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| > About six months ago, I felt nostalgic and started looking into what was up with CS. Amazingly, it is still going and is popular
I played the "original" CS (at least a version that looked like 1.6) around 3 years ago, and was surprised how painless it was to install it on Linux using Steam. I was also surprised that it was still no problem to find a de_dust server with > 20 players. > That's how we all got our start though. Now we all work as software engineers. Yes. It was so easy back then to play around with game development, web development, or desktop development. Around 2002, I hosted a web site for months on my local desktop server, reachable via a DynDNS solution. Sorry for getting nostalgic, but it was even easier in the mid-90ies. As a 9 year old, I created a Dyna Blaster clone using a Demo-Version of "Klik&Play" on Windows 3.11 [0]. You could develop quite advanced games by just dragging around sprites, animating them, listening to mouse and keyboard events and object collisions. You could even "compile" the game into a single portable .exe! It was dead simple, but it introduced me to the basic concepts of programming and animation, and I didn't even realize it. A little later, I was able to teach myself BASIC by just reading the DOS man pages. We didn't even have internet back then. I very clearly remember realizing that "if ... then ... else" statements and variables were exactly what was missing in my "Klik&Play" demo-version. In the demo, you had to simulate these concepts by triggering the spawn of a hidden moving object and listening for the collision with another object. The hidden objects encoded the game state. Basically, the developers tried to remove Turing-completeness from the demo version, but failed and forced kids like myself to restore it via wild tricks (I remember feeling very clever when I had the idea for this trick). I only realized 2 decades later how useful these experiences were for a career in computer science. [0] https://old.reddit.com/r/nostalgia/comments/e2e98t/making_ga... |
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| I ran a server that was primarily rat surf maps with a Warcraft/RPG server mod for years back then. It was super fun and something that modern games just can't touch in terms of that kind of niche. |
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| That seems an easy fix until one gets nervous about working a month just to release a single -purchase game engine. That's a journey that you can take but you might at least consider a license. |
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| ATI 3D Rage (1996), 500 nm, 50mhz or so.
Had to look it up, didn't know they had 1MB 3D accelerators. I think my first was 8MB and it blew my hair back for sure. |
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| For one, id software is still making great big budget single player experience, see Doom 2016, Doom Eternal, and the soon-to-be-released Doom the dark ages. |
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| >What's the last big budget release that actually left a strong artistic impression?
Witcher 3 comes to mind. But I just realised it was released 10 years ago... |
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| Spoilers: nothing short of a complete story rewrite could salvage what Cyberpunk 2077 ended up being. It's less of a No Mans Sky redemption story and more of a Duke Nukem Forever one. |
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| > What's the last big budget release that actually left a strong artistic impression?
Elden Ring. You’d need to go quite a bit further back for the last one before that though. |
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| What do you think HackerNews is for? And playing the franchise for over a decade isn’t “wholly unfamiliar.” Why are you using language you’re apparently quite wholly unfamiliar with? |
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| I literally got the t-shirt (came with the game), and later became a particle physicist, working at CERN, we received a crowbar for the initial startup of the LHC.
This game defined my life. |
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| Thank you for soldier of fortune. It was a pioneer in its own way with how brutal the enemy destruction was. I loved it. Incredible game that is up there with DOOM, Half Life and Halo for me. |
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| Hey, thanks! I ran myself ragged on that project, so that's nice to hear. And yeah, I think we really did nail a particularly kind of visceral experience. |
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| I remember Soldier of Fortunte, at the time I was still in my home country and somehow I get to find the CD.
It was a great game and one of those which stuck in my head despite being a kid back then. |
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| I love a bit of SQF although trying to get missions to work with server sync was a PITA.
Often thought about making a lost in the woods sort of game using Arma 3 and Chernarus. |
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| The problem is - there are literally thousands of indie devs that don't make the cut. The days of Mojang or Fez are long over, the novelty of the indie dev has worn off, unfortunately. |
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| AHL was great, but The Specialists was GOAT. Never felt more like a badass after disarming an opponent, hitting slow motion, and chucking a katana at their head while diving. |
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| SiN did have more character and tried some innovations of its own, but the gameplay needed a bit more polish. Bullets felt so slow you could run past them. JK/DF2 had this problem too. |
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| The observation that Doom was on more PCs than Windows was very astute. Doom was everywhere at the time - it was not uncommon to find the shareware on computers inside many typical office jobs |
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| The shareware version of DooM was more of a complete game than many boxed games at the time. It’s no wonder it spread so far - especially because it was also an amazing hardware demo. |
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| A couple to add, with my own biases included because I love Black Mesa
- Joel Nielsen's great sound track / sound design work in Black Mesa ... I believe he admitted in an interview that some of the "squelching" sounds are recorded by slapping someone's arse O_o - The reworked Gonarch fight is, hands down, one of the most entertaining and intense boss fights for me in recent memory. It's way better than the original for sure, which I remember just being frustrating (lack of ammo). > Xen itself is completely different; Unpopular opinion, I liked the original! It feels otherwordly and alien and oppressive, the new one is certainly pretty but lacks that atmosphere, imo I see both takes. Like, in the original game I actually liked Xen (except Gonarch). It felt otherwordly and empty, as if one of the reasons for earth being invaded was because there was nothing left. But BM Xen is literally another world. I prefer BM Xen, but I did enjoy the original at the time. For a deeper look into Black Mesa / Half-Life and some of the changes, Soup Emporium did a great video here, where he only stole some of the points he raises https://www.youtube.com/watch?v=-d8KAq78gco |
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| I remember buying a Riva TNT to play Half-Life better. Those were fun times! Then there was Counter Strike, many hundreds of hours were spent playing that too. |
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| I was completely blown away when I realized that the opening cinematic was the actual game engine. First time I'd ever seen it and the scenes cleverly foreshadowed what was coming. |
We were very into 3D cards back then. We had a lot of ties to that part of the world. I had been doing video drivers for OS/2 and NT. I got to know Abrash from his writing on the VGA, 8514, and, of course, asm. At Valve, we hired a couple of great guys from 3dfx. I still have a 3dfx hat somewhere that I bust out on special occasions. The killer setup back then was hooking up two 3dfx cards (SLI). But I usually played on a standard card because I wanted/needed to see it run like most people would experience it.
We had a deal with one of the companies, maybe 3dfx, but I forget who, to include the first three levels of HL with their card. Even though the game wasn't anywhere near finished, we sent off a disk to the company with our first three finished levels so we could get paid. Somehow, it leaked. We were pissed at first, but then it took off. People loved it. It really gave us the confidence that we were on the right track. It was our first game. The validation was just what we needed.
Fun times.