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Fallout 4 Pre-Announcement Bullshit Thread [GO TO NEW THREAD]

Koschey

Arcane
Joined
Jan 14, 2013
Messages
622
Location
Germany
Well, he aint lying that this generation is shit, if games like braid gets nominated for best writting then there must be something wrong with the tap water or this generation...

You should recalibrate your sarcasm detector, I was just poking fun at one of the comments from the link he posted, namely this one:
Everyone I know that likes Fallout 3 has been laid, just saying

I could never actually question the shittiness of the current generation. It's too frustratingly obvious.

Thankfully we have Underrail and can just ignore this shit game. <3
:bro:
 
Joined
Nov 28, 2011
Messages
6,068
Location
Digger Nick
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"Quite serious depression" and a friend gives him a post-apocalyptic game :lol::lol::lol::lol::lol:

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,

paging Dgaider

...


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What's that about Roguey?
 

Tommy Wiseau

Arcane
Joined
Apr 7, 2012
Messages
9,424
New Vegas fandom is :incline:

If you're gonna be an obsessive weirdo about something, at least worship the right games. :smug: :mca:

edit:

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:rage:
 

Borelli

Arcane
Joined
Dec 5, 2012
Messages
1,305
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If i managed to kill alpha deathclaw while wearing ncr trooper rags damn right i would be feeling stronger as a person.
 

Psquit

Arcane
Joined
Sep 18, 2012
Messages
1,921
Location
Ushuaia
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lol at least in the battle of hoover dam i have to actually shoot people to win.


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hahahahahahahaha... GTFO
 

Major_Blackhart

Codexia Lord Sodom
Patron
Joined
Dec 5, 2002
Messages
18,413
Location
Jersey for now
I still don't know who would give Aaron Diaz so much fucking money for that goddamn webcartoon. Fuck.


Somehow, that is more interesting than Fallout 4.
 

ohWOW

Sucking on dicks and being proud of it
Dumbfuck Queued
Joined
Nov 15, 2011
Messages
2,449
I will never forget turning on vats and shooting some shit every time a missile was coming to me, only to avoid any damage :lol: Damn, Fallout 3 was shit.
 

dextermorgan

Arcane
Joined
Aug 24, 2009
Messages
4,186
Location
Ελλάδα
He still doesn't seem to be aware that to duck behind cover you simply have to...duck behind cover.
And in Oblivion With Guns you end up emptying your clip into the rock/car/fence when you try to shoot the enemy, even though what you see on the screen indicates your barrel is clearing the obstacle.
 

Turisas

Arch Devil
Patron
Joined
May 25, 2009
Messages
10,009
He still doesn't seem to be aware that to duck behind cover you simply have to...duck behind cover. Why is he expecting that to be "implemented" on FO4? (unless he's talking about sticky cover, but he seems somewhat sane)

Of course that's what he's talking about. The same shit that's in every other console shooter these days.
 

Dustin542

Liturgist
Joined
Dec 29, 2011
Messages
117
He still doesn't seem to be aware that to duck behind cover you simply have to...duck behind cover.
And in Oblivion With Guns you end up emptying your clip into the rock/car/fence when you try to shoot the enemy, even though what you see on the screen indicates your barrel is clearing the obstacle.
Its 2013 and their asset creators still can't match the collision box dimension of things to their meshes.
 

Hirato

Purse-Owner
Patron
Joined
Oct 16, 2010
Messages
4,001
Location
Australia
Codex 2012 Codex USB, 2014 Shadorwun: Hong Kong
Its 2013 and their asset creators still can't match the collision box dimension of things to their meshes.

I don't think it's that, but rather that if they DID align things properly, things would start falling through the various meshes - from props, other items, and the ground itself.
 

sea

inXile Entertainment
Developer
Joined
May 3, 2011
Messages
5,698
I guess nobody ever told Bethesda that you can use both collision meshes and per-pixel hit detection... technology that was used in games 15 years ago.
 

Hirato

Purse-Owner
Patron
Joined
Oct 16, 2010
Messages
4,001
Location
Australia
Codex 2012 Codex USB, 2014 Shadorwun: Hong Kong
I guess nobody ever told Bethesda that you can use both collision meshes and per-pixel hit detection... technology that was used in games 15 years ago.

How exactly would you do "per-pixel hit detection" in a 3D game in which the smallest unit of movement is something along the lines of 1 * 10^-63, and where small enclosed areas probably reach 100 in all directions, minimum, with the boundaries being all over the place?
 

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