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Screenshot thread

Zdzisiu

Arcane
Joined
Dec 3, 2009
Messages
3,512
AKCnAIo.jpg


So how does that game compare with say, the ROs, or more specifically the Darkest Hour mod for RO1?

There's still a couple of glitches that are p. annoying, but overall it's a solid mod. Most of the maps are fun and pretty large, it's infantry only without vehicles and teamplay is pretty important if you want to capture objectives. Has a pretty solid playerbase, too.
It's quite similar to the RO games in gameplay, but with an even greater realism focus. One shot is usually a kill, esp. with K98 or G43. When you survive a shot, you are wounded and might: lose your weapon when hit in the arm, become slowed when hit in the leg (depending on damage, you can be very significantly slowed), get increased weapon sway when hit in the arm.
It's pretty much completely interface-free apart from the faction/class choosing screens, the map and your ammo belt (if you want to see how many clips you have left, you have to press B to take a look at your belt). When you sprint a lot, after a while your char starts to pant and slow down cause of low stamina. Low stamina also increases weapon sway. When you're under fire and especially when comrades around you fall or you get wounded, you get suppression/low morale effects that make the screen blurred and also increase weapon sway.

Weapon selection is more limited and there are less players on the maps (usually the maps are 16v16), but I like how it's focused on infantry maneuvers and the weapons are p. cool. K98k is the standard weapon and it's powerful and accurate, if you know how to use it it's a fucking murder machine (and nothing's more awesome than getting a bayonet kill in close combat). There are 4 NCO slots, two of them Gruppenführer who have MP40 and two of them Truppführer which have G43. Depending on the map, there are also some specialist classes: MG gunner (MG42), heavy grenadier (with FG42) and sniper (K98k scoped). Allies have Garand, Thompson, BAR and some other shit, not entirely sure cause I never play them lol (and garand has horribly shitty ironsights).

Since it's a free Sourcemod, you can just download and try it.
http://www.resistanceandliberation.com/

EDIT:
Oh yeah it also has the BEST in-game voice chat ever. When you say something over the voice chat, everyone in your vicinity hears it. Not your entire team, but only those close to you. And also the enemies close to you. It's awesome to hear some Allies talk tactics around the corner and throw a nade there, and it's even more awesome to yell a battlecry and charge at them. :lol:




Do I need to have HL2 on steam for this to work?
 

JarlFrank

I like Thief THIS much
Patron
Joined
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Messages
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Location
KA.DINGIR.RA.KI
Steve gets a Kidney but I don't even get a tag.
No, just any source game. TF2 is freeware, so just download that and you can play any sourcemods you want. You can uninstall TF2 afterwards if you don't want it, too.
 

aris

Arcane
Joined
Apr 27, 2012
Messages
11,613
I heard ArmA III still had no animations for actually getting in and out of vehicles and instead the lame, gay climbing next to vehicle animation that has been in since OFP. Refuse to play.

Amazing isn't? When even a shit wargame like Theater of War has troops climbing in and out of vehicles then it's downright wierd that ARMA still hasn't mastered that. Not even the only game to do that, Achtung Panzer also has troops mounting and dismounting properly.
They gots to get them tire textures and models right son! Nobody got time for useless things such as actual animations for getting in and out of vehichles.
 

aris

Arcane
Joined
Apr 27, 2012
Messages
11,613
That's in interesting way to use your first post on the forum. Welcome! You might want to turn up the gamma on your screen, or maybe I should do it?
 

Jashiin

Arcane
Joined
Mar 28, 2012
Messages
1,440
Or maybe you should kill yourself and try again with a less shitty account ?
 

catfood

AGAIN
Joined
Aug 28, 2008
Messages
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Location
Nirvana for mice
@ the new newfag,

If you're fishing for Kodex Kool Kredits, posting pics of Thief is a good way to do it. You'll fit right in here.

inb4 he turns out to be a Bryce/Drog/Chefe/Knotanalt alt.
 

Angthoron

Arcane
Joined
Jul 13, 2007
Messages
13,056
It's an EA social advertising bot.

Also, gaudaost and skyway should merge, that'd be kinda mindblowing.
 

potatojohn

Arcane
Joined
Jan 2, 2012
Messages
2,646
Found another truck at a farm, right at the beginning. Ran over all the zombies and critters in the nearest town.
H1DD47g.png


In the middle there was a car powered by a nuclear reactor. And fortunately I set off an alarm at a pawn shop, and one of the cop bots that showed up had plutonium cells.
UtEH4dC.png


Cars are OP as fuck.
QX2jogL.png
 

MetalCraze

Arcane
Joined
Jul 3, 2007
Messages
21,104
Location
Urkanistan
I heard ArmA III still had no animations for actually getting in and out of vehicles and instead the lame, gay climbing next to vehicle animation that has been in since OFP. Refuse to play.
I heard ArmA3 isn't even out yet. They will do car anims, already finished kwa chopper and quadbikes ones.

Does the lack of said animations in AAA games bother you though?


When even a shit wargame like Theater of War has troops climbing in and out of vehicles then it's downright wierd that ARMA still hasn't mastered that. Not even the only game to do that, Achtung Panzer also has troops mounting and dismounting properly.

You have 8 people sitting in an APC. You want only 3 of them to dismount and they sit at random positions. How would you animate that without them clipping through each other or getting stuck in each other?

Of course when you can only dismount all or none at all it's easy to animate.

That's why wargames do it and yet not a single first person game did it yet. That would be a horrible waste of time and money just to animate all 512 get in and 512 get out variants from an 8 place APC.
 

aris

Arcane
Joined
Apr 27, 2012
Messages
11,613
It's an EA social advertising bot.

Also, gaudaost and skyway should merge, that'd be kinda mindblowing.
If you mean by that that metalcraze and me were forced to post under the same nickname, then yeah, it would surely make my posting slightly more inconsistent.
 

dibens

as seen on shoutbox
Patron
Joined
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Messages
2,629
Run, gaudaost, the dunmeri warrior is coming for you, and he will impale your head on a spear and leave it for cliff racers to munch on.

Morrowind2013-04-0909-54-25-41_zps1c07bf39.png
 

DraQ

Arcane
Joined
Oct 24, 2007
Messages
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Location
Chrząszczyżewoszyce, powiat Łękołody
You misunderstand. Think "tesselation, ten years before the buzzword."

The bezier patches in Q3 are procedural descriptions of how the engine should create polygon strips to represent them. This is related to, but fundamentally different from, Frontier's vector graphics, wherein plotting as required for the fixed resolution, makes more sense than cramming the memory full of discrete segments and drawing them one at a time, whether you "need" each segment or not.

It was (and is) awesome for precisely the reason you find it unnecessary: throwing umpteen polygons at the card. Were it not there, the curved surfaces would have aged terribly (or even aged at all.) You can likely, to this day, crank a series of relevant variables up to "melt a modern machine" levels of subdivision.

You burn cycles doing this, compared to having truly "fixed" geometry... but it's still less intensive on a contemporary (to q3) low-end machine than throwing more polys at that machine than it can handle, while happily scaling up with the machine to absurd levels.

At extremes, the memory savings are brilliant as well -- the below isn't a particularly pretty map, but it's composed entirely of bezier-generated surfaces... meaning when not in active use, any surface is little more than a descriptor: more info in less space. Of course, when the strips are generated, the memory used for vertices can potentially be much, much higher than any surface most games would "bother with."


Highlighted relevant part.

The point isn't whether or not q3's beziers were technically impressive. The point is they ended up being ultimately pointless - a misaimed development effort.

Most of the time they conferred purely cosmetic advantage and very limited one at that - mostly just pointles organic doodads and smoother-than-any-RL-counterpart arches.

Even when used as exclusive construction element, as in embedded video, they weren't exactly that impressive.

Yeah, it's nice that Id's curvy doodads didn't age all that much. Too bad everything else did, and pretty badly too.
Yeah, characters' asses may be brick shaped, but dude - them arches!
It's generally bad gamble to invest everything into one sparsely used element of your graphics to the detriment of everything else. If, for example, Q3 team used effort saved for implementing detail textures, EVERYTHING in Q3A would look and age better while the decrease in smoothness of them arches would be negligible and noticeable only when standing still and staring at ceiling, and what the fuck do you do standing still in MP Quake anyway?

As for memory advantage, it's not all that hot when it costs you processing time and extra memory when actually in use.

Again, in Frontier Bezier curves, curvilinear polys and such stuff were indispensable because they made all the difference between making a cyllinder, sphere (like planet), or cloud, and making a brick.

In Q3 not so much - all they accomplished was throwing disproportionally high amount of detail at disproportionally small part of the game.


Finally, it's not like you didn't have tesselation in Unreal engine "years before its time" and at very least year before Q3A. Applied to stuff rightly expected to mostly portray organic stuff too - meshes, including characters, plants, monsters, gibs, etc.
It was called "Curved Surfaces" and smoothly subdivided any appropriately flagged mesh object effectively multiplying polycount severalfold. It was also axed by an early patch, due to not playing nicely with LOD meshes and being not very useful to begin with.
 

aris

Arcane
Joined
Apr 27, 2012
Messages
11,613
Run, gaudaost, the dunmeri warrior is coming for you, and he will impale your head on a spear and leave it for cliff racers to munch on.

Morrowind2013-04-0909-54-25-41_zps1c07bf39.png
I could make him stop by making fun of his awkward running animation
 

MetalCraze

Arcane
Joined
Jul 3, 2007
Messages
21,104
Location
Urkanistan

Kill X of Y? A spiritual successor to Quake and Doom indeed!

And those colors! Man they totally look like 80s because as we know 80s movies looked like a color puke akin to XBox1 shooters and not an actually natural color.

Ubisoft does it again! Back to oldschool roots! Of 2007!
 

Surf Solar

cannot into womynz
Joined
Jan 8, 2011
Messages
8,831
What's with those scanline filter blocking the entire screen? THat would make me pretty nauseous... Or is it just temporarily?
 

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