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arteom

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Everything posted by arteom

  1. Yeah from what I understand people with nvidia cards are not experiencing any problems, its the pre dx10 ATI cards that are having driver issues with win 7. What came as a bit of a shock to me was the lack of support for these cards by ATI, I had my eye on a set of 4770 cards, might be switching over to nvidia...
  2. ok, well. problem solved, sorta. the solution to the problem I was having can be found here: http://forums.amd.com/game/messageview.cfm?catid=279&threadid=112133&forumid=11 Took some trial and error, but finally got it working. Except the main menu is flickering every time i move the mouse, so almost there :p.
  3. Really hope the driver compatibility issue is fixed when the game is patched, I am running windows 7 with a older ATI card and there's no way (that I know of) to get the 8.12 drivers installed :(.
  4. yeah they released drivers for the dx10 cards, none for any of the dx9 cards. i had trouble installing vista drivers, will try again...
  5. I dont have the catalyst software installed, I think the drivers installed are Windows native drivers, I don't think there are drivers for the older cards for the windows 7 OS...yet. Some games run fine, but not this one >.<
  6. Ok, this is bugging me, can't figure it out and can't see a way to make it work. Is anyone here running an older ATI card in Windows 7 (pre DX10) and is able to play blackshark? The problem is that the main screen is not showing up correctly, if I can manage to hit instant action (which I can't see but can guess where it is) the game launches in windowed mode, and runs fine. Otherwise the screen is just blank except for a few things. Now here is the kicker, this does not happen when I launch Black Shark multiplayer, everything seems fine there. Any help would be well appreciated.
  7. you are lucky, I'm just getting a mostly blank white screen (all i see is version number 1.0 in top right of screen), music is playing. I can click on menus but do not know what I'm clicking.
  8. Thanks for that rapid! I will download it and give it a try, it looks like they have put allot of time into it. Although it is definitely not a combat sim of any kind. I will also check out and see what is new in the modworld with freespace 2, I haven't played that for a bit.
  9. Space combat sims used to a staple of computer gaming, Freespace 2 was perhaps the best of them here is a link to its wiki page http://en.wikipedia.org/wiki/FreeSpace_2 Btw, the source code has been released and game has been heavily modded, do a search on google, you can get the game for free and all the mods that go with it. I think I may have mislead you guys, the idea is not to replicate something that does not yet exist but rather to create such a system within the game that is highly sensitive to user input and has a great level of depth. I don't quite know how to explain it, and I'm sure someone can do a better job. I will try to explain by an example; the source engine in counter strike source, or half life 2. Counterstrike is a bit of gem because although it may seem like a simple shooter the physics engine within the game is modeled so well and with such depth that the player really needs to familiarize and LEARN it, become accustomed to its complexities to learn how to throw nades properly, how to lead a target on, when to fire, etc. There are no gaps within this game, everything from the rate of fire of weapons, to their weight, reload time, etc. has been modeled. The idea would be to give the player great freedom in manuevering and just in general existing within the system that is the game. Just as in counter strike the way a player moves before firing will make allot of difference on the target being hit or not. In this game that level of depth would have to come through. I think we have some information on how objects behave in space, to model the phsyics well and then to drop a spaceship with thrusters and some imaginative cannons would be blast if you ask me, and to make this fly might be a bigger challenge than one might imagine. To model things like gravity (if you are near big objects), I am sure there are many variables that exist in space flight and getting something to fly straight. And again it doesn't have to be real, it just has to be cohesive. I think depth is the key, a game like Freespace 2 might have gone to 90% of what I'm talking about, but that extra 10% would be the little subtleties that would immerse a player into the game, give the player the extra sense of control, getting closer to complete control of the system [spaceship] within which they exist within the game (in other games: the character in counterstrike, the KA-50 in Blackshark). I have been playing computer games since I first had a computer, and as a lover of simulation games it is not really the idea of playing a game that very accurately replicates a real situation that appeals to me, but rather the idea of a game that creates a system within which there are no gaps, within which the player has maximum control. Shame the pc gaming industry is mostly dead, I think it would have responded very well to such a simulation as Black Shark.
  10. Ah, wasn't aware of any such contracts. Still think its a grtea idea, the technology has caught up and I think something really great can come out if one were to follow the same attentiveness to detail that DCS has with Black Shark.
  11. First I would like to say thanks to DCS for releasing such a simulation! I have never seen or played anything with such depth and attention to detail. The PC Gaming and specifically simulation industry may not be what it once was but if we have to wait a bit longer for games of this quality I'm all for it :thumbup:. Which bring me to a genre that has been kinda dead, space combat sims. For me the genre kinda died after Freespace 2 (now heavily modded btw) I for one would love to see this genre brought back to life by the DCS team. If we could see the imaginative story, ships, weapons mixed with the depth of play presented by these guys I think we would have a winner. It would be something completely original. I mean to be flying a ship which is not real but sure as hell feels like is, with all the micromanagement thrown in, think about it! Not to mention the level design that can come out of technology today, depth within huge vessels, crossing into planets to attack ground units... Would be the first study space combat sim! What do you guys think?
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