Alex
Arcane
Personally I'm glad I don't have to juggle around a dozen or so floppy disks anymore for each game.
Would go back to them in a jiff if it meant we would get a game industry like the one in the 80s or the 90s.
Personally I'm glad I don't have to juggle around a dozen or so floppy disks anymore for each game.
4 discs of Torment knocked me down with a hammer. I mean, just the year before I installed and play Fallout 2 at normal installation size, 300M, quite a lot.
The patch? You wish, I didn't even have the tube back then.And let's not forget the patch that you needed in order to finally reach a playable level, but that one weighted a huge 30 Mb or so, which was hellish to get on dial-up at a time when a big patch was expected to be around 5 Mb. Good times. Good times.
They just have so much contentThey left DA:O's Ultimate Edition out of that list out of stupidity.
While the main game folder takes about ~13GB, the DLCs combined take up to 12GB of data, but it's on a different folder.
when storage media (CDs) was actually larger than most hard drives
I remember seeing a 10 gig hard drive in a magazine years ago and wondering how anyone could ever use that much space.
On Topic: Age of Conan looks interesting. Does it suck or not?
Shame, there hasn't been a good MMO since early Ultima:Online. I thank you for saving me time and money.On Topic: Age of Conan looks interesting. Does it suck or not?
Utter shit at release. Barely kept me playing for two weeks (Yea, I didn't even use my full free month), but I was losing interest pretty quickly in MMOs in general at the time, so take that with a grain of salt. I also got sucked into WoW around the time of Burning Crusade was released, and that only kept me interested for 3.5 months to put those two weeks into perspective.
Shame, there hasn't been a good MMO since early Ultima:Online. I thank you for saving me time and money.On Topic: Age of Conan looks interesting. Does it suck or not?
Utter shit at release. Barely kept me playing for two weeks (Yea, I didn't even use my full free month), but I was losing interest pretty quickly in MMOs in general at the time, so take that with a grain of salt. I also got sucked into WoW around the time of Burning Crusade was released, and that only kept me interested for 3.5 months to put those two weeks into perspective.
carrier.exe 135KB
carrier.dat 53KB
I love the "small" games that used to come as a single .exe file with a single data file. Still don't know how Carrier Command managed to do it:
Code:carrier.exe 135KB carrier.dat 53KB
Looks pretty damn awesome.I love the "small" games that used to come as a single .exe file with a single data file. Still don't know how Carrier Command managed to do it:
Code:carrier.exe 135KB carrier.dat 53KB
And just to think what that game included. The command of different vehicles (four amphibians, four planes) directly (like in a simulation) or by programming them (AI implemented) - you could watch the view from all vehicles at once in split-screen mode - localized damage on the vehicles and the carrier, drones that protect the carrier with positions you could select, different weapons, the building of structures on islands (like anti aircraft guns that shot enemy planes flying over, landing strips your planes could land on, drilling towers for mining oil), a map with dozens of islands, and a second carrier with the same things that is doing the same stuff you are doing (colonizing islands and building structures on them). All in real-time 3D. When you sent a manta on an island with a 'colonizing bomb', you would see the island's structures slowly being built up. I am probably even forgetting about a ton of stuff.
Not to mention the 'conceptual' actievement of practically creating a whole new genre (first-person RTS). Or was Midwinter first?
135 KB !
https://www.youtube.com/watch?v=w_BlO1CJn34
https://www.youtube.com/watch?v=HZ7QjebH-M4
That guy. Singular. Frontier was originally coded in Amiga's assembler by Braben alone. Whole quarter of million lines of code. Then it was ported to PC by Sawyer.Frontier is of course even more mind-blowing. Those guys could program.
That guy. Singular. Frontier was originally coded in Amiga's assembler by Braben alone. Whole quarter of million lines of code. Then it was ported to PC by Sawyer. Roughly 500M dynamic, full scale star systems (most procedural, some hand coded), 3D engine with no drawing distance limitation, curvilinear polys, highly detailed objects and environments, coloured, sourced static lighting with flat shading, ran on 286, Amiga and Atari ST.
Planet, sun and station, without proper physics, frames of reference, nor scale?... but... but... was a 32KiB Elite on the BBC model B much, much more impressive? Given the machine and memory restriction, yet detail of galaxy systems was very similar to the Fronter had (except on-the-planet surface thingy, and solid 3D graphic sub-system of course).
Megatextures. The best innovashun ever.You know the size of today's games is mostly textures, and that is not all that impressive, it's like comparing megapixels on photo cameras. Rage could have been terabytes as source code / uncompressed textures ?