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Mods and mods
Okay, it's been a while. First off, we've got SDSL now and our connection rocks. Except for some DNS issues in the beginning (which have been resolved), it's been pretty smooth sailing.

If you haven't tried Half-Life: Counter-Strike, you should. It's a sweet piece of work, even though there are several aspects of the game I don't like, I have to say it's the best mod for any game I've ever played.

At least, until we finish ours.

Post-apocalyptic cyberpunk. A mix of high-tech and low-tech. Designed for teamplay, but it will take advantage of the bots of either Unreal Tournament or Quake3 (we haven't determined which yet). This will be a tactical simulator, more realistic Counter-Strike, but still capable of the fast-paced action that you just can't get from Rainbow Six: Rogue Spear (another good game).

Hopefully you'll see a prelimary web page soon, when we figure out what the best engine will be for our particular needs.

(Updated Thursday, March 3, 2005 11:29 AM)
Permalink   Filed under: Games, Review

Sucky Intrex
Well, more problems with our ISDN connection through Intrex. The past several days, starting around Friday, the network has been down more often than up and even when there's a connection, we're usually getting 50% packet loss or higher. Is this our hardware, Intrex's hardware, or BellSouth's physical line? Does it have anything to do with the upgrade to DSL that's in progress? Who knows. All I know is that it's extremely frustrating and I'm paying way too much for this kind of shit.
Permalink   Filed under: Technology, Internet

Celeron
The Pentium 400 Celery is here. Now I get to see how much better it is than my old 233 MMX.
Permalink   Filed under: Technology

Quake 3 special effects
As a mod author, I have one thing concerns me about Quake3 and Unreal Tournament: as multiplayer-only games, will they be lacking the hardcoded special effects that Quake2 and Unreal had included for levels and enemies in their single player missions? For example, in Gunslinger Quake I use a globe of darkness that was originally coded for an opponent included in one of the mission packs. How versatile and controllable will the lighting and particle effects be? In Quake2 they we predefined and hard to manipulate, but at least there were lots of them. I'm curious to see how things work out.
Permalink   Filed under: Technology, Games
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