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momentum_god

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#1 momentum_god
Member since 2011 • 779 Posts
[QUOTE="momentum_god"]

In the interest of informing the TC, Mass effect is on pc and 2 is on ps3 and 3 will be on ps3, splinter cell conviction, l4d, fable 3 and gears 1 are all on pc

Agent_Kaliaver
True, but I have always separated PC from consoles. Meaning that to me Starcraft and Diablo are both PC exclusives while Final Fantasy 7 is a PS1 exclusive. But yeah, Mass Effect 2 is on the PS3. And the games I will say are Shadowrun and Too Human. Both are flawed games (Too Human is more flawed), but still fun and I bet you could find both for extremely cheap. Shadowrun is a multiplayer FPS (still has a community as far as I know) and Too Human is hack and slash game with intense amounts of loot and a terrible interface to back it up (Like I said, it is flawed).

I don't many people would run that low on games they want and have that much spare time/money to get down to those games, I mean I have games like borderlands and brutal legends on my when cheap if I run out of games list
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momentum_god

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#2 momentum_god
Member since 2011 • 779 Posts

I need a mod or someone higher up to contact me i found some crazy stuff dated for 4/30/2011 as when the servers where fully down.. it is labeled as PS3 TRO KEY 3.60 and says "This is for geohot" at the beginning then theres coding used to look like usb coding similar to the cod file replacement codes.. and also at the end it has the Anon "quote" but saying TRO KEY as in my years of dealing with computers it could mean Trojan Key as in KEYLOGGER and having geohot it could be a new jailbreak and at the end it says spread this around the internet probably for the people that do the file logging on the ps3 system to replace the updates and whatnot.. so if a mod can contact me or give me info on to contact someone higher i would appreciate it.. id send them the info on it so they could talk to someone else higher..

Thanks!!!!

rick-garza
More likely it's a trap for the hackers
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momentum_god

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#3 momentum_god
Member since 2011 • 779 Posts

No updates=they are busy fixing it

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#4 momentum_god
Member since 2011 • 779 Posts

[QUOTE="momentum_god"][QUOTE="mitu123"] What's the difference? You collide with a wall and you stop from both gens, end of story. I'm starting to wonder how many RTSs you even played. Or games for that matter.

Yeah, because PS3 games are so special?:roll:

mitu123

the difference is reactions and actual bumping instead of just stopping prior, am I the only one that notices these things

Why would you bounce off an invisible wall? Is that even possible? You do know RTSs are capable of what I highlighted right?

of course their capable and it doesn't even take much so brings me back to my point why aren't they and not off invisible walls just off regular walls and units, it's part of physics factor in the speed of the object and make that have an effect, add in damage from high speed impacts and you have a new gameplay element
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#5 momentum_god
Member since 2011 • 779 Posts

[QUOTE="momentum_god"][QUOTE="mitu123"]

TC you need to realize that all games(include RTSs) have collision detection, or else you'll explore any section of an environment forever.

mitu123

I tend to ignore stuff thats the standard for decades especially when there are tons of improvements on it which the game doesn't utilize in the least, so yes it's nes level collision detection, not this gen collision detection

What's the difference? You collide with a wall and you stop from both gens, end of story. I'm starting to wonder how many RTSs you even played. Or games for that matter.

Yeah, because PS3 games are so special?:roll:

the difference is reactions and actual bumping instead of just stopping prior, am I the only one that notices these things and the unit hit detection is the same just stop before hitting

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#6 momentum_god
Member since 2011 • 779 Posts

TC you need to realize that all games(include RTSs) have collision detection, or else you'll explore any section of an environment forever.

mitu123
I tend to ignore stuff thats the standard for decades especially when there are tons of improvements on it which the game doesn't utilize in the least, so yes it's nes level collision detection, not this gen collision detection
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#7 momentum_god
Member since 2011 • 779 Posts

[QUOTE="momentum_god"]

[QUOTE="ActicEdge"]

You intersect a point before the wall and the wall is a response to the collision detection specifically programmed to impede movement past the collision. How do you think the game knows that you aren't suspose to be able to go through the wall? It senses the avatar passing through the programmed line/object/barrier and a wall that impede progress is set up from there. that is collision detection and response. Every game has collision detection if it involves moving points.

ActicEdge

Fine but it's the raw basics that you find in a nes game, which I really don't consider real collision detection, it's not like you bump off the wall, or run into the wall and blow up or anything that isn't in a nes game, even those ones wouldn't be advanted, I can't think of a single way a better processor could improve a rts other then better core AI for more of a challenge

Okay, deny the actual definition but you will be arguing for nothing since everything you saw will be incorrect. Bettr AI, better animation, better collision response, more units, etc. Also, have you like ever walked into a wall? You kinda just stop, you don't like fly off or something. Collsion detection is just sensing a collision. The response is something entirely different and that is going to be appropriate to each game because there is no point to proggram bouncing off a wall in an RTS. Heck, enemies don't even bounce off walls on their own in FPS or TPS games.

enemies don't normally walk into walls in normal games and the better hit detection is freaking ridicules and wrong since its stuff you can find on nes, animations are irrelevant to the topic, better core AI not unit, and more units, thats it and most games don't even have core AI so it's not a direct comparison
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#8 momentum_god
Member since 2011 • 779 Posts

[QUOTE="momentum_god"]

[QUOTE="ActicEdge"]

Collision detectiontypically refers to the computational problem of detecting the intersection of two or more objects

The reason you can't go through the wall is because the game detects the intersection of 2 points and avoids letting you pass through. Collision response is what happens when you come in contact with an object.

ActicEdge

and with the wall in rtses you don't intersect you stop just before it, it's just terrain which is programed for you unable to pass

You intersect a point before the wall and the wall is a response to the collision detection specifically programmed to impede movement past the collision. How do you think the game knows that you aren't suspose to be able to go through the wall? It senses the avatar passing through the programmed line/object/barrier and a wall that impede progress is set up from there. that is collision detection and response. Every game has collision detection if it involves moving points.

Fine but it's the raw basics that you find in a nes game, which I really don't consider real collision detection, it's not like you bump off the wall, or run into the wall and blow up or anything that isn't in a nes game, even those ones wouldn't be advanted, I can't think of a single way a better processor could improve a rts other then better core AI for more of a challenge

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#9 momentum_god
Member since 2011 • 779 Posts

[QUOTE="momentum_god"][QUOTE="Snugenz"]

I agree, its blatantly obvious.

Anyway, as others have said (as have i already ITT), the other companies in the console game both had their fair share of big mess ups that were promptly forgotten by the next gen (the Sony loyalists in this very thread are a perfect example of what i mean "bu bu bu that wasnt nearly as bad as the RROD" - sure it wasnt, keep telling yourselves that if it helps you sleep at night), if anyone truly believes that RROD is gonna be any different then its just wishful thinking.

WilliamRLBaker

How many retailers increased the price for warranties on ps1 and ps2 because of failrate? oh thats right none, ps1 and ps2 failrates weren't that bad, they were higher then the other consoles that gen but no where near the 360

the warranty at wal-mart, bestbuy...etc all cost the same price accross the wii, ps3, and 360....I dont see why you keep saying something that has been completely proven wrong before.

Though I do love how you posted comprehensive researched data of the cost of warranties when the ps1 and ps2 were first produced.

And the retailers specifically stated that the increased the price because of the 360
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#10 momentum_god
Member since 2011 • 779 Posts

[QUOTE="momentum_god"]

[QUOTE="mitu123"]Explain how I can't get my units in StarCraft 2 past a wall.ActicEdge

Because it's a wall, do your units crash into the wall or touch it? no, they are programed to be unable to move there, it's not collision detection

Collision detectiontypically refers to the computational problem of detecting the intersection of two or more objects

The reason you can't go through the wall is because the game detects the intersection of 2 points and avoids letting you pass through. Collision response is what happens when you come in contact with an object.

and with the wall in rtses you don't intersect you stop just before it, it's just terrain which is programed for you unable to pass