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harntrox

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About harntrox

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    Scout - 1st Class
  • Birthday 10/11/1970

Previous Fields

  • Favourite Ghost Recon Mod.
    HX5
  • Favourite website
    www.starraudio.com

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  • Website URL
    http://www.dragmods.org
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  1. Galaktikon Reloaded - Free Persistent Browser Based Game easy to remember: www.GalaxySmash.com Think Ultima-Online meets Intellivision Utopia New: Added massive tile based world, plus a server than can handle 1000+ players in a single RTS/MUD world. The art is still in beta (but not for long). all the gameplay features are 100% done. You control an empire with 5 graphical screens (and some sub-menus). Easy one the eyes compared to the typical game in this genre with 20+ text buttons. Heres what it all looks like
  2. Here we have a game of maximums for the Strategy Grognards - maximum strategy with just enough graphics to get the job done. It runs in a web browser, and its designed to be scalable to support thousands of players on a single server. And its 100% free 'MMRTS'. Just how massively multiplayer it can go has yet to be determined .... (by you) ! http://www.galaktikon.com
  3. make sure you set the mod to run at the correct priority, as stated in the readme.txt
  4. Soeldner had the same problem upon release. they fixed it since, because everyone pretty much agreed it was the right thing to do. go rocky go !
  5. Download Mission HX This is the last and best gametype i ever made for GR1. about a year ago in fact... It generates replayable, random missions for all gr maps including mod maps too. a 2 meg mod that gives you as much replayability as a mission pack. not to mention enemy AI that sets paths and runs across the map in a game-type, which gives you a whole new challenge now that you can get flanked from random direction if you dont watch your six. enjoy !
  6. There has never been any intellectual property issues of any kind with HX5. feel free to PM me with your questions.
  7. ooo a gr-repairing challenge,eh ? quick and dirty: delete options.xml in your gr folder. run the game. it will now re-detect your hardware. if u still got 2 soundcards, you are loading 2 drivers either due to corrupted registry or you have enabled 2 sound cards - one on the mobo, one is PCI128. make sure you get the correct driver for your sound card-could be a conflict with your sound card driver and who knows what else. disable the mobo one in the Bios if its on. gr doesnt like multiple sound cards. total reinstall- windows uninstall will fail to remove over 200 megs of crap in gr
  8. to all the people who support the argument that reducing a game design by 50% is somehow a good thing - enjoy your game. you will be buying the sequel shortly. and you'll get a few mission packs and thats that. its all by design. the last piece of hardware i received had 6 ubisoft titles bundled with it. i think thats a record for sub-bargain bin product if i've ever seen one. yes there is something lower than the bargain bin, and ubi is hands-down the King of bundled Coasters in the industry right now. great products guys, way to go with those brilliant kick ass game designs that -- a
  9. which is precisely the point of this thread. the whole GRAW development is an insight into whats wrong with the video game industry as a whole these days. Ubi has officially surpassed EA imho. The reason this thread has resurfaced after two weeks of no posts says a lot about how the fans of the franchise feel about their game. With recent developments, it does make you wonder: if Deep in the bowels of some corporate conference room, on the whiteboard is the word PC with a picture of a donkey with a lolly-pop in its mouth. I wonder what the personality profile on the whiteboard with the cons
  10. the only advantage of a ppu is on a properly designed server with enough bandwidth to feed the clients. client side physics processing is a fundamentally retarded concept - with 5 ghz cpu's on the horizon and vertex arrays in gfx cards who needs the extra .0001 frames per second for 'graphics rendering'? not gamers. your money is better spent on peripherals that result in immediate and highly visible performance gains. as time goes on, the advantages of ppu's will decrease as new gfx cards keep coming out. whether or not ppu's find their way into new game designs that actually rise to
  11. Rendering is what you see, physics is what you dont- that still has to be processed every game frame regardless. physics comes before gfx, audio, and network, and everything is based on physics in a simulation. so unlike eveything else on a PC game, physics is the least scalable, because you cant get away with the usual 'cheating' or not calculating every grain of sand in the universe, even if you can only see one in front of your face. with gfx, audio, network, and even ai, you can get away with scaling things down to just what the player needs to know. not so with physics. so when all
  12. if the game supports and is written to the usual 56k baseline (an xbox standard), i do not see how the server could send even 1% of the accelerated data to the clients. 'client side physics' may be accelerated, but not scalable, which is the problem caused by 56k. if you have 1000 points of light, 1 is on the client, the other 999 are on the server. so what you have here is a nice gimmick - they'll use client-side physics for eye candy and establish that indeed they are accelerating something, but its about 1% of what could have been done had the game and server been designed around the
  13. the primary goal of physics is not eyecandy, but interraction btw as many objects as possible. since the clients can only respond to what the server sends down the pipe, its all about whats going on on the server. if the server wasn't coded to support the hardware, theres no magic in the world that can patch that and the entire networking foundation down the road. whats done is done. even worse, if the scale of the game is so small (only a few players) than the design itself may not be able to make use of the hardware, letting most of it collect cobwebs. so in this new frontier of phy
  14. Ubi makes no claims to support the hardware option, only the software baseline. ('woohoo multithreaded'. big deal.) Had the hardware been designed into the server, both the replay and scalability issues would be eliminated. Other developers have taken a different approach, and they are using the full features of the hardware as it was meant to be run on a dedicated server. The beta physx cards are just now reaching dev's desks. It is only after the coders have had some serious time to play with the hardware that we will see the results in numerous 2006 titles. There will be a rush to
  15. replays were never that good for detecting cheats. the server would happily interpolate a guy into a wall glitch from which he would be seen firing, but on his client playing with 56k and lag he was 20 ft away on the other side of a fence. replays can only show the sever's actual state, and a player may not be seeing what is shown on a replay, for a significant time like several seconds. aside from the little bugs like the ret, there were some serious limits in coop and large team games that made replays more of a gimmick than a useful tool. finally, rse indicated that replays were never crea
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