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READ THE RULES


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Old news, but Epic games basically threw the Unreal series in a dumpster and at the same time gave the fans the green light to host the files.

https://oldunreal.com/

Basically download the installer and run it and its good to go. That being said probably gonna do server later tonight for some friends.. We threw a model pack together for our server since UT doesn't download the upl to players which is needed to SEE the models and use them.

https://mega.nz/file/6543SSLa#_M_zN1DAjRRLCx_V6gvQvKc1n7ukXJOelVdUZgBsCAA

Pack's here. If you're up for it just drag and drop the contents into the UT2K4 install. Don't need it, but without it not going to see the custom models.

if I forget to drop the IP in here can always find it in the browser. Just look for the Funhole
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Replies: >>313319 + 2 earlier
>>305198
This. It should be public imageboard knowledge you don't get to bring friends.
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they should make a mark russinovich vs joanna rutkowska map
>>304517
I'm sure the few anons who showed up had fun. 

Like I said Did it on a whim because looked like there was no gamenight going on and more bodies the better for UT.

Figure more people would've joined considering the game is free and toaster friendly, but oh well.
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>>304058 (OP) 
God bless you anon, I've been struggling to get this working on artix I literally lost entire days trying to work my way around the game wanting to check the windows register for a CD key.
FPS are shit

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A thread to post and discuss your favorite soundtracks in videogames.
What have you been listening to lately?
I've been listening to 3D Sonic games OST. Crush 40 gives all of these games a pretty good soundtrack. It's usually what I end up remembering when playing sonic games.
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Bo
Replies: >>313086
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LIVE
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>>306723
>>306720
I hope his Peripeteia music ends up being used more heavily in future updates, because it's way more suited to the game than much of what's in there. I think some of it is Ed Harrison's best work yet.
The game's main musical problem is that some of the combat music only fits one pace of combat. You get to that shootout in the planetarium, for example, and Sewagefag's Luciferians immediately kicks in, which continues blaring until the last enemy drops. Problem is, they're spread out across multiple decently large areas, and in most builds they're kind of eh to fight because the AI kept getting broken. So if you aren't rushing through the area, or have significant downtime between killing the bandits upstairs and the bandits in the sewer, the song will feel mismatched to what you're currently doing.
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ITT posts systems, mechanics, gimmicks that you've seen in videogames that you really like.
I'll start.
I've always loved it when a game has a smithing system. I really like how smithing works in Legend of Mana in particular. How you have this cascade of effects that can stack, because your mines/farms' quality impact the forging/tempering quality which then impact (if you get to it) the robots' quality--I love stacked modifiers like that and seeing things through an entire [craftsman] production process.
Also, it's kind of dumb, but see each special weapon's gimmick in the Megaman series was always great. If you love gimmicks in games, Megaman always kind of felt like a bargain deal.
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Unicorn overlord did turn based RPGs in a very nice way that I'd like to see again

Rather thananually selecting what your characters do every turn, you assign "if - > then" statements to them where they take actions based on the battle conditions when their turns arrive.

I also like how it keeps the influence of RNG to a minimum and instead uses a direct comparison of stats to outcomes, similar to diceless ttrpgs that eschew randomized outcomes entirely.

So it feels like youve really earned every victory and every loss is down to you not optimizing your optimizations.

Its far from a perfect game and there's a lot that I hate about it, but I really like these two features and hope other games start using them.
Replies: >>307265
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>>307119
That's really interesting, but...
>Rather than manually selecting what your characters do every turn, you assign "if - > then" statements to them where they take actions based on the battle conditions when their turns arrive.
So, basically FFXII's gambit system?
>>304748
There's something to be said about mechanics that help REDUCE GRIND as well, and systems that have a counter after a parry is great. It's like the game going
>...
>O.k., yeah, you clearly HAVE fought this enemy too many times.
>Yeah, we can skip it, my bad man.
>Sorry.
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>>307265
It's the gambit system on steroids.
I wish more games had good turret sections. I love sitting behind a big gun and cutting down hordes, I love the sound & the recoil of it and it's easier to really lose myself in the game when I'm not able to obsess over movement techniques or perfect dodging. Sometimes all I want is to hear the big gun go bang, cut down a horde, and feel like I'm protecting something - I've gotten similar feelings from playing slow tanky characters in multiplayer games, but I've been boycotting most of those for a while.
Replies: >>313317
>>313292
Not so much sections, but as entire games the VR market has a large segment of stubborn roomscalecucks, which has generated a large number of shooting gallery, turret, and lightgun-style games.

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Post 'em if you've got 'em!  I'll start
This is from my singleplayer OpenTTD game. The save is pretty old now and I abandoned it after the lag started to become crippling, but I do think it looks really neat.
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>>313308
If memory serves, at least in the alpha and beta stages, the female build helped a tad bit in Rust against bow-and-arrow or at least hiding, while I noticed some slight utility in DayZ's mod additionally at least when they finally let you select females as a character instead of what I think was strictly the baseball cap with Makarov / revolver character in the early mod versions.
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What if I like co-op games, but I make my teammates play the female characters if there are only two options? I'm fine with playing them so long as I can see their shapely butts, but games like RE5 don't allow this. The 2nd player is always Sheva anyway.
Replies: >>313312
>>313310
Forcing your presumably male teammates to be the beta, while making actual females teammates otherwise play out their god-given avatar still strikes me as strong male energy, so I think you're golden. Staring at the female asses of your male teammates' avatars does raise some questions, however.
Replies: >>313313
>>313312
I don't think women play video games, but I also don't stare at Sheva's ass until one or both of us get turned into chili. I'm just saying it's a nice bonus when the Sheva player is running in front of me and I can appreciate the character's nice ass. It's not like I start trying to sissify the co-op teammate. The worst I asked of one teammate was to stand atop a ladder and let me try to see what panties she wears in her business suit. They're nice, white panties
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>>313313
>I'm just saying it's a nice bonus when the Sheva player is running in front of me and I can appreciate the character's nice ass. It's not like I start trying to sissify the co-op teammate. The worst I asked of one teammate was to stand atop a ladder and let me try to see what panties she wears in her business suit. 
>They're nice, white panties
Very good. Proceed.

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2D racing & highway driving game with GTA IV physics.
Flatout + BeamNG + GTA IV, but in 2D.
What do you think about it?

Trailer: https://www.youtube.com/watch?v=KmnpzOYB-bM

Steam page: https://store.steampowered.com/app/4660070/Destructor2D/
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>>308960
Stochastic texturing typically does use shaders. You could use image quilting instead, which does not use shaders.
Still developing but less during summer. Added some stuff but no new videos yet.
Replies: >>311314
>>311152
>doing stuff in summer
NGMI
https://www.brownmonster.co.uk/blog/2025/009_track_textures/index.html

Might be useful.
I don't know if its included already or even feasable but splitscreen would be neat if you could, or if not every car on one screen and an "Outrun the other racers off the screen mode" as I've seen that in one game before (Make Way) and it was a lot of fun. Just let me play it with my kids and I'd get it for sure.

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I don't think Valve is a remarkable company and I think their history in gaming is quite overrated.

Counter-Strike: Basically the Call of Duty of PC. It's the biggest because it's the most accessible. It doesn't have the skill demands of Quake or Unreal, nor even more realistically oriented tactical shooters. It's not a bad game by any means, but it's nothing special except in regards to popularity because it was there to catch the people that got filtered out of arena shooters of the time. 

Left 4 Dead: I love L4D.....that is, the first one, the one that wasn't made by Valve, but by Turtle Rock, before they were then immediately purchased by Valve. Valve itself would then go on to develop the absolute garbage that was L4D2, thus ruining the series. 

Half-Life: Somewhat of a forerunner to "cinematic experiences" (barf) experiences in games, I remember playing the Orange Box on 360 as a kid and being thoroughly unimpressed by Half-Life 2. It was nowhere near the quality of Halo 1 and 2 or Gears of War as a shooter. It was a novel, enjoyable game, but ultimately just an average experience overall. Team Fort 2 never really did that much for me and again seemed to serve as a more accessible alternative to more demanding shooters. I was however quite a Portal fan, at least. 

Dota 2: I'm more experienced with other MOBAs, but I think the art style of Dota 2 is quite ugly and I also think that MOBAs in general are a more casual alternative to RTS/RTT. I don't regard MOBA
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>>313114
So just half-life? Take it back to India Chan you revisionist retard.
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>>313116
optional unlike boredoom and faglo
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>>313117
>nuh uh muh game is so skilled
>uh nuh uh
>I am a nigger
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>>313118
>no argument
Replies: >>313126
>>313125
So bold to state that you don't have a argument.

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You play 4th gen games on a CRT, right, anon?
You don't play them on a 1440p LCD display like a chump, do you?
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>>312976
>rain sounds like real rain
Peak. I kneel ZSNES-sama.
It was filled with soul, what modern gaymulator have a blinding purple ass filter with snow falling every time you open the menu?
Replies: >>313061 >>313067
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>>313026
For anyone who wants updated zsnes but with all the soul kept:
https://github.com/xyproto/zsnes

bsnes added snow at some point.
Replies: >>313064 >>313067
>>313061
snes9x also has the snow animation
>>313026
>>313061
I don't understand if you're complaining about it or praising it, and it doesn't matter because it's retarded either way.
>>270090
I respect your first two examples and your general point, but I do think the third image looks significantly better than the fourth - the grays on the fourth bleed everything together, you can't even see the birds' faces and you can barely see where the road ends and the widewalk begins.

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Look, I know I’m not the only one with younger relatives or their own kids on this board. What do you try to play with them? Are they lost to the endless ipad garbage or are they receptive to good games? Do you try to get them into weird shit you liked as a kid or just whatevers new/good? Does every kid know all about minecraft or fnaf despite trying to keep it away from them? They all do

I’ve had good luck with giving them older handhelds to play with or real open stuff for them to mess with like teardown or doronkowonko. Pic related is cause kirby games also work real well.
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>>313037
It is, Anon is just being a fucking retard and lying on the internet.
The main creator (singular, because it's basically a solo operation by Choco) (which is why Anon is lying off the bat) is pretty well known to silently hate that side of his game, but refuses to comment on it because doing so would imply he has a degree of control over them and would thus make him partially liable (which would screw him over in legal, because like anyone else, he does not have any authority on unapproved modifications to his software), so he's in a limbo where his kids game reputation (IIRC for his daughter) is being rode into the dirt by porn addicted lolicons (like the false conclusion you've came to), and he can't do anything about it.
>>313039
Are those fetish monsters in the game though?
Replies: >>313052
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>>313039
He must be raking in the moolah from all those pedos playing his bratz game with lewd mods. He doesn't want to rock the boat and stop the gravy train, simple as.
Replies: >>313052
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>>294827
Looked into it myself, just from a skim of a longplay on jewtube the game looks like if Hat in Time and Serious Sam had a preteen daughter. Tone seems kinda like the N64 Rareware games if anything; I wouldn't say anywhere near Conker's Bad Fur Day in the slightest, but it is the kind that an immature kid would think is edgy as fuck when in reality it's not going to give them nightmares and the references would go right over their heads (eg I'm guessing the premise of the game being the girl jumping into a dream to save her pet bunny is a reference to Doom 2).
I'd be fine putting it in front of a kid.
>>313045
If these are what counts for fetish monsters these days, then it's a sorry state of affairs.

>>313046
Considering it's on most piracy websites for free, I don't think the guy would be raking in much cash from an adult audience that already has to find some niche globally blacklisted mod for it (in the ~5 minutes I bothered looking for it for reference, I couldn't find it mentioned anywhere).
Then again, without trying to stir the pot, lolifags do seem to be by and large more inclined to paypiggotry and honeypot-bait-taking retardation, so who knows.
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>>313039
>by porn addicted lolicons
I will stand my ground. Ugly western goblin garbage will never be loli and people into that shit will always be fake "lolicons".

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Okay everyone, there's a FREE Adventure-RPG hybrid game I feel like sharing because the game is surprisingly fucking good and so I need to run my mouth about it. Heroine's Quest is a spiritual successor to Drug Wars the Hero's Quest (which was later renamed to Quest for Glory after some legal shit) series, that was released on December 26th, 2013, and it's perhaps the only such spiritual successor that deserves to be mentioned in the same breath as them. It's like someone took a point & click adventure game and added a dollop of RPG mechanics and abilities that have actual fucking non-combat utility, along with combat.

I have been missing the feeling of a RPG that isn't hack & slash slop, where the game has actual fucking gameplay outside of fucking combat and your stats and skills matter for more than fucking combat, for a long-ass time, so this game has been a right breath of fresh air for me. The game is basically a point & click adventure game but with actual RPG mechanics on top. You pick one of three classes and then you get to pick between cranking up your stats and adding cross-class skills to your character, allowing you to do new shit. Every weapon has its own tricks and combat moves and if you aren't a warrior you should contemplate avoiding combat until you're strong enough
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>>312655
>I never said it didn't have instances, but it's definitely not (wasn't) an instanced singleplayer experience.
No, it's more an instanced 5player experience.

>Games like SWTOR, GW2, FFXIV, etc. fit that bill more.
True

>The best aspect of WoW was open world PVP.
The honor system existed to wreck most open world PvP and stop people from doing shit like killing NPCs like flight path masters and WoW mostly moved to instanced PvP instead of open world. Of course, if you reached Rank 14 in vanilla WoW, you could go ignore the entire honor system since you'd already maxed out your access to the rewards of the honor system and wouldn't lose them no matter how low your honor sank, but reaching Rank 14 was a colossal pain in the ass.

WoW was honestly pretty lousy at open world PvP and kept chipping away at it. Attacking faction leaders was more of a thing before honor was implemented, for instance.

What I personally dislike about WoW is its constant instancing of fucking everything, the garbage grinds, the skinnerbox random loot drops system, the lack of real player choices, the theme park MMO nature, the lack of ability for players to have make consequential changes in the open world state, the lack of noncombat gameplay systems, the weak crafting system where you can't actually customize anything
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>>312685
>>312646 
Fair point, given the subject of this thread is itself a hybridized RPG genre.

>>312648
>>312651
It was perhaps a bit reductive to lump in original EQ with WoW on instancing, even if EQ did later shift in that direction. Though instancing aside, EQ & WoW do share their extremely static world, in stark contrast to UO's features like player constructed castles, expanded on in other less themepark-y MMORPGs like Shadowbane.

Regardless, my main point was the immediate control interface and combat mechanics to the extent they could overlap with singleplayer games, which were for reasons of multiplayer accommodation, dumbed down ARPGs, barring weird exceptions like Grenado Espada. And that's before getting into dumb mechanics like aggro and cooldowns that MMORPGs originated.

Given the much larger playerbases and mindshare of MMORPGs compared to Diablo clones in the era, MMORPGs are clearly responsible for most of the downfall of WRPGs as a coherent genre at least without taking 7th-gen console "everything must be a TPS" fads into account, and even for the devolution of Diablo itself from graphical roguelike into weird twinkfest bossrush dropfarm grind by D2.
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>>312878
>the downfall of WRPGs as a coherent genre
Your delusions reinforced by excessive time on ironic shitposting forums are the only thing that ever established it as a coherent "genre" in the first place.
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>>312882
I mean, from the mainframe days through Wizardry or Ultima into the twilight of turnbased AAA in the 90s, "basically equivalent in form and complexity to combat in D&D, maybe with other stuff like hexcrawl thrown in" was pretty coherent. One could argue about realtime stuff like Baldur's Gate or TES, but by the time you end up at something like Witcher it's clearly attenuated into minor elements at most.

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I never really thought of getting one, since I'm not into fighting games and figured the controllers were enough, but recently I bought the HORI Arcade Fighting Stick HPS-71 for PS1 and PS2 and a ASCII Fighter Stick Special for the SFC and they're so fun.
The HORI one has rumble and it feels so good on racing games.
I use them on every game that doesn't require the dualshock, from the Japanese EDF version that only uses the left stick, to F-Zero. It even works on Nintendont on my Wii with an adaptor.
I'm addicted to microswitches.
Thinking of getting the CAPCOM Fighting Stick for my Genesis. Hopefully I can find it cheap. Most Mega Drive sticks don't have microswitches.

What about you, anon? Do you use one?
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>>312858 (OP) 
In researching new mice due to my buttons janking out, the hot thing now seems to optical switches that are supposedly way more durable and with faster debouncing. Are these a thing with arcade controllers, maybe even for stick microswitches?
Replies: >>312885
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OP is a faggot as per usual

>>312872
MKB switches have a common pinout these days so makers can advertise a dozen different switch types and redditors can pretend they all matter, so if you can find an optical switch in that form factor to use with the MKB button shells on Paradise or whatever you're golden.
Replies: >>312887
>>312885
what did i do

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