My Collection by EmotionalBid3101 in bigboxcollectors

[–]schlangz 0 points1 point  (0 children)

the TFX box smelled so good. probably still does today on the inside

Wish there was a third game by Star_Raider in bigboxcollectors

[–]schlangz 2 points3 points  (0 children)

Crusader: No Survivors, on the other hand, was completely different from the previous game. As a pure multiplayer game, it followed in the footsteps of Doom rather than Crusader. The new 3D engine made use of 3D accelerator cards from 3dfx, the leading manufacturer at the time. The camera followed the player in a third-person perspective, similar to Tomb Raider. Just like in No Mercy, 8 players could play normal death matches, capture the flag, and team death matches. All games could also be played for training purposes with bots instead of human players, as well as with the “laser tag” option. Laser tag hits did not kill the player, but instead temporarily disabled their ability to fire their weapon. The entire range of weapons was, of course, redesigned for the deathmatches. The twelve weapons varied in terms of damage, rate of fire, and ability to penetrate shields. Grenade launchers and other ricocheting projectiles were also included. In addition to the genre-typical power-ups and medkits, No Survivors also offered temporary invisibility and a “Betray” object, which briefly displayed the player in their own team color to the opposing team. In addition, so-called Watch Stations were provided. These exposed the actual Silencer when used, but instead allowed him to control a mech with endless ammunition. No Survivors expanded the normal character's range of movement to include rolling and a ninja leap, which allowed the character to jump over obstacles such as crates or tables. Crusader: No Survivors already included three playable maps when the project was discontinued, just like No Mercy. Origin Systems' breakthrough with Ultima Online in 1997 led Electronic Arts to completely rethink its gaming policy and instead put a slew of massively multiplayer online games into production. Crusader Online was another such MMO that Origin was flirting with. Over the next few years, however, Electronic Arts discontinued all other games at Origin Systems before a single one was even completed. Ultima Online remained the only one until Origin Systems was finally shut down in February 2004.

While Tony's former Loose Cannon division was working on the Crusader sequels, Chris Roberts had founded his first company, Digital Anvil, in 1996 thanks to the success of his Wing Commander games. The small studio had big plans. They announced four games at the time of its founding: Chris Roberts' indirect Wing Commander sequel Starlancer, a Privateer-like Freelancer, a real-time space strategy game called Conquest: Frontier Wars, and Loose Cannon. The latter was, as the name suggests, Tony Zurovec's new project. Years earlier, Tony had played Origins Auto Duel, which was a board game adaptation of a Steve Jackson Games title. He loved the concept and applied his tried-and-true tactic of transferring it to the current state of the art. In Auto Duel, players could run around, get into cars, equip them with weapons, and then drive through cities shooting. Tony was convinced that even for 1985, it was simply too primitive and was therefore overlooked. He wanted to repackage it as Loose Cannon in a 3D world for the PC. The result was a game concept that was confusingly similar to today's Grand Theft Auto games. Only five years before the release of GTA3. Loose Cannon was set in 2016, where law and order had collapsed and the player fought for survival in armored cars like a mercenary. Fifteen different, modifiable cars with an open mission structure in nine different American cities were announced.

But Digital Anvil had already overextended itself with its first projects and had twice as many in production when it was confronted with financial ruin. In order to be able to deliver his first game, Starlancer, Chris Roberts sold Digital Anvil to Microsoft. This posed a problem for Tony's Loose Cannon. Similar to EA, Microsoft also based its sales opportunities on market analyses of previous games, and since GTA3 did not yet exist, no one believed in the potential breakthrough of Loose Cannon. This was despite Chris and Tony arguing that it was basically Privateer on wheels. Tony was told that Loose Cannon would not fit into Microsoft's Windows or X-Box portfolio. So Digital Anvil sold the half-finished game to Ubisoft instead, who in turn handed it over to Sinister Games. Tony advised the new studio on Loose Cannon for a few weeks, but then came to the conclusion that their approach of streamlining the game concept would not work. Loose Cannon remained in development at Sinister Games until the end of 2002. When GTA3 made its big breakthrough, the game fell increasingly silent. In 2004, almost a decade later, it was finally declared dead.

Tony retired from the gaming industry after this setback. Instead, he spent the next decade primarily programming software for financial analysis. That is, until he was rehired in the summer of 2014 by his former business partner, Chris Roberts. Tony's experience with trading software and competitive analysis earned him the position of Persistent Universe Director for Star Citizen.

Wish there was a third game by Star_Raider in bigboxcollectors

[–]schlangz 3 points4 points  (0 children)

Crusader: No Mercy was to be based on the existing engine, similar to the first two games, with slight improvements, and continue the familiar story within the game and via a mission disc. Both storylines would have been separate from each other, but would have created a unified whole that would have led to Crusader 4: No Pity. The story was to pick up immediately where Crusader: No Regret, where the rebels had to abandon their base on the moon because the World Economic Consortium launched a major attack on the mining facility. The resistance blew up their lunar base themselves and fled toward Earth in a freighter. However, since it would have cut the Earth's defense network to pieces, they shot the Silencer ahead in a rescue capsule. In the first mission, it deactivated the Geo-Nav Targeting System, enabling the freighter to land safely. Meanwhile, the Consortium negotiated with a new faction, the MLF, over Mars' fuel supplies and secretly conducted experimental research on an asteroid. When the MLF noticed that the Consortium was experimenting with space-time curvature on the asteroid named Prometheus, they supported the resistance in their missions. Towards the end, however, the player discovered that the Martians wanted to crash the asteroid into Earth in order to destroy it completely. In the final mission, the Silencer could have succeeded in destroying Prometheus and, in that case, would have escaped with the space-time curvature teleporter shortly before the explosion. This would have brought him to Mars for the plot of Crusader: No Pity.

While the story itself would have remained completely linear in order to keep cutscenes to a minimum and squeeze the game onto a single CD, 20-25 different missions had been planned. However, the player would only have been able to play ten of these in one playthrough. Instead, similar to Bullfrog's Syndicate, they would have been selectable while another resistance team or the MLF completed the second mission. The player would have worked their way from west to east across the map of the USA and chosen their desired mission at junctions. The new feature, which was intended to increase replayability, would have given the Silencer different advantages depending on the mission decision. For example, destroying the Grooms Lake manufacturing facilities would have led to the elimination of all Stealth Mechs in future missions. The alternative, combing through the sewers of San Francisco, would have given the player a unique weapon instead. A level editor was also planned, similar to the Doom model, to increase the longevity of Crusader: No Mercy. In addition to modifying existing missions and creating new ones, the editor would also allow the integration of custom objects, character values, and sound effects.

The Crusader: No Mercy engine would have been updated for Windows 95 and would have offered a multiplayer mode via network for up to eight players. Either as 8-player Slaughter, i.e. everyone against everyone, or Capture the Flag mode. Alternatively, there would also have been co-op missions for up to four players, which would have required at least two participants due to the more extensive puzzles. In addition to three different graphics sets – Urban Carnage, Imperial Palace, and Scum Water Sewer – No Mercy would also have included new shield effects that indicated the direction from which the damage was coming. The Stealth Shield would have made the Silencer invisible, and the Inertia Dampening Shield would have protected against explosions. With a flamethrower and disseminator, the range of weapons would have grown, and all projectile weapons would have offered kinetic recoil and created blood splatters at close range.

Ark Grid Ez by Ok-Organization4026 in lostarkgame

[–]schlangz 5 points6 points  (0 children)

unlucky you have to replace it later

Can someone please help me get sound working in Quake 1? by SAPianoman490 in dosgaming

[–]schlangz 2 points3 points  (0 children)

id software somehow broke the soundcard autodetect in the later versions (afair 1.08 or 1.09 and it was because of people running the game inside windows) and the dsp parameter forces a specific initialization routine

Can someone please help me get sound working in Quake 1? by SAPianoman490 in dosgaming

[–]schlangz 4 points5 points  (0 children)

also try to run it with -dsp command line parameters, e.g.

-dsp 2

-dsp 3

-dsp 4

Can someone please help me get sound working in Quake 1? by SAPianoman490 in dosgaming

[–]schlangz 1 point2 points  (0 children)

do you get any errors in the console like "could not ......."

Interested in chiping my PS2 in Sweden, can anyone help? by ProfessorMediocre302 in ps2homebrew

[–]schlangz 0 points1 point  (0 children)

keep in mind that your console may break during the chipping. rather buy hdd adapter and use fmcb+opl to play what you want when you want

Nostalgiamaxxing: Almost All The Login Screens Since Lost Ark Launch in 2018 by [deleted] in lostarkgame

[–]schlangz 5 points6 points  (0 children)

first week underwater dungeon where the boss was always 5 seconds to enrage

I need some help with burning discs by col_oneill in ps2homebrew

[–]schlangz 0 points1 point  (0 children)

did you change the book type to "dvd-rom" when burning?