Wednesday, June 30, 2010

Duplicate Remover



With "Duplicate Remover" you can find out any duplicated items of your inventory and remove them. Works with objects, textures, animations, sounds, gestures, landmarks, bodyparts, clothing, notecards & scripts.

Precise vs. Fast


There are two algorithms to remove duplicates:
  • one is precise but need many tests,
  • one is fast, need much less tests but is unprecise and can miss some duplicates
In both cases it only deletes items with same uuid whatever their names are. If you get a folder with N textures The precise algorithm needs N*(N-1)/2 test For a 100 textures folder it means 5050 tests, for 1K folder 500500 tests, for a 5K 12502500 tests. It detects all duplicates, if two textures have same key but have a very different name then precise algorithm will detect them. The fastest way is to assume duplicates have same name like "wood thing", "wood thing 1" and "wood thing 2" The fast algorithm needs only N-1 test, but it will miss textures with same uuid and named very differently like "wood chestnut" and "chestnut wood" For a 100 textures folder needs 99 tests, for 1K folder 9999 tests, for a 5K needs 4999 tests For instance If you can test 100 uuid pair in a sec you will need 34 hours for a 5K with precise algorithm but only 50 sec with fast one.

Safe vs. Unsafe

With Safe mode on you will receive a copy of items before they are removed from inventory.

Step to remove duplicates

  • Either drag items from your inventory into the "Duplicate Remover" sphere or drag the "=Duplicate Remover" script into a box filled of items.
  • Click on the box,
  • Enable/Disable the "Safe" mode,
  • Run Fast or Precise process,
  • Wait until all the duplicates are removed.
  • Once done you can get items back to your inventory using Unpack

Sunday, April 4, 2010

The Xen Campains for Opposing Force


***New***



Level name: The xen campain

Author: Red Sky Projects

Release date: 21 spetember 2003

Size: 13 367 ko

Number of maps: 14


website: None

alternative download:


Story

*********************************************************
Incoming Transmission
*********************************************************

Classification: Classified

Date: 3/2/3 PBM (Post Black Mesa)
Assignment: 20316A- RETAKE AND INVESTIGATE

Subject’s History: 3 years after black Mesa, Adrian Shepherd was been assigned to a remote outpost on an outer Xen Moon. Reason For Assignment: Convoys to inner Xen world bases have been disappearing, confirming the reports that the massing Xeno Armies have been strategically attacking and taking control of the Terran Space Force bases.

Objectives: Primary- Retake Xen Base Alpha

Secondary- Investigate the source behind the massing of forces and the  attacks on the TSF bases.

Outcome: Unconfirmed….

*********************************************************
End Transmission
*********************************************************

Review :

this team wanted to send back caporal Sheperd to an outpost called xen but most of us didn't really like this HL part wish was certainly a part of the challenge of this addon to make us like something that we didn't too much like
Design: is most of the time pretty average and sadly decrease in quality when we reach the end (last maze before the end scene) several location looks ok but never enhance the quality for this release several touch where still enjoyable but more on an external way to put the storyline through on text message and cutscene the way the team also wanted to stay to close to xen original theme and is lak of original texturing also make the whole unit suffer from creativity.

Gameplay: is well challenging most of the time and also sometime try to be not too classic by integrating some team fights, puzzling but hopefully no jumping. For the puzzle they also may look frustrating through the fact it's not always easy to understand what to do and especially with the Tentacle (just keep in mind that you need there to find the barnacle , that is needed after for another puzzle, and kill the tentacle) but expet this experience it never turn to frustration and was quite pleasant. regarding the fludity of the gameplay the items placement and special cases it was OK

In conclusion: This addon felt just a little bit to light in mapping consistance, gameplay feature and interest.
I think like in a big amount of maps and mod authors really were immersing into there job for the first part and after that wanted to make it  more and more perfect but this leads to an increase in time spending that at the end turns to a rushing to finish stuff because of loosing interest regarding the time spend. It's not from great quality but if you have an our or two to spend playing something it could satisfy you.


Playtime: 2 hours



Rating: A B C D E (58%)

Monday, March 29, 2010

The Katagean Redoubt for Quake1

***New***



Level name: The Katagean Redoubt

Author: Chris 'Simulacrum' Houston

Release date: 04 March 2008

Size: 1 465 ko

Number of maps: 1


website: None


download:
from quaddicated

Story

YOU BIG SHOOTY MAN GOOD GOOD SHOOT NOW NO DIE FAILURE NOT OPTIONAL OP3N D00Rz L0lz

Review :
The author who did several attempt back in the early 2000 wanted to get a little expereince in order to apply to some gaming industry job, He so decided to get back into design and especially for Quake 1 regarding the success of his release he wanted to extend this map to a small episode but nothing shines since then
Design: The architecture is a mix between e1m3 and e1m4 brigging some Castle base design full of those green bricks and wood floor, It can easilly be consider as 'old school' regarding the inspiration comming from the original level.  The layout is neat and impressive featuring a well interconnected castle full of nasty surprise and secrets places (8). A lot of attention has been put into this one to create some wonderfull places to visit and this with an up and down view regarding the way you progress...Action even if perfectly balance nearly doesn't take place outdoor and doesn't really provides a lot of mechanism and trigger effects (both would have certainly increase the skill of the author and the way we can judge his skill). But this is only a personnal point of view and only minor aspect regarding the whole unit.

Gameplay is a good mix beween fight and progression in a quite linear way at first and after (regrading the central room and the access through keys) more unlinear. Weapons give is progressive sothat you need to really take care to enemies and the ways you use each weapons...This time I had not that much problems finding the secrets places which is also from the 'old school' approach. The fights where pretty well balance and most of the time easy to predict when they should be more challenging but even in this way the last battle was a real nightmere....The way the gameplay was balanced was perfectly fitting to my way of playing and it was therefore a pure playtime delight
In conclusion: this release should really encourage everybody to try to handle some mapping experience, the author come back after 7 year and a short immersing time  to produce a enjoyable challenging experience in a well crafted environment it's certainly not perfect but in the way the author used his skill he did it in a remarkzble manner.


 Statistics on normal skill:   playtime 33' 03''    secrets 6/8     kills 133/136 


Playtime: 40 minutes



Rating: A B C D E (88%)

Monday, March 22, 2010

Deezer Media Player



The "Deezer Media Player lets you listen to Web radio, playlist and SmartRadio from Deezer directly into Second Life, using new features of the Second Life viewer 2.0.

However the system is very different from the radios currently used in Second Life, the parcel media is not used at all. What you hear is not played on the parcel and is strictly personal.

To listen rez the panel in the world.
To enable media player click on the central panel.
For showing the menu click on the left vertical bar.

Webradios


In the menu select Radio to choose one of webradio of Deezer.

Blues, Chanson Française , Charts, Classic Rock , Classique Instrumental , Classique Vocal , Dance Floor , Disco, Electro, Evene, Festival Chorus , Festival Garorock , Film TV , Funk, Hard, Hip Hop , Hits, House, Jazz Vocal , Les Inrockuptibles , Metal, Nouvelle Scene , One Shot Not, Pop, Pop Folk , Pop Indé , R&B, Rap, Rap Français , Reggae, Reprises, Rock, Showcase, Soul, Trip Hop , TV, Urban Style , Variété Française , Winter X ,

SmartRadio


The SmartRadio are radios that are built automatically from analogy of an artist. To access a SmartRadio type in the chat room / 9 followed by the name of the artist.

For example if you type /9 pink you will get 5 results:
  • P!ink
  • Legendery Pink Dots
  • Pink Martini
  • Dark Pink Moon
  • Pink Satelite
Once you select a SmartRadio you will receive a message: To add this SmarRadio as preset add this command to your .ini settings: smart 1074;Pink Martini Add smart 1074;Pink Martini into your .ini notecard and you will get a the "Pink Martini" into your SmartRadio preset.

Playlists

When you make a search you canaccess to public playlist. If you click on the link you will open page whose URL is like http://www.deezer.com/fr/index.php#music/playlist/[playlist-nom]-[playlist-id] For example Imitation Of Life playlist is: http://www.deezer.com/fr/music/playlist/imitation-of-life-dmp-40762233 Just note the ID of the playlist in the example 40762233 and add the following line into the .ini notecard in your media player deezer contents : smart 40762233; Imitation Of Life You can listen directly to your playlist using the command /9 pl [playlist-id]. For example : /9 pl 40762233

Deezer Media Player (fr)



Le "Deezer Media Player" permet d'écouter les webradios, playlist et smartradio de Deezer directement dans Second Life en utilisant les nouvelles possibilités apportées par le viewer Second Life 2.0.

Le système est cependant très différent des radios actuelles de Second Life, la parcelle media n'étant pas du tout utilisée. Ce que vous écoutez n'est pas diffusée sur la parcelle et reste strictement personnel.

Pour écouter rezzer le panneau dans le monde.
Pour activer la lecture media cliquez sur le panneau central.
Pour obtenir le menu cliquez sur la barre verticale gauche.

Les Webradios


Dans le menu sélectionnez Radio pour choisir l'une des webradio de Deezer.

Blues, Chanson Française , Charts, Classic Rock , Classique Instrumental , Classique Vocal , Dance Floor , Disco, Electro, Evene, Festival Chorus , Festival Garorock , Film TV , Funk, Hard, Hip Hop , Hits, House, Jazz Vocal , Les Inrockuptibles , Metal, Nouvelle Scene , One Shot Not, Pop, Pop Folk , Pop Indé , R&B, Rap, Rap Français , Reggae, Reprises, Rock, Showcase, Soul, Trip Hop , TV, Urban Style , Variété Française , Winter X ,

Les Smartradio


Les smartradio sont des radios qui se construisent automatiquement à partir d'analogie d'un artiste. Pour accéder à une smartradio tapez dans le chat local /9 suivi du nom de l'artiste.

Par exemple si vous tapez /9 pink vous recevrez 5 résultats:
  • P!ink
  • Legendery Pink Dots
  • Pink Martini
  • Dark Pink Moon
  • Pink Satelite
Une fois la SmartRadio sélectionné un message de ce type s'affiche: To add this SmarRadio as preset add this command to your .ini settings: smart 1074;Pink Martini Ajoutez smart 1074;Pink Martini dans votre notecard .ini et vous ajouterez un nouvel élément "Pink Martini" dans vos présélections SmartRadio.

Les Playlist

Quand vous faites une recherche directe il est possible d'accéder aux playlist publiques. Si vous cliquez sur le lien vous accéderez à une page dont l'url est de la forme http://www.deezer.com/fr/index.php#music/playlist/[playlist-nom]-[playlist-id] Par exemple la playlist d'Imitation Of Life est la suivante: http://www.deezer.com/fr/music/playlist/imitation-of-life-dmp-40762233 Il vous suffit de noter l'identifiant de la playlist, dans l'exemple 40762233 et d'ajouter la ligne suivante dans le fichier .ini de votre media player deezer smart 40762233;Imitation Of Life Vous pouvez aussi écouter direction votre playlist en utilisant la commande /9 pl [playlist-id]. Par exemple : /9 pl 40762233

Arkot_Catlekeep for RTCW



***New***



Level name: Arkot_Catlekeep

Author: Arkot 24 (Reedited by Vicpas)

Release date: 04 June 2006

Size: 10 165 ko

Number of maps: 1


website: None


alternative download:


Author's Desciption

This map is my first work in single player maps . This was made in about 3 month's time on and off and was created to learn more about single player mapping


Review :

Design: Regarding this one the way is was design looks more like an early stage of mapping, it's more a collection of squared rooms put together with the needed stuff with just here and there some different touch and especially the wood stair to access the second floor. Most of the action take place indoor with some outdoor view, general layout and architecure even if I might be consider as basic, provides all we would like to find from brakable objects to secret places, lighting is also good so that on an average level everything is nice several content where still for me above average and especially the intro objective map (sadly not in english) and the small cutscene when you activate the access to the storage area.

Gameplay: is well balanced all items and enemies are waiting for you where they should be, to progression is quite free and not to oriented (different way of progression until the last objective exit). So finally the gameplay is well put together with the design to provide an enjoyable experience more base on an action fighting than on a action thinking and looking.objective being also mostly evident to find and do.

In conclusion: A well balanced expeirence map correctly related between gameplay and design, don't except any 'waouw' while you progress but in the otherway you won't get bored while playing this one.


Playtime: 40 minutes



Rating: A B C D E (72%)

Friday, March 19, 2010

OPOF for RTCW


***New***



Level name: OPOF

Author: Jakub 'Thompson' Poniatowski

Release date: 4 August 2004


Size: 1 027 ko

Number of maps: 1


website: Author's profile


filefront download: here

Story

None

Review :

Design: it's a quite short release with starting  in a kind of inside place of a Castle were some german and stuffs are waiting for you after that you need to find an entrance to the Cave and secret operating center the  interconnection isn't perhaps that good and the starting place look a little to boxy and without any surounding view even if detail and realism is well used. the switch to the lower part is a bit ectic  but what follow even if a little repetitive is well done the attention to the wine cave, the meeting room and all breakable stuffs and secrets really put in advance the real volonty from the author to do it's best

Gameplay: quite short...some tiny challenge in the outside area and after it become more obvious excpet what you really need to do so go into each corner to find some secret and activating system, after you will need to travel a little to find the exit witch will done finished with the status page.

In conclusion: I really think the author wanted to make something more important but certainly trough lack of time just release a short but well done RTCW experience...sadly it's too short and the was really a lot of potential.


Playtime: 10 minutes



Rating: A B C D E (68%)

Wednesday, March 17, 2010

new poll and info

So I have started a new poll...just wanted to know how you came here

In addition I Have add a new feature perhaps up to date (is it still?)that allow you to follow this blog update more easily, but if you use a reader with RSSfeed I don't think it's highly usefull, except for me to share some other small information that doesn't really need A blog update.

Tuesday, March 16, 2010

Breakfast at twilight for Quake 1

***New***
Name: Breafast at Twilight

Author: Peter 'Hrimfaxi' Sörensen

Release date: 12 September 2007

Size: 4 856 ko

Number of maps: 1+ 1start map


website: None


download:
from quaddicated

Additionnal pack required :
quoth is necessary to play correctly this one...and a bunch of recent releases

Story

Not really - just shoot anything!
Review :

Design:  In one word : Wonderfull !!! and shine directly through the statring map where you can choose your skill.
The Place is quite huge and will provide a large area that need to be discover by accessing key protected area, the fact that you sometime can seen trough windows balcony and other view what is awaiting you is well crafted.
The outdoor and indoor scene are well put together to make you admire the places you are going to travel through, architecture and use of textures really creation some intense visual moment, lightning is also well provided. The skybox is perfectly fitting the theme and name of the map...Visually everything looks really great some more sound or background atmosphere would even add a more immersive feeling but this would only be a tiny touch.











Gameplay: like the design it's solid, with over 160 monsters on normal setting the battle to survive and progress will be quite hard the use of new monsters and there placement was also well done lot's of secret zone are there to provide you with some addition qwest if you are able to find them (witch wasn't my case), the surprise is just behind every corner and this will only reinforce your desire to finish the map. Battle are sometimes surprising, sometime tough, through the difficluty to move and fight back but it was the aim wasn't it? to be able to play this type of release you should be prepare through the challenge and difficult to deserve whats next

In conclusion: after several play through Peter's release I'm now a total fan of is mapping skill  that remind me from another great mapper Shaun 'Kona' Ross this one is without no doubt a must play and extremely invite you to reinstall Quake 1 for the amount of great release that still need to be revisited or/and review
 Statistics on Normal skill:   playtime 48' 40''    secrets 2/11     kills 166/166 


Playtime: 1 hour 20 minutes



Rating: A B C D E (94%)

Thursday, March 11, 2010

Star scream for Quake 1

***New***



Level name: Star scream

Author: Dustin 'Ttronyn' Geeraert

Release date: 07 Mai 2003

Size: 329 ko

Number of maps: 1


website: None anymore


download:
from quaddicated

Story

None...a map oriented to be playing with all support so perfectly design for SP Coop and MP

Review :

Design: It's a short map with mostly a linear gameplay from the top to the bottom of a kind of 'space castle' Architecture is well put together and reminds me of some UT deathmatch maps, it creates a immersive highlight Castle, indoor is limited but outdoor, especially regarding the small size, is well interconnected. Lightning is put were it should be and if the use of texture is limited it give perfectly the ambiance we like.

Gameplay is wellbalanced with a design from the bottom to the top. You will need to get rid of enemies that are most of the time attacking you from above, additionnally it's quite easy if you move too much to fall down into space and die, this add a bit of challenge. It's still quite an easy map in normal mod with limited amount of enemies. All freatures are put where they needed to provide a good single play experience

In conclusion: short and enjoyable what else do we need if we want a break.


 Statistics on normal skill:   playtime 5' 27''    secrets 0/1     kills 35/35 


Playtime: 10 minutes



Rating: A B C D E (70%)

Monday, March 8, 2010

Human Error: Ep 1 Fpr Half-Life 2 Ep2



***New***



Level name: Human Error: Episode 1

Author: Half-Life Short Stories Team

Release date: 8 February 2010


Size: 334 893 ko

Number of maps: 7


website: here


download: at planetphillip

Story
Some chose to resist, others chose to collaborate; to yield to the Combine and enforce their rule and will. One such body is the Civil Protection unit, an arm of the Overwatch that maintains order in the Cities. In Human Error, become part of a small Civil Protection team that is pitted against the remains of the Xenian forces, who are making a last ditch effort to escape Earth. Utilize a variety of new tools such as controllable manhacks, and use new vehicles such as the APC.


Review :

Design: Looking back to Duke Nukem and the first age of FPS we found a lot of release that came with some new features and was called back Total Conversion... this one totally reminds me from this approach, new enemies, weapons, textures, voice acting...  It was a long time ago since I had this particular feeling playing a free release that integrates a full custom content. The story behind was perhaps not that clear (at least for me) with Andrew's girl through flashback and appearance with a little F.E.A.R. because sometimes you have some doubt about her real thaught (good or bad).
The overall design can always been critisize especially when you have a lot of custom content, people think that everything should always been from high quality especially when it seems more difficult to create some custom content that to create maps. It this way it's clear that human error never make you travel through unique location from high atmosphere like you can encounter them in the original Episode 2...Location are really from a classic bottle perhaps sometimes too dark, witch is for me part of the atmosphere but will decrease the feeling of general layout and detail, this wasn't for me disapointing because I was happy with what it was. Addition to the General layout Human error comes with a lot of new created content and this is was I really loved.
Starting with the new models from enemies to weapons to the cusomized overuse power generator, the pilotable NPC and Manhacks, the sniper rifle sadly unuse through a dedicated gameplay area and the attention to modelling of all main characters. All of them were quite well done and also gave a good turn back to half life first experience.












Gameplay: The fact you play as a combine was still perturbating and this something i don't like to, like playing as a german in a WW2 game, I think it's part of our 'the bad and the good' approach witch can sound as nonsense regarding the fact that FPS gaming is just a 'killing' game  witch is certainly not good...But all in all this 'combine team' appoach with some differents main characters add this cooperative gameplay I really like in the more recent FPS gaming experience, sadly in my appoach if you part of a combine team it's a kind of squad where the main aim is too be efficient (move and act without thinking too loud) and not to talk like if you where on a happy journey, It's sure it add a better filling than to play without any 'sound environment' but for me  it's unrealistic...
With this team apporach you will also be able to conduct the NPC (cool experience), to drive the manhack through vent and stuff, an amazing experience through the difficulty of  third dimension mouvement and also through the limited angle of view  this was really a great moment of inovative gameplay.
Even if it was sometimes challenging, also by the fact you cannot carry out all weapons but need to choose, it was also a little disapointing with the too easy end battle gameplay sometimes also went to 'what's next now?' feeling where you turn arround and after turn to external help to find what to do (happens ones) but all in all the fluidity of all those feature dropped into the game while you progress was perfrectly timed to create a not perfrect but still unique experience.
There are certainly a lot of things to improve but the challenge was put on a high live through integrating a lot of new features, trying to make a background storyline,  an interesting gampelay and give the whole first episode a good structure, even if not perfrect through voice talking, mission, combats and puzzles

In conclusion: Even if there are a lot of things that could have been done better, the fresh new content really add a woaw feeling when I encounter it sothat I defenitly consider this mod as a personal favorite and can only recommend it clearly and hope we won't wait too much for Episode two.


Playtime: 2 hours 30 minutes



Rating: A B C D E (94%)

Friday, February 19, 2010

Biotoxin for Quake1

***New***



Level name: Biotoxin

Author: Christian 'CZG' Grawert

Release date: 03 April 2001

Size: 550 ko

Number of maps: 1


website: None anymore


download:
from quaddicated

Author's Note

My entry for 100 brush V2.00 contest:

Biotoxin - Where toxic waste comes to die, and to be pumped out into earths ecosystem.

Review :

Design: It's an hundred brush competition so it may look quite limited but Christian is a master so everything is well put together in a limited base a lot influenced by Quake2 (the author even use some Q2 textures) everything is well oriented to make you travel through, enjoy the lightning and even some little effects with on text messag. Enemies placements, weapons and ammo/health is put were they should to create some challenge but not too much...

Gameplay is perfectly balance increasing while you progress puzzle are only there to make you travel from up to down, it's really enjoyable and never frustrating with in some spot a nasty surprise what elese should we expect from a limited competition enjoyable well eyes looking and not frustrating.

In conclusion: I'm really a fan of those base map for Quake 1 and this one, build by one of my favorite quake author, even if quite short isn't an exception. Short, fun and sweet the ideal break for the people, like me , that don't have a lot of playtime.


 Statistics:   playtime 10' 30''    secrets 0/0     kills 54/54 


Playtime: 20 minutes



Rating: A B C D E (91%)

Thursday, February 11, 2010

hrim_sp4 - For Love of Evil for Quake1


***New***


Level name: hrim_sp4 - For Love of Evil

Author: Peter 'Hrimfaxi' Sørensen

Release date: 01/01/2010

Size: 5 645 ko

Number of maps: 3 + 1start level


website: here


download: here



Author's Note

this collection of maps were build over 5 years... and have been finally put together in this pack

For Love of Evil: The main map a large map mostly ID metal textures but also some textures by Kell and others.

Voidscape: A turtle map made in two days in 2004. Se the included Readme file below.

Brownie: A map intented for the sm128 session bur it wasn't finished at the time andabout half a year later I made it into a turtlemap (build it within a week)

Start: This map was made for this release within a weeks time.

These maps are totally unrelated and wil not follow each other when you play.
They all play independently.

Separated Review :

Start short and sweet it's from here you will enter the skill selection that for myself I let on the normal challenge.


Brownie is the first one I played, I will consider this one as a classic map through it's gameplay featuring a castle full of those evily surprise that can provide Quake 1.
Design is oriented arround a well crafted castle made of custome texture. Several place of view really give a nice touch, the general layout even if limited through the contest it was firstly build for, creates a nice atmosphere that could perhaps been a little enhanced by a more gloomy skybox.
Gameplay is for me quite classic but its what I like, never too hard but well balanced, the challenge will increase with your progression, the weapons you find and the keys to acces new places. the final battle may look too easy in the way you approach the fight but ones more this way is the one i prefer in comparaison with an open area where you only possibility to survive is a mix between run and shoot.

Statistics:    playtime 13'40''   secrets 0/1   kills 52/52










For love of Evil like the author's tell this is the larger and the main one. Eveything has been put in this one, base on a metal atmosphere, the author has put a lot of effort to created an enjoyable but not repetitive gameplay through fights and traps that need to be solved with a minimum of thinking.
Design even if the texture theme used may limit the interest was really well put toghether to show some wonderfull place to visit with some nice architecture in several place that really increase the atmosphere though their size,especially in height, lightning is good but some effect could have been put there to create one'smore a better gloomy feeling (but it wasn't perhaps suppose too).
Key, button and secret hunting will also face some challenging and unexpected event, but the fluidity through all those events was perhaps a little too expected.
For the gameplay this one like the previous really put the gameplay I like not unbeatable with some good challenge and some break and here and there some triggered event that need some small thinking, only those secret seems for me too difficult to find, but too be honest I really didn't look for them...ammo and health were perfectly available where we really needed them

Statistics:     playtime 35'02''   secrets 1/9    kills 130/133











VoidScape the last and the shortest and an original layout in space it was tiny to quite clostrophobic in some place but perftcly challenging and put together.
Designed like a passage lost in a mountain just put somewhere on a tiny flotting planet Peter was able to create something unique played fully outdoor with some jumping puzzle and havy fight in restricted area...with a totally different approach he was able to catch our attention for and quite enjoyable experience even if it was short and hard in someplace thorugh well placed ammo and health.

Statistics:      playtime  10' 48''  secret 0/1    kills 32/32










In conclusion: An enjoyable expeirence played arround different theme put together in  a single pack...It helped me at least rediscover Quake1,  with some fun an pleasure it's well worth if you are fan to test this one

Playtime: 1h 30 minutes



Rating: A B C D E (86%)


Note: thanks to Quakis
I finally could handle to have the mouse look...I know it may sound stupid but this was the most reason i didn't touch Quake1 anymore...just try it without mouse look...for the one who don't know how just open the console and type +mlook

Saturday, February 6, 2010

Incomplete Inventory with Emerald

If you use the viewer Emerald, it is possible you experiences missing parts. You probably have not lost anything. Something with the loading of the inventory in your viewer has done wrong, but in most cases your inventory is still there on the Linden Lab servers. This is a bug of inconsistency between the cache management of several viewers.

The default location of the cache, depending on your operating system is as follows:
  • Windows XP
    C:\Documents and Settings\<username>\Application Data\SecondLife\cache
  • Windows Vista
    C:\Users\<username>\AppData\Roaming\SecondLife\cache
  • Windows 7
    C:\Users\<username>\AppData\Roaming\SecondLife\browser_profile\Cache
  • Mac
    /Users/<username>/Library/Application Support/SecondLife/cache
  • Linux
    ~/.secondlife/cache

When You use several different viewers, make sure you use a different location cache for each application.

Select the Preferences into the Edit menu
Select the Network tab
Location Cache

Change the default location and create as many subdirectories as viewers
.. SecondLife \ cache \ Official
.. SecondLife \ cache \ Snowgloble
.. SecondLife \ cache \ Emerald

Clear your cache and then reconnect, you should find your inventory.

You can also read this post on the forum for Emerald
Missing inventory? Look here!

Thursday, January 28, 2010

Half-Life 2 : Episode two

HL2 : Episode 2 Personal review
Publisher : Valve
Release date : september 2007
Developper : Valve

Recommanded reiquirements for XP:
  • CPU 2.4 Ghz Processor  
  • 512 Mb
  • DirectX 9 128 Mb



Test: Made on average skill using the default setting on my computer [ AMD64 3400+ - 2Gb Ram - GEforce 6 128 Mb] some really small slowdown just limited to the resume episode one at start .


Cost: Include into the orange box sell arround 30€ or if you have a steam account just wait like a did to some anniversary were valve propose the game at a really low price got it for 4€


Orange Box Info
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Half-Life® 2: Episode Two is the second in a trilogy of new games created by Valve that extends the award-winning and best-selling Half-Life® adventure.

As Dr. Gordon Freeman, you were last seen exiting City 17 with Alyx Vance as the Citadel erupted amidst a storm of unknown proportions. In Episode Two, you must battle and race against Combine forces as you traverse the White Forest to deliver a crucial information packet stolen from the Citadel to an enclave of fellow resistance scientists.

Episode Two extends the award-winning Half-Life gameplay with unique weapons, vehicles, and newly-spawned creatures.



Design
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Through 18 maps, you will be once more dropped into the Half-Lfe experience just after the train crash that happens at the end of the little disapointing Episode one. This time you mission will be surprising in term of happening and  discovering what's next. The design is still pure classic Half-Life but the new texture used, new enemies and skyboxes really creates some marvelous scenes that really gives a fresh breathe to a games that doesn't seems anymore up to date. Travels through all kind of new area from outdoor (most) to indoor (like the interesting travel through those caverns) really creates a catching experience enhanced by the help of Alix Vance that will guide and help you during this whole unit...she has also beter in her woman's rule...talking a lot.
The cutscenes, new caracters (include enemies) really add values to this opus and help really to minimize the fact that the gameplay hasn't really been improve and is still made out of the same bottle witch his a mix between search, fight and solve in a quite oriented gaming environment
No real new weapons of feature for our friend Gordon just some improvement. The mission is a little more cooperative to the fact that somebody is most of the time behind you to orient a little the gameplay...I'm still waiting for the automatic gun of Alix and hope we will be able to play with it in next chapter












Gameplay
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Gameplay is what we have got before except that here, there is a kind of bigger orientation of what's the next step and this mainly through Alix intervention. There will be some special surprise in this opus and more psychology will interfere this time because you are now really part of this team that will save the world and also because you are the most relyable people to help them in this qwest.
On you qwest two new enemies (not taking in account this fast zombieguard bomber) are waiting for you one in the caverns another in those outdoor section both will make you life less easier and this is certainly another good point even if somewhere it nearly turn into a frustrating experience with that end battle to save the launch base...
 We can certainly regret that there is no new weapons and that in place of and inhanced car there wasn't something really new (moto, quad, truck...) but even if those small imporvment could felt a little disapointing it was certainly 10 times better than the new features of Episode one. We could have also hope for some weather changing but the rain or snwo wont fall during this episode.











In conclusion:

This is perhaps not a simple game with all it's feature but simply an new episode for a  well know game so the change are not really that important.
Still through some minor addition and change Valve really could add some additional value to a game that was really waiting for it after a little disapointing first Episode.
The fact that some external even took place in this one, that external intervention of team mate (Alix, Vortigaunt, Scientists ) orienting the gameplay in a quite enhanced designed environment makes from this mission a must have addon for all real Half-Life fan, Playtime was just good like this quite difficult end battle that nearly turns into frustration...the interesting ending just letting you brain full of upcoming hypothesis with has guidline Alix just let us hope it won't stay long before Episode 3 comes out. Don't hesitated  to get this game through steam  if you have the opportunity and just keep in mind that through a lot of  excellent custom maps and mods HL fans simply wanted to thank valve to have finally developped and interesting and enjoyable (through it's usable content) addon.




Playtime: 7 hours


Rating: