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Initially, because simple solids composed of flat panes are somewhat visually boring. Then because the technology isn't good enough to render true realism but sticking to simplified forms can't show off its power very well, so you substitute motion and detail for form and precision. Then, apparently, because people are easily impressed by pure visual noise. I can't think of TOO many games that fall deep into that trap though; sci-fi games sometimes have a problem with vehicles and weapons that are just a mess of vertices vomit, and I can think of a few games like Prototype or the (apparently incredible) Prey reboot where some of the creature designs are just visual nonsense. aniviron posted:I mean, you have to have stuff on your thing, or it's not really a design, just shapes. Mostly being jokey here, admittedly. Art direction matters and simple forms can accomplish a lot, but you're not wrong that detailing is important. There's just a certain school of thought that takes it to such a ridiculous extreme it's hard to tell what you're even looking at. Shady Amish Terror fucked around with this message at 22:41 on Jul 5, 2017 |
# ¿ Jul 5, 2017 22:37 |
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# ¿ May 13, 2024 22:07 |
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turn off the TV posted:The creatures in Prey being bizarre and pretty incomprehensible is completely intentional, and during actual gameplay the designs work out really well. You can usually tell at a glance exactly what kind of alien you're looking at, but what exactly it is is another question. I think that in the grand scheme of things they're some of the cooler sci-fi aliens because they really don't look like anything on earth. It at least mostly works in Prey and Prototype yeah (and sorry for writing Dishonored there initially, was still waking up), but when reaching for examples in videogames, there weren't many that came to mind, so I grabbed the couple I could. I honestly can't think of many games where the creature design is a serious problem in that way, and I probably shouldn't have presented those as such.
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# ¿ Jul 5, 2017 23:44 |
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Captainsalami posted:Mods, please And another finger closes on the monkey's paw.
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# ¿ Jul 6, 2017 21:04 |
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At a guess, is the first a shock rifle? The design elements are kind of trending that way. It looks like goofy nonsense, admittedly, but it's distinct and consistent visual nonsense, at least. I honestly don't think this looks out of place in newer UT games. Would the second one be a flak cannon? Big-rear end shield and ridiculous muzzle diameter kind of suggest it. Don't get me wrong, those are hilariously goofy designs, but having too much excess surface detail doesn't seem to be the primary issue. The second gun is positively spartan by modern standards (which you could argue is a problem in and of itself, admittedly). Sorry for promoting derail, I'll probably just leave it off there.
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# ¿ Jul 8, 2017 00:57 |
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The longer you live the harder it becomes to deny that we're kind of a hosed up species, in aggregate.
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# ¿ Jul 13, 2017 11:09 |
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stone cold posted:
I mean...the Fallout universe has some dumb stuff hidden away in its large number of nooks and crannies. I don't specifically recall a nipple-bot coming up at any point, but with the variety of themes about extremely human AI's lamenting the limitations of their build specs (and dumb, crazy mad scientists pursuing every possible bad idea somewhere all at the same time), it's almost certainly come up. Fallout lore is a little like Elder Scrolls lore in that what falls within the boundaries of the existing presented lore is surprisingly large. You know, what with the aliens, robots, and the future's weird surfeit of biologically-immortal stuckup assholes. And the giant mutated chameleons, at least one of which is friendly. And then there's the Chinese stuff on top of all that. And all the special interactions based around gender, more so than a lot of other CRPG series. Fallout's weird.
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# ¿ Jul 15, 2017 06:57 |
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Furia posted:"Too many people, not enough resources to go around?! gently caress that poo poo! Add a giant skull in the back! DRIVE UP PRODUCTION COSTS AS MUCH AS POSSIBLE! WASTE MORE, MORE! Let's make this war machine intended for mass production as expensive and inconvenient to make as possible!" You're not wrong, but then, this is the same universe where an untrustworthy corporation acting as a shadow government built huge, elaborate, intentionally unsustainable bunkers just to see what would happen (in addition to the several actually intended as long-term fallout shelters).
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# ¿ Jul 15, 2017 11:20 |
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McSpanky posted:Getting flashbacks to all those terrible White CJ mods for GTA San Andreas. I must have blocked this out, but given how loving much whining there was over CJ as a protagonist I guess it was obvious what was going to happen.
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# ¿ Jul 16, 2017 09:35 |
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It's incredible the range of things that could be handwaved with 'and then vault-tec staffed this bunker wrong, as a joke'.
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# ¿ Jul 16, 2017 12:42 |
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Not much lore-friendlier than finding alien pistols in the wasteland!
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# ¿ Jul 17, 2017 09:46 |
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Orv posted:"Lore friendly" now sounds like Peanuts' adults to my brain. As it probably should.
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# ¿ Jul 17, 2017 12:21 |
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At their most basic, a lot of cosmetics are just pigments mixed with ingredients that help them stick to skin. Apparently corn starch/arrowroot starch/other plant starches can be used as a powder base in a pinch, but I admit I don't know much about the art of home-made makeup. I can tell you that there's a wide array of common pigments frequently used in aesthetic applications (including paint and makeup) which you'd still be able to easily find among the wasteland, chief among them iron oxide for red. A lot of red pigment is historically just...rust. And if you're not picky about the long-term health concerns, lead makes for a readily available white pigment source.
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# ¿ Jul 21, 2017 16:02 |
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You know, credit where it's due, for a Bethesda game I'm not sure one can expect much better. Deathclaw Lady is still a welcome reprieve from the soulless self-loathing fuckdolls, even if she still really oughta put a goddamned shirt on.
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# ¿ Jul 28, 2017 16:02 |
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Speaking as ...that said, I don't think a lot of these are even trying, and somehow that's more upsetting than just having bad expressions. You know, like the face and emotional expression of their wank waifu aren't really important to them. It's just an added layer of discomfiture. Shady Amish Terror fucked around with this message at 12:13 on Aug 10, 2017 |
# ¿ Aug 10, 2017 12:09 |
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It's kind of incredible that the Third Reich still has a thriving fan club to this day. Think of all the nonsense cults that have blossomed and died in the intervening time period. I don't think that says much positive about humanity. ...then again this is the Mods thread, so I don't guess that's a surprise.
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# ¿ Aug 15, 2017 07:56 |
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Diabetes Forecast posted:https://www.youtube.com/watch?v=iBCgu86zr5E Wow, poo poo. That...kind of looks too good for Fallout 4? I'm too used to every mod being nonsense garbage (Crimes Against Nature aside, which is good nonsense).
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# ¿ Aug 17, 2017 21:24 |
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Ghostlight posted:That's not true at all - they're making a DOTA CCG. Obligatory: https://www.youtube.com/watch?v=xQ5hYlWQ3vk
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# ¿ Sep 1, 2017 03:52 |
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Well, they're at least aware of the existence of facial expressions. It's surprising how wide the gulf is between 'terrible Bethesda expressions' and 'literally no expression at all Jesus what is that thing'.
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# ¿ Sep 9, 2017 18:38 |
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Real-talk, as a person who draws things, proportions are hard, and the proportion of the skull to the rest of the body is just the worst loving thing. A quarter-inch too large, and congrats, you have a freakish giant toddler or weird cartoon person, a quarter-inch too small and now they're a seven foot tall weird statue person. People tend to go with heads that are WAY too small because if you're going to gently caress it up one way or the other then at least that gives you the illusion of height and accentuated proportions (...on their sad digital waifus that are usually five-foot-nothing tall). That and the weird skinny necks that seem to be so common would look even worse contrasted with an appropriately-sized dome. It's weird and not-good, but it at least makes organic sense how they ended up there.
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# ¿ Sep 14, 2017 14:18 |
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Please, if I was Liefield, I wouldn't be loving broke all the time.
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# ¿ Sep 21, 2017 03:10 |
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Lunethex posted:If you can't find exactly what you want without paying for it I don't think you're looking hard enough. You are seriously underestimating either or both of the eccentricity of some peoples' tastes, and the sheer voraciousness with which some people consume content. I mean, there's a reason there's that old definition of economics as 'satisfying unlimited desires with limited resources'. A lot of people, once they find that exact thing that they want, then want a hell of a lot more of it History Comes Inside! posted:Why do furries always have so much loving money to throw around? Oh there's PLENTY of broke furries. You hear about the rich ones because it's so uniquely visible; people who own millions of dollars in old cars doesn't seem that weird, even though from a strictly economic, rational point of view that's still incredibly loving excessive. When you add in the weirdness of 'here have this highly visible stream of thousands of dollars in weird fetish commissions each month', it unsurprisingly becomes kind of infamous. Furries also seem to be kind of bad with money in general, probably because it's a weird sub-culture that sort of encourages you to be, and I'm going to go out on a limb and say the average person is probably bad with money already before getting tangled up in a weird subculture where status is tied to how large a pile of fetish art you can accrue. To bring this whole sordid aside back around to where it started, I have no objection to people being paid for doing mod work, but with the wealth of resources available for game creation it seems more sensible to just make your own game these days. The surprising number of weird dating games/interactive fictions/incredibly disturbing rpgs pulling in five figures a month seems to reinforce the point.
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# ¿ Sep 24, 2017 01:08 |
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That sounds like Marathon, yeah, but Doom uses lots of trickery even in the original offical Wads to produce strange effects. Probably the biggest thing is the lack of verticality in Doom's world; the game world mostly takes place in two dimensions and the dimension of height is just all sorts of janky hacks. Like, a hilarious consequence of this is that when you get to the point that you have bridges crossing over other rooms, those are technically invisible elevators, because there's only one floor for the entire level and you couldn't have two separate traversible areas occupying the same space on the ground plane, as memory serves. I seem to recall this also leads to amusing weirdness like infinite-height collisions with monsters, where, for example, an agitated crowd at the base of an elevator would prevent you from walking off as if there was a wall there. As far as 'portal' effects in Doom (in the mapping sense), those are much more esoteric and I don't have any awareness of people using tricks like that until the last decade or so when people have started putting out weird-rear end mindfuck Wads just to see how far they can push the systems. E: Or as above, maybe only really in the last couple of years. I think earlier wads may have toyed with 'portal' effects, but it could have been illusory or some consequence of engine fuckery. Shady Amish Terror fucked around with this message at 17:31 on Oct 1, 2017 |
# ¿ Oct 1, 2017 17:28 |
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I mean, I'm not entirely opposed to the idea of a high-concept SS13 mod for Fallout. Imagine the fun of space lube in an environment where people are regularly throwing nukes around.
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# ¿ Oct 24, 2017 15:13 |
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The Awful/Awesome Mods Thread: A Discriminatory Lack of Pec Physics. e: gently caress the worst snipe
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# ¿ Nov 2, 2017 16:44 |
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So, against my better judgement, I popped that image open in a new tab as it is (wisely) refusing to load in the thread. If anyone else is having the same issue, then good for you, hahaha.
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# ¿ Nov 29, 2017 17:03 |
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jizzy sillage posted:Computer, load up celery man. Paul Rudd in Skyrim when
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# ¿ Dec 14, 2017 23:58 |
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Doc Hawkins posted:hi-oh, kermit the frog here This is pretty loving good. SplitSoul posted:http://steamcommunity.com/sharedfiles/filedetails/?id=1237885185&searchtext= Valve does sort of seem to be spinning their wheels right now, and Steam is in a weird place where porn games and shovelware is a not-insignificant portion of the platform now. It's, uh, weird to say the least.
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# ¿ Dec 23, 2017 14:19 |
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Sooo, same person as the infamous 'Better Than Wolves' discussed above, I take it. There's a fine line between 'avante-garde art project' and 'mental illness'.
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# ¿ Jan 3, 2018 21:11 |
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Max Wilco posted:I see you Doom on oscilloscope, and raise you with Quake on an oscilloscope. https://www.youtube.com/watch?v=aMli33ornEU That's cool, and so is the other oscilloscope video, but there's a slight missing link. The other one appears to be running the game, and displaying on a digital display. This one is providing the visual display as an oscilloscope readout, but the description seems to indicate the game is actually running on a separate laptop. What I'm saying is someone needs to hook the two together so you have one oscilloscope running the game and a second oscilloscope playing the output as above.
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# ¿ Jan 5, 2018 10:36 |
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McSpanky posted:LMAO, nice. Though now I want a DOOM text adventure. Except I'm pretty sure that exists? Let's see here... Well, there's the official DOOM phone-game RPG. https://www.youtube.com/watch?v=NJBL_dclMcA Or DoomRL, the Doom Roguelike. https://www.youtube.com/watch?v=ZGNJ3nLn5Gc https://www.youtube.com/watch?v=mR8NuwpHCfQ Here we are. FOOM, the Doom Text Adventure that runs on TADS. http://doom.wikia.com/wiki/FOOM! Though a quick google search also turns up someone's Python project to make a Doom text adventure, apparently? https://github.com/Sinkemlow/DoomTA
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# ¿ Jan 6, 2018 22:37 |
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Mordja posted:Someone's made an anime portraits mod for Crusader Kings II, finally. ...wait, this wasn't a day one mod? Crusader Kings continues to throw me for a loop every time I hear about it.
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# ¿ Feb 20, 2018 18:49 |
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Kavak posted:When The World Stopped Making Sense, a mod that extends the timeline back to the fall of Rome. ...wouldn't that pretty much guarantee the world is ruled by at most three mega-blobs of empire by the year 1000 or so? Or does it add enough events and factions to counter that?
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# ¿ Feb 20, 2018 19:54 |
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Not the Messiah posted:...I did some quick googling and couldn't find anything like what they describe, especially not "hundreds of fortified, self sufficient cities" I'm terrible about history myself, but looking at the wiki article on the Garamantes suggests that they are wildly inflating the city and population counts of the kingdom, possibly to make them a more competitive regional power (ie, they're a pet favorite kingdom of the author). It is sometimes a weakness of Crusader Kings that it can't always model all the wonderfully weird interstitial kingdoms and short-lived regional mega-powers of history, but this does seem an especially funny reaction to that problem. There is also the possibility that the fact that it is a North African kingdom may play some role. There is, apparently, an unfortunate tendency among a tiny slice of the archaeological fringe that over-inflates the importance of North African kingdoms in history as a well-meaning but wildly misguided reaction to the fact that most fringe archaeology quacks are constantly trying to suggest that somehow vikings created everything of note in the world and that no culture developed writing or agriculture without being 'tamed' by white northern europeans. Given that it looks like there's not a whole hell of a lot of well-documented excavation sites, and that Africa in general is woefully underrepresented in historical study, it's possible some fringe group latched onto the Garamantes and the author got their information from there? At any rate, the broad strokes of who the Garamantes were and how they were organized SEEMS to be there, they did have fairly independent walled communities that were very prosperous due in part to their ability to locate underground water sources. Disclaimer: this is all just me browsing over pages in documents pulled up on google, I generally can't be trusted to know jack about poo poo, myself.
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# ¿ Feb 25, 2018 15:17 |
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I forgot about the desertification thing, and that's some very helpful contextual information, thank you. And, yeah. The provinces thing is what makes me think that it's just a personal favorite of theirs, otherwise it doesn't make sense to give them what should amount to a long-term mechanical advantage over everyone else. I guess it actually wouldn't even be THAT weird if it's supposed to be some kind of alternate timeline where the desertification process stopped early or reversed somehow, maybe? If the information I skimmed was accurate, it suggested that even in 500 AD the region was a respected political power. Reversing desertification would be far from the most unscientific or unlikely scenario even compared to the base game, much less the shenanigans in the DLC.
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# ¿ Feb 25, 2018 21:24 |
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bessantj posted:: Finally a site where I have a chance at employment. What a good avatar
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# ¿ Mar 13, 2018 11:49 |
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Squirrel Dedan posted:
An appropriate reaction.
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# ¿ Mar 21, 2018 03:48 |
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Second person perspective is such a weird concept that in my experience it goes mostly unaddressed even in professional writing circles outside of poetry and post-modernism, but I guess looking it up provides the very good point that most choose your own adventure novels are technically second-person perspective. The idea with second person is that it's set from the perspective of someone who is addressing 'you' as a character in the story while still being involved in the story. 'You' are then the protagonist even though the story is not occurring from your point of view within the story, nor from some omniscient (or at least detached and distant) viewpoint, as in third person. With video games it gets a little dumb and weird to define and you've probably got to be a little loose with the definitions; an over-the-shoulder camera is probably not, under most circumstances, a second person perspective, if only because that's a stupid way to describe it. In gaming terms I would definitely say the Siren games use second-person perspective (as a game mechanic, although you can still use first and third person camera views as normal). There's probably a handful of other games with sight-jacking or possession mechanics that count, along with, I guess, any game where something like a security camera or an antagonist's point of view informs your visual playing field.
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# ¿ Mar 23, 2018 22:11 |
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jonsicoli posted:So uh This is fantastic and I hope they polish the everloving gently caress out of this trainwreck. It's already incredibly impressive.
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# ¿ May 25, 2018 01:46 |
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I mean, I legitimately enjoyed Immersive Fireflies, so I probably shouldn't be talking poo poo here
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# ¿ Jun 2, 2018 14:51 |
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# ¿ May 13, 2024 22:07 |
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metricchip posted:but thankfully 0 of them were actual KSP mods Somehow, that remains discomforting.
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# ¿ Jun 18, 2018 03:39 |