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Showing content with the highest reputation on 01/20/2020 in all areas

  1. I don't know if any of you remember Vanguard: Saga of Heroes, which was a game that Sony Online Entertainment decided to close down a few yeras ago. It was a brilliant game that pulled no punches and didn't hold your hand (unless it was to distract you while it plunged a dagger into your back!). A lot of players were very upset when Sony decided it wasn't profitable enough and closed down the servers, because the game was unique for its time and not only was it a very good hardcore MMORPG with 15 different classes, 14 different races (and 6 types of human) most of which had their own distinct starting areas and questlines, but also featued a complicated, indepth crafting system (a bloody frustrating one!) and a very interesting card based, diplomacy minigame. I was one of the players who really missed it and lamented its loss, well great news, it's back! The VGOEmulater is a fan run project which has got hold of the source code for the game and has got a server up and running and the game is playable again. It's currently in a (sort of) pre-alpha stage in that they are still working on it and not got everything working properly again yet, but it is playable and some of us are playing it and bug reporting as we find stuff. The new devs are all fans who are devoting their spare time to bringing this game back to life and although they do accept donations, they are purely used to pay for the server. If you would like to try the game and maybe do a bit of play testing and you don't mind that some small parts may still be broken, then you can find their forum here https://www.vgoemulator.net/phpBB3/index.php You can check out the wiki here https://vanguard.fandom.com/wiki/Main_Page
    1 point
  2. Flix really sorry to see this happening. When I finish work tonight if you're available we can do some direct trouble shooting? done at 16 00 gogo
    1 point
  3. Say, you have ~500 diffuse texture files used at any given moment. If they are in .tga format, they are mipmapped(matryoshka-style texture resizing techique, vastly improves texture processing times) in real time, or once, then kept in some kind of cache(RAM or harddrive) by a procedure in genMipMapInfo.txt. The procedure takes CPU time(and may cause lags). If the textures are in .dds format, they are already mipmapped(if saved properly), thus the mipmapping procedure is skipped. In options.txt. And not getting replaced by a value from optionsDefault.txt, unless you hit 'Reset to Default' ingame.
    1 point
  4. I've solved it differently(guess, I took Ben's thesis about game developers deserving their credit(despite the time I have to spend to correct issues caused by their severe lack of labour discipline) to heart). I've edited the cutscene, significantly toning down the volume. It's the intro volume, that's annoying, isn't it?
    1 point
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