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561  Non-Gaming / Off-Topic / Re: [Movie] The Crappening (spoilers?) on: June 14, 2008, 10:59:33 PM
yep, this one was pretty bad.
562  Non-Gaming / Off-Topic / Zeitgeist on: May 31, 2008, 11:07:26 PM
this will blow your mind

http://www.zeitgeistmovie.com/main.htm
563  Gaming / Multiplayer Madness (MMO or otherwise) / Re: AoC - Pvp servers, how are they? on: May 22, 2008, 09:34:20 PM
too much spawn camping
564  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Age of Conan Impressions on: May 21, 2008, 07:05:17 PM

Quote from: rickinmich on May 21, 2008, 06:59:31 PM

Guys:  How is voice communication being handled?  Needing Teamspeak or Vent or is it ingame like LOTRO (God bless LOTRO for doing that)?  Rick
there is no ingame chat
565  Gaming / Console / PC Gaming / Re: Mario Kart Wii impressions on: April 26, 2008, 10:14:07 PM

Quote from: TheMissingLink on April 26, 2008, 09:42:18 PM

This will be the first Mario Kart I've skipped...ever.

I'm just burned out on Mario Kart.

And as fun as the DS version was, attempts to get four, just FOUR, GT members together for an online race just a month or two after launch failed.
agreed
566  Gaming / Console / PC Gaming / Re: Awesome site and idea on: April 13, 2008, 03:27:25 PM

Quote from: ATB on April 13, 2008, 02:21:59 PM

Quote
« Last Edit: Today at 03:37:22 AM by warning »


Thought you weren't a mod anymore?

What new evil is this!
hehe thanks. nah the barbie stuff is to show you how to add games
567  Gaming / Console / PC Gaming / Awesome site and idea on: April 13, 2008, 06:16:06 AM
http://www.playswitch.com
568  Gaming / Multiplayer Madness (MMO or otherwise) / Warhammer Online Altdorf and Inevitable City video walkthroughs on: March 29, 2008, 02:35:49 PM
posting in right section here smile

http://www.tentonhammer.com/node/29404

http://www.tentonhammer.com/node/29516
569  Gaming / Multiplayer Madness (MMO or otherwise) / Warhammer Online Inevitable City video walkthrough on: March 29, 2008, 03:06:00 AM
http://www.tentonhammer.com/node/29516
570  Gaming / Multiplayer Madness (MMO or otherwise) / IGN hands on with the city of Altdorf *Warhammer* on: March 28, 2008, 12:31:09 AM
http://pc.ign.com/articles/862/862680p1.html
571  Gaming / Multiplayer Madness (MMO or otherwise) / Warhammer Online hands on by IGN on: March 23, 2008, 09:49:01 PM
http://pc.ign.com/articles/860/860572p1.html
572  Gaming / Console / PC Gaming / Re: The Witcher: Enhance Edition on: March 06, 2008, 02:52:00 PM
when is it due out?
573  Gaming / Console / PC Gaming / Re: The Witcher on: January 02, 2008, 12:01:05 AM

Quote from: Kevin Grey on January 01, 2008, 11:34:06 PM

Quote from: Calvin on January 01, 2008, 10:29:19 PM

Quote from: Kevin Grey on January 01, 2008, 07:11:50 AM

Hm, played a bit of this tonight with Polish voices (almost done with Chapter 4) and I think I like it better this way....Also using the uncut script too but I'm not sure if that made a difference. 

Is that only for the international version or can you hack it into the US version?

You can hack it into any version.  Just requires the Polish language files which are floating around on torrent sites. 
where and how?
574  Gaming / Console / PC Gaming / Re: The Witcher on: December 24, 2007, 02:44:29 AM
much faster
575  Gaming / Console / PC Gaming / Re: H-Gate London Demo.....Can we talk? on: October 22, 2007, 12:07:25 AM

Quote from: Farscry on October 19, 2007, 06:24:13 PM

Quote from: Calvin on October 19, 2007, 05:31:54 PM

I don't know what the consensus is here, but the guys at GAF at least are basically calling this a steaming pile of overrated crap-I thought it looked awful all along, but I don't really trust those gaffers-whats the consensus? Overrated? Good stuff?

Hot damn!  NDA finally lifted!

I do think that the game is overrated going off of what most people seemed to think it would be. Me, I expected (and wanted) Diablo 3, only without the Diablo license and in 3d with 3rd-person/fps direct movement controls rather than click-to-move.

That's exactly what I'm getting. Play Diablo 2, then play Hellgate London, and you'll see what I mean. Don't just go off of memories of Diablo 2.

The game is fairly bland at first; everything dies fast, poses little threat, you have very little in the way of abilities, and items don't have much variety or interest to them. Diablo 2 was exactly like this in the initial character levels and areas of Act 1.

Just like Diablo 2, the game gets good as you level up, start diversifying your skills, find more interesting and varied equipment, face more varied and powerful enemies, and just generally start hitting the more varied randomization the game has available.

I love the controls. Love them! You can do just like in Diablo 2: either sit there and button-mash while chugging potions or use guerilla tactics and stick and move, be very active. When I started playing Diablo 2, I just ran in and clicked. After a long time I eventually learned to be much more active and use movement to my advantage. Same seems to work in Hellgate so far.

Performance in hubs (stations) is abysmal with all the players running around. I don't know if it's my pc/client, or if it's netcode. Probably the former. But it really sucks. Out in the rest of the game, performance is stellar and it looks great. Enemies have a fair bit of rubberbanding at times, which also has always been a problem for me on Battlenet with Diablo 2. I don't think this will be an issue in single player.

I love the item options; being able to break down gear for parts, and use those parts to "level up" items and keep them useful makes a world of difference. In Diablo 2, there were a lot of cool low-level items that either were quickly replaced by better ones (with less personality) or were rare enough that by the time one dropped, it was usually outdated. In Hellgate, I can take those items I really like, level them up, and make them appropriately powerful for my character level. That alone is a massive, massive change for me.

I really love what I've played, roughly 10 hours in the beta with several characters up to around level 7-9. The game is exactly what I wanted (slightly more, no less) with a few cool additions I hadn't thought of, and will entertain me for a very long time. I do think it's overhyped, being made out to be more than what it is, and that is setting false expectations for a lot of people.

My one big complaint is that the npc's are too satirical and goofy compared to the atmosphere that's been built up around the game. Having a couple of looney npc's who've gone mad due to the apocalypse would make sense. Having every station populated by raving lunatics, babbling idiots, and neurotic people is too silly to make me take the game seriously at all. It really breaks the immersion and atmosphere of the game for me.
no lag or performance issues in the HUBS here
576  Gaming / Console / PC Gaming / The Movies - Receives a 95% from PCZone UK on: November 06, 2005, 11:54:36 PM
sweet!
577  Gaming / Console / PC Gaming / What are you buying this week? (10/24) on: October 24, 2005, 07:09:00 PM
civ IV
578  Gaming / Console / PC Gaming / IGN Civ IV review on: October 24, 2005, 06:03:39 PM
will be good
579  Gaming / Console / PC Gaming / Rollercoaster Tycoon 3 PATCH details. Patch due out tomorrow on: November 05, 2004, 09:06:51 PM
Quote from: "Rob_Merritt"
The patch has cleared up the path bugs I was having.  However now something new is happen. I have rides where people get on cues... and now never leave. They don't get on the ride, they don't get off. They just stay there getting madder and madder. Over all the game is almost playable now.


yep. this is being discussed in this thread:

http://www.ataricommunity.com/forums/showthread.php?s=&threadid=423646
580  Gaming / Console / PC Gaming / Rollercoaster Tycoon 3 PATCH details. Patch due out tomorrow on: November 04, 2004, 04:17:45 PM
Quote from: "Torfish"
I would like to purchase this game and play it while waiting for WoW.  Can anyone confirm that the patch has fixed many of the retail problems?  
Thanks


it has. I played it last night and it was GREAT to see everyone riding rides, queuing in lines etc, again.
581  Gaming / Console / PC Gaming / Rollercoaster Tycoon 3 PATCH details. Patch due out tomorrow on: November 04, 2004, 12:08:35 AM
appears to be the beta patch

http://ftp://ftp.infogrames.net/patches/rct3/RCT3_BETAUPDATE1A_USA.EXE
582  Gaming / Console / PC Gaming / Rollercoaster Tycoon 3 PATCH details. Patch due out tomorrow on: November 03, 2004, 10:53:51 PM
more fixes added:

re-copying list with all additional fixes

Update #1 BETA Contents:
NEW GUEST LIST (PEEP THOUGHTS) WINDOW - A Guest List (peeps’ thoughts) window is present in Update #1 BETA and accessed by clicking on the ‘Guests’ button located at the bottom of the Park Management buttons. The window allows you to click on an icon to select either a view of all the individuals in the park or a summarized list. You may also display either peep status or thoughts, and control whether the information is presented in ascending or descending order. The window lists only thoughts that are relevant to game-play. Additionally, the appearance of the Attractions Management dialog box has been updated in Update #1 BETA.  In the retail release of the game, feedback on how various areas of your park are performing or being rated by the peeps is provided via the Attractions Management dialog box – use the icons at the top of the dialog box to switch between Rides, Shops and Facilities. Then, from the dropdown menu below the icons, you may select what information you the list displays, such as Status, Popularity, Satisfaction, Weekly Profit, Queue Length, Queue Time, Reliability, Down-Time, Guest’s Favorite. You can use the small arrow at the top of the list to select whether the list is displayed in descending or ascending order.
QUEUE PATH ARRANGEMENT - In the retail release of the game, if there are two or more queues whose entrances connect to the same grid square, peeps will only go down the first queue they see, so only one of the rides connected to the grid square will get any traffic. In Update #1 BETA this is fixed so if there are two or more queues whose entrances are connected to the same tile, people will make an informed decision as to which ride to queue for rather than going down the first queue they see.
PEEP AWARENESS AND MAPS - Depending on the layout of your park, peeps may not know your rides are there. By selling maps you can make all those peeps who buy maps aware of all the rides in the park. Otherwise, as in a real park, peeps will only know about the rides in their immediate vicinity. Update #1 BETA increases the "awareness distance" over which peeps who don’t have maps will be aware of rides.
PEEPS AND RIDES - Update #1 BETA permits peeps to revisit rides that they enjoyed before going on other rides, individual guests are more likely to go on rides, and very-high-intensity rides are less attractive to peeps.
BLOCK BRAKE IMPROVEMENTS - Update #1 BETA changes the function of block brakes so that, in the case of a clear track ahead, the brakes section slows down the train to the specified speed and permits it continue.
COASTER RATING WILD FLUCTUATIONS - In the retail release of the game, coaster ratings can fluctuate wildly especially those with multiple trains. These problems are fixed in Update #1 BETA.
EMPLOYEES NOW STAY IN ASSIGNED AREAS - In Update #1 BETA employees stay in their assigned areas even if they have nothing to do, however testing has picked up a problem with this fix in the Update #1 BETA, which will be rectified for the final released Update #1.
POWERED LAUNCH - Update #1 BETA adds powered launch modes to the follwoing coaster types:
Compact Inverted Coaster

Inverted Vertical Shuttle

Lay Down Coaster

Inverted Shuttle

Floorless Coaster

Flying Coaster

Hyper Twister

Stand Up Twister

Vertical Drop Coaster

Inverted Coaster

Giga Coaster

Heartline Coaster

Inverted Hairpin Coaster

Wildmouse

Spinning Wildmouse

Inverted Wildmouse

Junior Coaster

Mini Coaster

Spiral Coaster

Mini Suspended Flying Coaster

Multi Dimensional Coaster

Suspended Swinging Coaster

Standup Coaster

Mine Train

Pipeline Coaster

FLICKERING LIGHTS - Update #1 BETA reduces flickering lights by causing cars to switch off their lights when approaching a loading station, and adding lights to loading stations instead.
MAXIMUM HEIGHTS - In Update #1 BETA, track rides’ maximum heights have been increased by 50% and coasters’ maximum heights have been increased by 20% (except Air Powered, Reverse Freefall, and Strata Coaster). In addition, a cheat is present in both the retail game and Update #1 BETA, whereby renaming any peep John Wardley removes all height restrictions.
FLIPPING CARS - In the retail release of the game, if a Floorless coaster is built with a particular track piece (flat diagonal chain) the car flips upside down; the offending piece has been fixed and is included in Update #1 BETA.
GENTLE RIDES TICKET PRICES - In the retail release of the game, gentle rides had to have a low price set to get peeps on the rides making it difficult to earn a significant profit. In Update #1 BETA these rides have been made more attractive to peeps so that they are more likely to generate good profits.
RIDES, SHOPS AND FACILITATES BREAKDOWN FREQUENCY - Update #1 BETA contains code which greatly reduces the frequency of rides, shops and facilities breaking down compared to the retail release of the game. Note: The update does not affect saved games; items already placed in a level may need to break down once before the new rate takes effect.
NUMBER OF COASTER CARS - Update #1 BETA ensures car trains are not allowed to be longer than a tilt section or thrill lift on the appropriate coaster, and removes the too-restrictive limit on the maximum number of cars per train for the following coaster cars:
Buffalo Stampede Coaster car

Floorless Coaster car

Giga Coaster car

Scarab car

Standup Twister car

Biplane Car
Bobsleigh Car
Bowie Knife Car
Bullet Coaster Car
Cannon Coaster Car
Flying Turns Bobsleigh Car
Ghoster Coaster Car
Inverse Impulse Car
Inverted Wild Mouse Car
Junior Ladybird Car
Junior Log Car
LIM Coaster Car
Looping Car
Looping Snake Coaster Car
Maggot Coaster Car
Min Coaster Rocket Car
Mini Coaster Toboggan Car
Retro Monorail Car
Shooting Star Car
Side Friction Car
Twister Coaster Car
Water Coaster Car
Wild Mine Mouse Car
Wild Mouse Car
Wooden Wild Mouse Car

REDUCED FREQUENCY OF PEEP COMPLAINTS FOR QUEUE TIMES - Update #1 BETA contains code which increases the amount of time before peeps start complaining about queue times.
LITTER: In Update #1 BETA, peeps drop litter less frequently compared to the retail version.
WATER RIDES SOUND EFFECTS - In the retail release of the game, water rides have the sound effects for a steel coaster, with no water sounds. This has been fixed in Update #1 BETA.
GO KARTS SOUND EFFECTS - In the retail release of game, the Go Karts sound very loud. This is fixed in Update #1 BETA.
FREQUENCY OF MOST DISAPPOINTING PENALTY - In the release of the game, the “Most Disappointing” fine can appear frequently. The threshold at which this fine kicks in and the frequency of the fine have been reduced in Update #1 BETA.
BENCHES - Update #1 BETA contains code which reduces the frequency of wooden benches being vandalized compared to the retail release of the game, and increases the rate at which guests regain energy when sat on benches.
SCENERY VISIBILITY TOGGLE CAUSES SOME GRAPHICS TO SHIFT - In the retail release of the game, if you use the Scenery Visibility toggle, trees and rides can sometimes start shifting all over the screen. This was a bug due to graphical matrix palettes not being set correctly in some circumstances. Update #1 BETA fixes this problem.
COMPATIBILITY - Update #1 BETA addresses a number of compatibility issues which could cause instability in the retail release of the game.   Ensure you have up-to-date device drivers that are known to be good and update the game. (See the FAQ section "Why does my game suffer from frame-rate slowdown / lags, graphical glitches, crashes?" for a complete discussion on the topic of known-good drivers on www.frontier.co.uk/games/rct3/faq.html)
COASTER CAR STALLS: Update #1 BETA fixes splashboats car rolling back at top of lift hill and log flume stopping on some flat track pieces.  Additionally it contains a new ‘cheat’ – renaming any peep "Andrew Thomas" decreases track friction, which can help when importing some RCT1 or 2 coasters  into RCT3.
QUEUE LINE TERRAIN EDITING: In Update #1 BETA terrain editing of ground queues is not allowed.
FIREWORKS TUTORIAL: In Update #1 BETA double click on firework markers is not allowed to bring up the colors modifier window when in a tutorial.
MAPS: Update #1 BETA ensures that all scenery items are colored correctly on maps.
TERRAIN RESIZIING: Update #1 BETA fixes a bug in the retail game which can cause corruption when terrain is re-sized.
FRONT SCREEN MENU: Update #1 BETA fixes front screen menu glitch in the retail game which occurs after a change of screen resolution.
PEEP VIEWPORT: In Update #1 BETA, intermittent bright lines from the peep viewport are eliminated.
RIDE MUSIC: in Update #1 BETA ride music is synchronised when rides share the same track.
PINCERS: In Update #1 BETA the peep pincer grips staff in the correct place.
COASTERCAM: Update #1 BETA fixes a graphical glitch that occurs in the retail version when you pause the game and then enter CoasterCam.
WINDOWS ME: Update #1 BETA contains a bug-fix for a misaligned mouse cursor in WindowsME after a screen settings change.
ATTRACTION NAMING: In Update #1 BETA, new attractions are named in sequence from "Attraction 1" instead of "Attraction 01"
CLOSING TIME:  Update #1 BETA allows park closing time to be set to 24:00.
SAVED GAMES: In Update #1 BETA the day-of-month is stored and displayed in saved games, and the game doesn’t reset vendor uniform colours when loading levels.
PARK INSPECTOR: In Update #1 BETA the Park Inspector no longer has a number after his name.
RIDE OPERATION PANEL: In Update #1 BETA the Ride Operation Panel has been re-arranged to ensure the speed spinner doesn't overlap
WATER FLOW VISUALS: In Update #1 BETA there are improved water flow visuals on coasters.
REVOLUTION: In Update#1 BETA the animation loop on Revolution ride has been fixed.
UNICODE: In Update #1 BETA Avatar families names can contain UNICODE characters.
OPTIMIZATION: Update #1 BETA contains improved performance for some fence rendering.
AUTO-CONFIG: In Update #1 BETA an auto-config button is added to the graphics settings panel (to allow a ‘reset to factory values’ of graphical parameters), and auto-config chooses 1024x768 instead of 800x600 for High Quality.
LOCALIZATION: Update #1 BETA allows for localized names for carried items, ride cars and has improved localized date-time formatting.
STAFF QUIT MESSAGE: Update #1 BETA adds a message that is displayed when a staff member quits.
HAPPINIESS: In Update #1 BETA, guests become unhappy when they feel sick, and staff become unhappy when they are bored.
THOUGHT ICONS: In Update#1, clipping for people thought icons is fixed.
RAINING: In Update#1 BETA, some rides are flagged as under-cover so they can be used when raining, and a rain weather effect is added.
CAR CRASHES: In Update #1 BETA, if a car crashes, the connected link cars also crash.
VERSION NUMBER: Update #1 BETA displays the executable version number in the program info dialog.
583  Gaming / Console / PC Gaming / Rollercoaster Tycoon 3 PATCH details. Patch due out tomorrow on: November 02, 2004, 11:35:35 PM
small update:

We're updating the FAQ now, with a list of all the things the update adds or fixes. A 'beta' version of the update will be linked to from the FAQ in the next few hours if you would like to try it and be involved in testing, before it 'goes official' tomorrow.
584  Gaming / Console / PC Gaming / Rollercoaster Tycoon 3 PATCH details. Patch due out tomorrow on: November 02, 2004, 11:31:32 PM
from:

http://www.frontier.co.uk/games/rct3/faq.html#_Update_#1_Contents

at the bottom of the page

Update #1 Contents:
A guest list window is present in Update #1 and accessed via a new ‘Guests’ button under the Park Management menu.  The window allows you to click on an icon to select either a view of all the individuals in the park or a summarized list.  Then you can choose to display either their status or their thoughts, and control whether the information is presented in ascending or descending order.  The windpow's summarized thoughts mode lists gameplay-relevant thoughts only.  Additionally the look of the Park Management > Attractions menu window has been updated in Update #1.
 
Queue path arrangement.  In the retail game if there are two or more queues connected to the same grid square, peeps will only go down the first queue they see, so only one of the rides connected to the grid square will get any traffic.  In Update #1 this is fixed so if there are two or more queues connected to the same tile, people will make an informed decision as to which ride to queue for, rather than going down the first queue they see.

Maps.  Depending on the layout of your park, peeps may not know your rides are there.  By selling maps you can make all those peeps who buy maps aware of all the rides in the park.  Otherwise, as in a real park, peeps will only know about the rides in their immediate vicinity.  Update #1 contains code that increases the distance over which peeps who don’t have maps will be aware of rides.

Update #1 contains code to make peeps more likely (N.B. not 100% of the time) to revisit rides that they enjoyed before going on other rides.
Update #1 changes the behavior of block brakes so that in the case of a clear track ahead the brakes section just slows down the train to the specified speed and lets it continue.

In the retail game coaster ratings can fluctuate wildly.  These problems are fixed in Update #1.

In Update #1 employees stay in their assigned areas even if they have nothing to do.

Update #1 adds Powered launch modes to many types of coaster.

Update #1 contains code which improves flickering lights behaviour when cars stops at stations (for example, chairlift and go-karts), whereby stations now have their own light and when a car enters its own lights are switched off.

In the retail game the Splash Boats ride continues unaffected when it travels through water, when it would be expected to be slowed down by the water.  This was has been fixed in Update #1.
 
In Update #1, Tracked rides’ maximum heights have been increased by 50%, Coasters’ maximum heights have been increased by 20% (except Air Powered, Reverse Freefall, and Strata Coaster).  In addition, a cheat is present in both the retail game and Update #1, whereby renaming any peep John Wardley removes all height restrictions.In the retail version if you build a coaster with a particular track piece the car flips upside down.  This is due to a bug in that track piece, and the offending piece has been fixed and is included in Update #1.

In the retail game the gentle rides had to have a low price set to get peeps on the rides, making it difficult to make a significant profit.  In Update #1 these rides have been made more attractive to peeps so that they are more likely to generate good profits.

Update #1 contains code which greatly reduces the frequency of shops and stalls breaking down compared to the retail game.  Note: Shops and stalls already placed in a level may need to break down once before the new rate takes effect.

Update #1 removes the too-restrictive limit on the maximum number of cars per train for several coaster cars.

Update #1 contains code which increases the amount of time before peeps start complaining about queue times.

In the retail game, water rides have the sound effects for a steel coaster, with no water sounds.  This was an oversight that slipped through testing, and has been fixed in Update #1.

In the retail version the Go Karts sound very loud.  This is fixed in Update #1.

In the retail game the “Most Disappointing” fine can appear frequently.  The threshold at which this fine kicks in and the frequency of the fine have been reduced in Update #1.

In the retail game if you use the Scenery Visibility toggle trees and rides can sometimes start shifting all over the screen.  This was a bug due to graphical matrix palettes not being set correctly in some circumstances that unfortunately was missed in testing.  Update #1 fixes this problem.
 
Update #1 addresses a number of compatibility issues which could cause instability in the retail version, so if after ensuring you have known good device drivers you are still experiencing problems, install Update #1.
585  Gaming / Console / PC Gaming / Rollercoaster Tycoon 3 Impressions on: November 01, 2004, 11:02:02 PM
post your bugs here:

http://www.ataricommunity.com/forums/showthread.php?s=&threadid=421841

and email them to the email the developer posted
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