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Member Since 03 Nov 2011
Offline Last Active Oct 31 2013 11:55 PM

Topics I've Started

Receiver like Gunplay

01 May 2013 - 12:57 PM

Not much going on here so I thought i'd post this suggestion.






Basically, more detailed interaction with fire-arms in-game.


I recently bought this on steam and it's kind of cool, if you could implement something similar for NMRIH' hardcore mode it'd be awesome. I realise that some people (especially newer players) might find it off-putting or annoying, but I imagine there are a fair few people that'd appreciate it if it was added in as a server-side option or something.


Would definitely help in adding tension aswell as adding another layer of immersion. Could also be an excuse to make fire-arms slightly more lethal due to the added difficulties in operating them in-game.

Occulus rift/Head mounted displays

09 April 2013 - 08:05 PM

I thought this was fairly cool.


He isn't using an Occulus rift but something else, and it's a Doom 3 map (I think):














So what’s to do? First, everybody involved needs to be a bit more grounded when describing the capabilities of HMDs in general, and the Oculus Rift in particular, to the world at large. The hype getting any more hype-y is not good for anyone. How to do that properly, for example, how to describe the admittedly subtle differences between levels of head tracking (none, orientation only, orientation+position) to a “lay” audience, I honestly don’t know. We’ll have to just keep trying.


Second, the VR community should reach out more to the game developer community. A lot of research has been done, and there’s no need to re-invent the wheel ten more times, or repeat old mistakes.


To wrap it up, and because this post ran long, I want to repeat my core message: I’m not concerned about the Oculus Rift display hardware at all. I’m very much looking forward to supporting it in the Vrui VR toolkit, and using it for my own research (and entertainment) in the future. I’m only worried about how it’s going to be used by games or other 3D software. What’s been holding VR back is not bad hardware, but bad software, and if the Oculus Rift ends up mostly exposing the world to bad VR software, we’re all in trouble.




I don't know how successful these will be, but the novelty of seeing your body in-game with that mirage like 90's VR style is surely reason enough to try it once.


21 March 2013 - 10:11 PM





They're not being ironic/self depreciating, as I thought may have been the case for the first few seconds of the footage.


They had all these people localized in one room and no one thought to lock the doors and set it ablaze? Wasted opportunity.

Thu Steem Bocks

06 March 2013 - 05:02 PM

Basically, Gabe Newell talking about the Steam-Box:





Gamepads – or whatever brave new hand-based world they’re trying out – are also presenting obstacles, apparently. “We have a couple of different controller prototypes that we’re using, and that’s one of the things that we’re giving to customers.”

Outside of button pushing is the wearable computing concepts Valve’s long been talking up, which will apparently play a part in the Steambox. “You need to actually be able to directly measure how aroused the player is – what their heart rate is, things like that – in order to offer them a new experience each time they play.” Er. I am NOT COOL with Valve knowing how aroused I’m feeling, nor am I sticking any tubes into Little Alec.



http://www.bbc.co.uk...nology-21677119 (Interview where he says all this stuff)




If it won't let you watch the interview, just look back at this picture every once in a while whilst reading the article and let your imagination do the rest.



"We'll be giving out some prototypes to customers to gauge their reactions, I guess, in the next three to four months.

"There are noise issues and heat issues and being able to [deal with] that while still offering a powerful enough gaming experience is the challenge in building it."


He added that his company had still to finalise how the console's controller would work as it continued to explore the possibility of including sensors to measure the gamers' body states.

"If you think of a game like Left For Dead - which was trying to put you into a sort of horror movie - if you don't change the experience of what the player is actually feeling then it stops being a horror game," Mr Newell explained.

"So you need to actually be able to directly measure how aroused the player is - what their heart rate is, things like that - in order to offer them a new experience each time they play."



And if none of that interests you, here's the theme tune from Jurassic park instead:



Hatfields and McCoys

25 February 2013 - 04:12 AM

Not the greatest programme i've ever seen and a bit slow in parts, but still quite good:



Usually 'History' programme's suffer from a lack of production quality, which isn't the case here.


Also, Bill Paxton (The guy that plays Randall MCcoy) sounds exactly like John Marston.