable, and objects that appear within reach one moment suddenly shrink from view."
Brody looks at his hands that are "leaving ephemeral trails as they move through the air"
Cave appears to be reshaping: walls become floors when he tries to climb them, plants pop up randomly
Eventually Brody locates the mushrooms; setting has become night
"Far Cry 3 isn't going to be quite this psychedelic, but the scene clearly demonstrates the preoccupation with mental states that runs throughout the game"
Dr Earnhardt is crazy while the island's enemies are unstable as well
Brody is beginning to lose his grip
Although Brody was your typical guy on holiday with friends/his girlfriend, he is now thrown into a situation "that threatens to send him off rails"
Players will have to contend with native fauna and domesticated animals
Dev. team wanted the game "to be emotional and raw"
Insanity was a word that came up often in early meetings
Producer Dan Hay: "When we really felt like we captured it was when we got Vaas. That's when the word ��insanity' crystallized for us"
There are numerous villains in addition to Vaas
Vaas is "a sociopath, and very nearly a psychopath"
You'll hear Dr. Earnhardt muttering about him
Guards seem to hint at a respect that's built on fear
Vaas's voice actor, Michael Mando, had auditioned for the role of a more typical villain who was six-foot-six, 300 pounds, stoic/series, and unemotional
Mando's audition was completely opposite of what the team was looking for, and didn't land the job
Even so, Mando's agent called him three weeks later and told him that Ubisoft was willing to make a character based on the audition he did because they liked it so much
"There are hints that Vaas will be more than just a two-dimensional threat"
Ubisoft doesn't think of Vaas as a sociopath/villain; he has a lot of pain, and "everything's just an extension of that"
Not clear if Vaas is the one holding Brody's loved ones captive
Next part of the demo involves Brody being sent in to interfere with Vaas' communications
He has to shut down Medusa, the radio tower of a beached cargo ship
"It's a set-piece designed to show off the fact that, despite Far Cry 3��s madness theme, the game is still, in Hay's words, ��a shooter first'"
Brody begins in the ocean, heads toward the beach, and quietly takes out a knife from a guard's back pocket
He stabs him with the knife and follows this process for another guard
With a third guard, he throws the knife into his skull (seen in the E3 demo)
Since he's fairly close to the boat, Brody takes out binoculars so he can assess the situation
Ubisoft is making the game with a "360 degree" design approach
Each scenario will contain "stealthy, action-focused and creative approaches"
"The sand is strewn with cover for those who wan an open-air gunfight, while stealthier players can hide within the exposed hold of another beached vessel as they move towards their goal"
Reinforcements arrive in hovercraft on the beach
There was one tester who found a hang-glider and approached the radio tower this way, which allowed him to avoid battle
Another mission has Brody looking for a friend; he has to invade a ship
More linear environment shown with fewer options, though it lets players experience "an ear-splitting shotgun at close quarters"
Brody opens the hold doors, causing an explosive booby trap to flood the ship
"His struggle to escape is the kind of scripted setpiece that makes up the entirety of games such as Call of Duty, and is more than a little reminiscent of a chapter of Uncharted 3��
Hay: "It wasn't like we set out to make it on an island, but we wanted it to be a lawless frontier, we wanted it to be beautiful, all that stuff. The more we talked about it, and the kinds of experiences we wanted to have, the more we wanted the feeling of isolation."
Game designer Andrea Zanni: "We have land animals and sea animals. They'll be there as threats, they'll be there for you to utilize �C you can go out into the jungle and go hunting, which is all part of Jason growing and surviving on the island. If you go deep into the jungle, you're going to have some encounters that may not be so pleasant. So they're a part of the ecology of the island, and really making the island this savage place for the player."
You'll see a lizard during the cave mission
There are sharks circling floating bodies after there is an explosion in the ship mission
Hints from the team that there is a dark history to the archipelago
Open-world designer Jamie Keen: "It's about making sure that the player is constantly feeling enabled by what you can do in the world and enabled by the world itself. You feel like the world' inviting you to make you feel like you constantly want to move through it, constantly want to know more about what's going on there. Recently, we put a mineshaft just on the way down to a lighthouse. And players heading to the lighthouse see it, and everyone just goes, ��Oh look, a mineshaft!' and they have to explore. We want to constantly surprise people [with] how much they're going to find when they do go exploring and follow their nose."
No weapon degradation

only if ubisoft wasnt making it
uyd think it be a good game
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Feb 14 2012 07:25pm
holyshit

If you are in the forums betting on when we are going to expand the beta - I want to place my bet. I put $1000 on today.
Today we are kicking off the Counter-Strike: Global Offensive Beta. Players currently in the stress test will notice more maps, more weapons, and most importantly more players.

During this Beta, community feedback is really important to us. Counter-Strike has been around for 12 years and has been played by over 25 million players. We want to make sure to capture all of that experience and knowledge as we make Counter-Strike: Global Offensive the best version of Counter-Strike.

The most popular question we see posted, emailed, or tweeted is simple – how do I get access to the CS:GO Beta.

For us it is all about the community. Are you active in the community? Are you playing CS now? To reward the most active players, this week we are giving Beta access to the top 7000 active players around the world in CS:S and CS 1.6. We are also giving out additional keys to the top 500 players of CS:GO.

We also want to include the community at large so we are reaching out to prominent community sites and giving them keys to distribute to their communities over the coming weeks.

While we aren’t ready to give everyone access right now. We do have plans to get more people in the Beta. To help us select the next batch of players, we will be releasing a short survey in a few weeks that you can fill out and get on the list for a Beta key.

The first round of testing has already given us some great feedback. Today’s release has some changes we made based on that feedback. So keep it coming, CS:GO isn’t done.
Over the coming months we will begin to regularly share some of the data we collect from the game. Are maps balanced? Does the balance change based on player’s skill level? What strategies win the most often? What weapons perform the best on what maps? Sharing this data will help you understand our choices and changes. Let us know what data you would like to see.

So to all players currently playing Counter-Strike and to all of those who will be playing in the future,


This post was edited by urbanshaft on Feb 14 2012 07:26pm
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Feb 14 2012 07:27pm
Updates to Counter-Strike: Global Offensive Beta have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Game Design Issues:
- Changed QUICKMATCH default to competitive de_dust2.
- Added new maps to local match options: de_inferno, de_train, and de_nuke.
- Added new weapons: Nova shotgun, Bizon and MP7 SMGs.
- Created a CT-specific version of the Molotov: the incendiary grenade.
- Reworked starting cash and bonuses in Casual mode.
- Made kill cash awards weapon-specific: AWP pays out $50/kill ($25 in Casual Mode). CQB weapons pay out $900 ($450). The rest pay out the usual $300 ($150).
- Limited total number of grenades that can be carried at one time to three, each of a different type.
- Adjusted stamina penalties for jumping. It should be easier now to jump up to multiple objects in a row without getting exhausted.
- Changed weapon recoil cycle to be controlled by a recoil index which is incremented on each shot.
- Reduced movement penalty greatly when players are hit by friendly fire in casual mode.
- Implemented skill-based matchmaking system.

Map Issues:
- Reduced dust particle effects on de_dust and de_dust2. Initial dust fades out after about 20 seconds.
- Updated the nav mesh on de_Dust to improve bot pathing.
- Corrected the problem with the bomb being plantable below the ledge on bombsite B in de_dust.
- Fixed multiple issues with players being able to get to positions that should be inaccessable or non-visible in de_dust and de_dust2.
- Fixed problem with black lines appearing around helicopter in de_dust when helicopter is shot.
- Fixed several aesthetic issues and reported exploits on de_dust2.

Stat/Achievement Issues:
- Fixed a problem with the fun facts that could cause a claim of more than 100% accuracy for players.
- Fixed a bug that allowed players to earn the 'Lost and F0wned' medal while controlling a bot.
- Added FCVAR_CHEAT flag to the bot_kill command so it can't be used to earn medals
- Updated some medal icons and descriptions to reflect criteria for getting them better.
- Made players who controlled bots during a round ineligible for fun facts.

UI Issues:
- Fixed classic crosshair not showing up in first-person spectator mode.
- Fixed a bug that could cause chat spam when a player changes his/her name.
- Redesigned and repositioned the win panel to allow greater visibility of the game.
- Hid voice status and weapon panel when HUD is hidden.
- Added option in game settings that, when active, closes the buy menu upon purchase of an item.
- Redesigned the buy menu.
- Moved player team ID from crosshair to player.
- Expanded the chat window, making it easier to keep track of chat history.
- Changed the UI font for greater legibility.
- Made the chat lines behave like a Windows edit control.
- Added a scoreboard icon that indicates when a player is in the process of switching teams.
- Made music respond to volume slider.
- Made chat box disappear after ENTER is pressed.
- Fixed the 'pop' visible when the main menu appears when playing in 4:3 or 16:10 aspect ratios.
- Added COUCH and DESKTOP play distance options that control hud_scaling and viewmodel_fov convars.
- Fixed problem with not being able to switch from windowed to full screen mode.
- Removed crosshair spreading behavior when wielding the knife, grenades, or bomb.
- Made scoreboard title display correctly above scoreboard in standard def.
- Redesigned front-end screens, layouts, and scoreboard to reflect new look for CS:GO.
- Improved the messaging for when money is awarded or subtracted. HUD now shows additions and subtractions more clearly, and money events are also reported in chat.
- Fixed menus to render correctly in resolutions greater than 1920x1200.
- Fixed a bug in which the scoreboard could occasionally disappear.
- Added player avatars to the choose team screen.
- Fixed problem with UI tint resetting after the choose team screen was opened via the pause menu during a game.
- Fixed EDIT and CLEAR buttons on the settings screen sometimes not appearing correctly.
- Fixed bug in settings with the acceleration amount slider not resetting correctly when defaults are restored.
- Fixed incorrect audio feedback when mousing over empty rows in the settings screens.
- Fixed bug that could occur when binding keys in the settings screens, making it impossible to navigate away from the currently active field.
- Made the EDIT MIC option in the settings snap to the correct area of the controls screen.
- Fixed a case in which throwing a grenade or dropping a weapon and picking up another failed to display the new weapon on the inventory section of the HUD.
- Disabled left and right toggles on spectator UI when there's no one left to spectate.
- Added a separate icon for the CT-specific knife in the weapon select and death notification text.
- Fixed a bug in which remote players controlling a bot were showing up alive again on the mini-scoreboard instead of showing the bot as alive.
- Restricted team chat to team members only.
- Fixed some problems with the REBUY command that could result in purchasing items other than what you had purchased in the previous round.

Other issues:
- Fixed problem with two different pieces of music playing at the same time over the choose team screen after completion of a match.
- Added three new mixgroups to handle different weapon sound types.
- Restricted the round end warning music cue to playing only when a bomb has not yet been planted. If it's currently playing, it will stop once the bomb has been planted.
- Added new music cues for domination and revenge.
- Fixed series of bugs in which the wrong weapon was seen during a reload or weapon switch, resulting in odd-looking weapon poses.
- Fixed problem with camera stopping inside of players' heads during freeze cam.
- Fixed a bug that could cause the spectator camera to be placed halfway through the floor occasionally.
- Fixed excessive console spew.
- Fixed a crash that could happen when selecting a team without Steam running.
- Fixed hang on black screen when players attempt to connect to servers that forbid connection.
- Fixed crash that could happen while changing the video settings.
- Fixed blurry shadows on players who are walking or running.
- Fixed blood so it doesn't show brightly through the fog.
- Fixed the visors showing through smoke.
- Reduced issues with smoke grenade and fire volumes being visible through thin floors.
- Fixed some of the problems with weapons penetrating character geometry in third person.
- Addressed an issue which caused bots to shoot over players' heads often. The bots will likely feel more difficult now.
- Fixed aliasing artifacts caused by not using centroid sampling when MSAA is enabled. Some players may need to update their video card drivers in order to see the change.
- Fixed a bug that caused a player to show as alive briefly after being killed while controlling a bot.







anyone get it?
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Feb 14 2012 07:39pm
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Feb 14 2012 08:18pm
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Feb 14 2012 09:33pm
CounterStrikeGO.com @CounterStrikeGO



500 keys to top #CSGO players to give away, 7000 keys to most active CS 1.6 and CS:S players this week, and community sites giving away more
Member
Posts: 54,665
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Gold: 2,200.01
Feb 14 2012 09:47pm
u cant read negro
http://cloud.steampowered.com/ugc/487750273389458782/F2AAF4B4C95BD3E4C4039BFEF9A1901088091525/
valve has let down the world
such a shitty looking game
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Feb 14 2012 09:48pm
Quote (urbanshaft @ Feb 14 2012 11:47pm)
u cant read negro
http://cloud.steampowered.com/ugc/487750273389458782/F2AAF4B4C95BD3E4C4039BFEF9A1901088091525/
valve has let down the world
such a shitty looking game


its made for consololololo
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Feb 14 2012 09:48pm
valve has proven best that graphics don't make the game.
Member
Posts: 54,665
Joined: Aug 4 2005
Gold: 2,200.01
Feb 14 2012 09:50pm
they have proven they cant make
gg graphics
y would anyone who got source
get go
y would any 1.6 who dont like source say fuck
getting go

fog vs no fog


source was made 8years ago people
8 fucken years
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