Archive for February, 2009

Gears of War 1 is like a tech demo compared to Gears of War 2

Sunday, February 15th, 2009

I was stuck for what to title this article. A couple of options I ran through were:

“Gears of War II is what GeoW should have been.”
” ‘Gears of War 1.5′, not ‘Gears of War 2′ ”

A tech demo is defined by wikipedia (who else?) as being:

“a prototype, rough example or an otherwise incomplete version of a product, put together with the primary purpose of showcasing the idea, performance, method or the features of the product.”

The original Gears of War was lacking several major features listed in the INX Gaming Manifesto, most noticeably a lack of an offline Instant Action game mode. It also lacked flexibility: there was no skirmish mode, there were in total only 14 enemy types (including Raam and set pieces such as Corpsers, Reavers, Nemacysts, Seeders and Kryll, which don’t really count). It also lacked a fleshed out story line, and balanced multiplayer. But that was a different “article” (rant).

There was no good reason not to include a “horde” mode in GeoW, even a stripped down one would be better than none, although I realise that optimisations to the UT3 engine made it easier to do the way it was done in GeoW2. There was no good reason not to allow us to do multiplayer skirmishes offline. Gears of War 2 doesn’t feel like the sequel to Gears of War, it feels like the game it should have been. Gears of War acts as a tech demo, a sample of the potential that a Gears of War game could have, and Gears of War 2 feels like the game it should have been.

Where were the chainsaw duels in GeoW 1? Where was the horde mode? Where was the variety of scenarios in the story mode that GeoW 2 produced? And above all, where was the flamethrower?

- John

Playing (Scrabble) Dirty – Warning Offensive Language

Saturday, February 7th, 2009

Daily Mail Source

T**s

S**t

F***ers

Apparently Ubisoft’s Scrabble Game has been using offensive language to beat an 8-year old at scrabble.

How did no one on the Dev team think “Hey, we should pop a word filter on this beast, yo!”? Come to that, why wasn’t it sufficiently tested by Ubisoft and Nintendo?

If you don’t test your games, then mistakes will get made. Sometimes very embarrasing ones.

- John

Counter-Strike Source game servers update 29/01/2009

Tuesday, February 3rd, 2009

Sorry guys, although this was applied, I missed adding the news post of a minor update for Cs Source servers:

Counter-Strike: Source has been updated.  This is not a required update, but it is recommended.  Please download it using hldsupdatetool.  The specific changes include:

- Fixed clients using reloadresponsesystems, sv_soundemitter_flush, sv_soundemitter_filecheck, sv_findsoundname, and sv_soundscape_printdebuginfo to lag/crash servers
- The -pidfile command line option now works for Windows dedicated servers

Jason

Team Fortress 2 server update 03/02/2009

Tuesday, February 3rd, 2009

This seems a pretty significant update for TF2 servers

A required update for Team Fortress 2 has been released.  Please run hldsupdatetool to receive the update.  The specific changes include:

New client features:
- Added view model FOV slider to advanced multiplayer options.
- Added a hide view model option to advanced multiplayer options.
- Added custom crosshair support.
- Added crosshair image, scale, and color settings to the Options->Multiplayer settings tab.
- Moved HUD minimal mode & Disable Spray options into the Advanced Multiplayer settings.
- Added “open_charinfo_direct” command that opens the loadout directly to the class you’re currently playing.
- Replaced the “Open Loadout” entry in the options->keys dialog with this new command. Rebind / reset your config to defaults to use it.

New server features:
- Added “tf_damage_disablespread” convar to disable the 25% damage spread on all damage.
- Added class limit support to tournament mode.
- Set the “tf_tournament_classlimit_X” convars to the max number of class X allowed.
- Added “tf_tournament_hide_domination_icons” convar, that allows a tournament mode server to force clients not to display domination icons over their nemeses.

Gameplay changes:
- Modified critical hit calculation. Overall, critical hit chance is now much more recent-performance based.
- Base chance is now 2% (was 5%).
- Bonus range based on damage done changed from 0%-15% to 0%-10%
- Damage range required for bonus changed from 0-1600 to 0-800.
- Reduced random damage spread applied to all player damage from +-25% to +-10%.
- Slight reduction (improvement) of the minigun’s spread.
- Increased flare direct hit damage from 20 to 30.
- Rewrote Natascha’s slowdown code to be more consistent.
- Sniper rifle now supports Crit Boost state like all other weapons (i.e. Kritzkrieg makes all shots critical hits).
- Stealthed spies are no longer able to pickup the intelligence. They must uncloak first.
- Increased soldier primary ammo count from 16 to 20.

Bugfixes:
- Added UTIL_IsCommandIssuedByServerAdmin() checks to several “physics_” CON_COMMAND scripts to prevent clients issuing the commands.
- Fixed bug in teleporter logic that allowed engineers to build teleporters with HUGE health values.
- Fixed matching teleporter not getting a health buff when the pair is upgraded (only the tele you were hitting got the health buff).
- Fixed Medic ÜberCharge percentage in minimal-HUD mode.
- Protected against an HLTV related server crash.

Note that we are still working on the client timeout and lag issues.

Jason