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| Jul - Posts by omega59 |
| Pages: 1 2 3 4 5 6 7 8 9 10 |
| omega59 Member Level: 23 Posts: 141/183 EXP: 60536 For next: 7187 Since: 02-24-13 Since last post: 81 days Last activity: 20 hours |
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Originally posted by Sik Yeah, that's a smart way to tackle it. Why not make an extra copy of Dolphin and make it read-only? |
| omega59 Member Level: 23 Posts: 142/183 EXP: 60536 For next: 7187 Since: 02-24-13 Since last post: 81 days Last activity: 20 hours |
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| I don't know if anyone else has discovered this, I found HL2 E3 tech demo from 2003. Somebody ripped the files a while back, and it's been released as "Missing Information". I wasn't the one that personally got it, but I think it may be on Steam (somebody confirm this). I currently don't have a link, but I played through the tech demo today. One thing to be noted though, is that a few textures, and one or more models is missing. Nothing major is affected though. It even comes with a prototype map, which immediately gives you the iceaxe. Oh, and one thing that's pretty annoying to me: The L4D gun-smoke is in the demo, but it's missing the textures, so you'll end up getting lots of pink checkerboard "smoke" obscuring the screen with a couple of guns. Look up the Demo on youtube so you know how to advance the tech demo levels. |
| omega59 Member Level: 23 Posts: 143/183 EXP: 60536 For next: 7187 Since: 02-24-13 Since last post: 81 days Last activity: 20 hours |
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| Yeah, and I kind of randomly came across it. The old weapons are pretty interesting, but there was a random GMod pack with them in it. It doesn't function quite the same though, which is a little wierd. I must say though, using a flare gun to light Combine on fire is satisfying. |
| omega59 Member Level: 23 Posts: 144/183 EXP: 60536 For next: 7187 Since: 02-24-13 Since last post: 81 days Last activity: 20 hours |
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Originally posted by Celice Thanks, I'll check it out. There's not too much to this demo, but I haven't disected it yet. The Combine's much different in modelling, animation, and even has a more elite and a convincing A.I. than the final release. Alyx's clothing textures are majorly different too. |
| omega59 Member Level: 23 Posts: 145/183 EXP: 60536 For next: 7187 Since: 02-24-13 Since last post: 81 days Last activity: 20 hours |
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| Sort of a necro, but I figured out how to load specific maps, through the use of a shortcut. Inside WillowEngine.ini, at the very top, change both entries for "menumap.umap" to the desired map, but ending in .umap rather than UPK. Set the file to read only, otherwise it gets defaulted. Then, make a shortcut to BL2's exe file. Put the package name you wish to load after it. So if you set Benchmark_p.umap in WillowEngine.ini, you must then set the shortcut to end in "Benchmark_p.upk" It causes it to directly load Benchmark.umap from Benchmark.upk. Next, let's talk about this specific map. It's an unused benchmark based around the Bloodshot Stronghold. I have no idea if this is even the actual map for the stronghold, as I JUST discovered this method. If this post isn't too detailed, it's because I'm really freaking tired and have been loading maps for around 3 hours now. Nothing too interesting, but if the menumap and localmap aren't the same map, you'll get the message that you've lost the connection to the server and you'll get booted to the main menu, as a lvl 1 Axton. Make sure to delete these newly generated files. I'll see if a command line can load a specific character, but for now, this will just have to be dealt with. Also, if someone could effectively record the benchmark, that'd be great. My video card is too stuttery, so it keeps flashing on the recorded video. Anyway, after about 2 minutes (i haven't timed this), the level will reload, putting the camera at a set point in the level. You're unable to move until the next startup. |
| omega59 Member Level: 23 Posts: 146/183 EXP: 60536 For next: 7187 Since: 02-24-13 Since last post: 81 days Last activity: 20 hours |
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| I'm already on the forums under the same name. I'm more active there too. An interesting find that you can't really see normally too (I used UmodelGUI to look at it): Salvador's brass knuckles aren't just plain brass knuckles, they were part of a sword or a knife that was snapped off. That's pretty cool to put THAT much detail into a hard to see model. And as for Skins, they use a holy crapton of color modifiers with a few decal textures (like the company skins, or Pink Pandoracorn for instance). These color modifiers and decals correspond on heads too. Pretty interesting, and considering the work it would take for one skin, the designers of them must have loved making them. |
| omega59 Member Level: 23 Posts: 147/183 EXP: 60536 For next: 7187 Since: 02-24-13 Since last post: 81 days Last activity: 20 hours |
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| It's quite interesting, but I believe it should go in the "ROM Hacking" section. TCRF is about games after all. |
| omega59 Member Level: 23 Posts: 148/183 EXP: 60536 For next: 7187 Since: 02-24-13 Since last post: 81 days Last activity: 20 hours |
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Originally posted by KingMike Nope, not really likely that would be possible. With a customly programmed transfer pack maybe, but it'd be better to just make a USB drive to put the cartridge into. |
| omega59 Member Level: 23 Posts: 149/183 EXP: 60536 For next: 7187 Since: 02-24-13 Since last post: 81 days Last activity: 20 hours |
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Originally posted by koolaidman It could've been used as some sort of debugging interface, the GBA functionality. That's a good way to get rid of screen clutter while debugging. |
| omega59 Member Level: 23 Posts: 150/183 EXP: 60536 For next: 7187 Since: 02-24-13 Since last post: 81 days Last activity: 20 hours |
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Originally posted by Keitaro Fair enough. Sounds more reasonable to me now. |
| omega59 Member Level: 23 Posts: 151/183 EXP: 60536 For next: 7187 Since: 02-24-13 Since last post: 81 days Last activity: 20 hours |
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Originally posted by Zeek Yeah, that's just remnants of Portal 2's version of Hammer (I think that's Source Engine's editor). Document as much as you can find though, I need the Stanley Parable soon! |
| omega59 Member Level: 23 Posts: 152/183 EXP: 60536 For next: 7187 Since: 02-24-13 Since last post: 81 days Last activity: 20 hours |
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Originally posted by Foxhack Woah... that's an impressive find. What's in those logs though? Whoever made it obviously doesn't know what they need to delete to ship a game though, as they left in Scaleform tools like you've said. I may just check this out sometime. Let me guess though, if you add the commandline "editor" or "-editor" to the .exe file's shortcut, you can access the Unreal Editor? |
| omega59 Member Level: 23 Posts: 153/183 EXP: 60536 For next: 7187 Since: 02-24-13 Since last post: 81 days Last activity: 20 hours |
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Originally posted by oddMLan Of course, that's just the guy who's restoring it's take on how it would've been. No idea if it could be restored to playability, someone a bit more knowledgeable about these findings than I am would need to be the judge on this matter. It would be cool though. |
| omega59 Member Level: 23 Posts: 154/183 EXP: 60536 For next: 7187 Since: 02-24-13 Since last post: 81 days Last activity: 20 hours |
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Originally posted by 2Tie Some games do this. I know LOZ: Twilight Princess does it, Halo (PC), but it's at about 180º where it stops the render for both, so you absolutely can't tell. LOZ: Wind Waker likely does this as well. I don't know of any others, as it's hard to find out on non-emulated games. Only way I found out about Halo was a DirectX exporter that exports the rendered frame as a model. Also, Halo is extremely flat when exported. |
| omega59 Member Level: 23 Posts: 155/183 EXP: 60536 For next: 7187 Since: 02-24-13 Since last post: 81 days Last activity: 20 hours |
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Originally posted by Kett Twilight Princess just doesn't render most things behind Link. Since Wind Waker is very similar, I'm pretty sure it would act the same way as Twilight Princess does. |
| omega59 Member Level: 23 Posts: 156/183 EXP: 60536 For next: 7187 Since: 02-24-13 Since last post: 81 days Last activity: 20 hours |
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Originally posted by xdaniel Impressive, really, it is. The colorization helps bring out the shape quite a bit more than before. |
| omega59 Member Level: 23 Posts: 157/183 EXP: 60536 For next: 7187 Since: 02-24-13 Since last post: 81 days Last activity: 20 hours |
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Originally posted by Tamkis I'd say it's worth a shot. Nothing bad can really come from that can it? Also, I'm impressed by the progress being made almost daily, keep this up, it's awesome. |
| omega59 Member Level: 23 Posts: 158/183 EXP: 60536 For next: 7187 Since: 02-24-13 Since last post: 81 days Last activity: 20 hours |
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| I'd say you should document a normal playthrough of the demo, then document what isn't used in a normal demo playthrough. |
| omega59 Member Level: 23 Posts: 159/183 EXP: 60536 For next: 7187 Since: 02-24-13 Since last post: 81 days Last activity: 20 hours |
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Originally posted by Celice Whoever lifted it was probably keeping an eye on the other somehow and was just trying to make their job easier. We wouldn't really know for certain, would we? |
| omega59 Member Level: 23 Posts: 160/183 EXP: 60536 For next: 7187 Since: 02-24-13 Since last post: 81 days Last activity: 20 hours |
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Originally posted by Hugo_Peters I need to watch that Game Grumps Episode. I've heard about it before, and that's pretty interesting. |
| Pages: 1 2 3 4 5 6 7 8 9 10 |
| Jul - Posts by omega59 |
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