[DP] Shades

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About [DP] Shades

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    Pilot's License
  • Birthday 01/01/1970
  1. While transferring a few hundred gigabytes worth of data I stumbled across something I hadn't seen in awhile. Enjoy. http://computers.0ca...m/abstract.html
  2. What you need to do is make an invisible chair, then the AI has no choice but to sit down. Also, the chair should be made of wood.
  3. elitehakor said: so ima gonna get CSS w/ gmod and i wanted to know what addons i should get. except Wiremod cause im only in middle school. Mom finally lend you her credit card?
  4. Two ducks, quacking.
  5. yetihunter07
  6. hexpunK said: Also, Shades, how the hell do you write posts that long and not get bored? I enjoy writing. The game really is a shining example of game design gone right. My girlfriend and I just finished the last levels, and it was very rewarding. The game continually throws new challenges and environment hazards at you until the last level. You're always on your toes. From my original view on the game, little has changed, other than my enthusiasm for what's to come from the community. I have already heard the servers are busting with great content, which I will (hopefully) be downloading within a week. My original gripes with the game have also increased, as the further you play, the layer jumping seems to become a more prominent issue, resulting in more than one cheap death. Thankfully, though, it is never an overwhelming issue and becomes a minor nuisance. LBP is great, as I pointed out before. It's a very engaging title that was a large labor of love, and it has a wonderful pick-up-and-play system that allows three other players to hop in at any time (given the level hasn't been locked, which sometimes happens due to puzzles being destroyed). If you own a PS3, this is the title to buy.
  7. Well, the level editor allows you a great deal of power and control over the world. First, you have your variety of shapes (square, triangle, circle, etc.), but they can be scaled up or down and then you have a very comprehensive corner-tool. You can make as many corners as you'd like, allowing for unlimited possibilites (I made a giant chicken within five minutes from a square). Next, anything you see in the game, you can do in the editor. Even small things, usually left out of commercial tools, are inside of the level editor. You can make races, speech bubbles, control scoreboards, dynamic music and enemies. They give you material tools, A.I. ("brain tool," allowing for protected / unprotected brains), and bolts. I mean, really, for me to describe everything is impossible. They allow you to change the entire background in the click of a button. You start with a "blank" background, and unlock more as you play the game. I only have the Garden template, but with one click, the entire flat background turned into a 3D background, complete with garden gnomes and fence posts. You are also allowed to change the lighting, fog effects, even post-processing. Make your own noir-themed level, or a Wild West level with brown overlay. As I said, the list goes on. The creativity allowed is unprecedented. The greatest thing, however, is you are not buried in content you have no idea how to use. Each tool has a very informative tutorial, making you use the tool while a video plays in the background describing it. I believe the community for LBP is going to explode with user-made levels within just a few months, making this game well worth $60 for this feature alone.
  8. LittleBigPlanet is among the few games which warrents a purchase. It is one of the few games that stands out in the industry as a product that defines gaming as an artform. I had decided that, after reading a number of gleaming reviews, that it would be a fun game my girlfriend and I could jump into at anytime, and something I could tinker with. Upon spending a few hours with the game, I've found that there is much more than I had anticipated. Firstly, the game is beautiful. The art style is an amazing breath of fresh air in a stagnant market that defines beauty as how many polygons can rendered onscreen at any given moment. From the first few levels it is clearly evident that every tile, texture and character has been handcrafted lovingly with a sense of purpose. Few games give so much attention to the smaller details that, while some may not notice, complete the scene. Second, as a game, LBP is satisfyingly fun to play. Each level so far has offered me something new that wasn't irritatingly confusing, nor mind-numbingly boring. It isn't a renassiance for the genre, but a magnificant game that brings some new ideas. The inclusion of coop play makes this an awesome party game, serving up some fierce competition. However, what has most caught my attention, is the level editor. Hands down, this is the most intuitive and comprehensive editing tool I have ever use within a console game. There is so much content that, for the first time, your only real limit is what you do with them. With a strong community, LBP could be spinning in Blu-Ray drives for years to come. Overall, from my experience thus far, LBP is a great game. I have yet to try the online portion, which isn't going to change for some time (considering I run on a 56k line), but the singleplayer coop is nearly the same thing. The game isn't perfect, mind you. There is an adjustment period to the controls, particulary the "layer jumping," and the camera needs to be man-handled at times, but these are very minor.
  9. Hen7 said: It's gonna be too messy, since there are a lot of code changes and you can't use new code in other mods. But since you're like the tenth person who ask for this I'll ask my friend who do the code for the mod to maybe give some online features if it's even possible. But don't count on that, it's only an idea. Oh yeah, because you're always online, asshole. To the submitter: Nightmare House 2 wouldn't work too well in multiplayer. It isn't a programming issue, more of a set of design issues. The game simply wasn't built to accommodate more than one player at a time. Levels will usually block or cut off previous pathways, which - in a multiplayer game -strands other players. I wouldn't rule out the possibility, however. Sometime in the future, after NH2 has been released to the public, I'm sure Hen and I could released a revised, multiplayer-friendly version. Just don't expect anything at launch. In the meantime, Synergy, as well as about ten or so other multiplayer coop mods, support Nightmare House 1 and 2.
  10. There are quite a few things wrong with your approach. First of all, the Team Fortress 2 source code is not readily available, so anything you do will be done through mapping. You're better off using the HL2MP SourceSDK and modifying it to your liking. However, you can use Team Fortress 2 assets through mounting. This allows you to bypass all the legal bruhaha, because the content is not distributed through your game, but rather it checks for the .gcf's containing the content on player's computers. Second, from the way you present yourself, I assume you don't have too much experience with modding. Don't feel bad, but this idea probably won't go anywhere. It's fine, you're new to this. Everyone has had radical ideas when they first start out, but eventually realize it's much more difficult to implement. Start with something simple, a singleplayer mod that has a few new models or textures, then gradually build into an conversion including new types of gameplay. Third, Valve doesn't care about Black Mage's. They probably won't reply to emails you send them about your game. Don't be angry, they're too busy not working on Episode Three. To sum up what I said: Modding is easy, but converting is difficult. If you want to add a few weapons, or maybe some new models, this is easy - with study. However, if you really want to create something new using the Source engine (or any other engine, for that matter), don't just "dive in and ask people how it's done." Research, test. Work for yourself. Don't beg under the table. hexpunK said: Coding is going to be the hardest part, but if you know C/C+/C# you should be able to code. I think they use C anyways... Valve writes entirely in C++. For C, it's a bit convulted, so even veteran's of the language need to poke around the SDK and test to get their head around anything.
  11. NeatNit said: Including you, Ido, me and everyone else, he's the 14th. Not including people who didn't post: 13th. Not a very lucky number, tbh Considering that my favorite numbers are three and thirteen, respectively, I celebrate this.
  12. Be grateful for your lightning fast technology. I roll on 56k, streets.
  13. I was so scared I killed my family with an axe because I thought they would turn into zombies.