Ross descends into a world of SiN.
You can buy SiN here if you’re interested (GOG is offering 85% off until Jan 1st using this link):
Link to SiN soundtrack files from Zak Belica (updated to include more 44khz original tracks!):
Link to FAKK2 soundtrack files from Zak Belica:
Tag: game dungeon, SiN (Videogame), Videogames
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game dungeon time!
Oh dam two weeks before half life. Imagine releaseing your game just before half life dominates the market. Bad luck
Yes a new one!
The best warehouse music has to be the original Hitman 47 docks theme. I know it's docks, but it sounds a lot like warehouse music.
Actually, I suddenly remembered how good that entire soundtrack is, gotta go listen to it again.
do Blood and/or Blood 2
The music for the SiN movie intro reminded me very strongly of Cheshyre's musical work (the Madness series of Flash animations); even better is that he's still making music in "that style" (whatever the title would be).
awh hell yeh, getting my mits on some musical relics that are virtually non existent anywhere else?
Ross, you are amazing – the heckin' best, no lie. Awesome Christmas present :3!!
I mean, honestly, to track down the composer and be able to get the soundtracks, just oomph – honestly astonishing :3
Ross, the references in your videos are unbelievably off topic. Teenage mutant ninja turtles? The Adam's Family? I'm certain it's actually hidden messages for the aliens. Like "TMNT" is actually code for "the human's weakness is undercooked pasta". I've got my eye on you, Ross. If that is even your REAL name…
Well, damn, I guess, it's "Merry Christmas, you filthy animals". Great video, Ross. It reminded me that despite having and loving the game, I could only play till the boss fight in the subway, because as soon as the fight started, the game crashed. And that being Win98 time, I'm pretty sure it crashed the whole system with it. So, if you think 19 MB patch in US is bad, try any exUSSR state.
Hot damn, is this a late Christmas gift or what? An hour-long Game Dungeon, two rare versions of soundtracks to classic PC games, and a huge discount on a game that I wanted to buy on GOG for a while but was too much of a cheapskate to pay 10 dollars for – thanks Ross!
Is this like the only FPS game with a male main character that has long hair? Man that's cool.
I love games from this era sin kinda reminds me of the punisher game for the original x box something about those old games has a gritty feeling I love it
Now awards for SiN huh? Maybe next time.
Was wondering why it was so crusty then noticed youtube had defaulted to 360p because I'm not tabbed in.
My train is delayed by 67 minutes and I find this in my subscription box. Thanks for keeping me from burning down the station Ross.
11:31 So Quake 2 used Bytes to store vertex positions in models. Meaning you can have 256 values from 8 bits..
The Quake 2 animation format stored vertex positions of each vertex every frame instead of using a skeleton like Halflife and modern games do, so as the model animates, you get this weird wobble.
Quake 1 didn't even have smooth animations at all so it was probably less noticeable, but nowadays you can play on a modern source port and get those sweet interpolated animations that Quake 2 had.
It really is strange to think they went all the way as far as using bytes instead of shorts to store vertex positions. They could've at least had 65536 possible values with 16 bits instead, and probably had less or no wobble, and still been using a fairly small amount of memory. Or maybe that really was pushing things to the limit at the time, it's hard to say since I wasn't a game developer in the mid 90s. Nowadays we have the freedom to do almost anything we want, but creating assets themselves is incredibly complicated and time consuming. Those "shitty" animations were good enough at the time, but now you have to make amazing animations and it takes orders of magnitude more time just to create a single animated human character.
In fact, the DooM engine, before quake, didn't even use floating point values (fractions), if I understand right. Every calculation was done using whole numbers. So a centimeter could be something like 8 in game units, and you had only 8 subdivisions in a single centimeter for movement, or any other calculations. (I don't know the actual value, it could be worse than that, a floor texture was 64×64 and walls tended to be 128×128, while the player was about 96 high if I remember right from my doom level editing experience). The math and physics all kinda worked and was good enough. And then Quake came along and had the audacity to require your CPU to be capable of performing complex math with floating point numbers! LOL those must have been some rough times for game development.
I wanted to play this game, but HUD also don't scale with resolution.
And here I was waiting for that joke. Silly me.
No game awards? Aww. And the music for SiN is already deleted, the heck?!
No awards? But why?
I played this game when I was like 10 when my dad bought it in a bargain bin lol. I had fun with it before moving on to half life.
game dungeon on my birthday? hell yes
I lost it at 38:32 when it just transitions to Blade in a blue Powerwheels during the rant about patching Cyberpunk 2037… I mean SiN.
THE ARMOUR ACTUALLY DOES SOMETHING! I can't tell you how much I loved that.
I've never seen jiggle physics in this engine before. It was more unnerving than bad lip sync.
SiN! Damn this is gonna be a good episode.
Ross at the beginning:
'forgive me viewers for I have SiN'd.'
The wobbly weapons in Quake 2 is because the MD2 model format used by the engine stores vertex positions as one byte values, and this lack of precision causes the vertices to jiggle and shift as they're animated.
The MD3 format used by the Quake III engine uses two-byte values for vertex positions, and thus doesn't suffer from this problem.
The funny part about that stealth section is that unlike basically every other part of the game, you actually don't have to murder everyone in that level. You can get away with sneaking through most of it. I think you might have to kill the secretary and one guy in the locker room where you steal a uniform and access card, but that's it. BUT! The path you need to take to actually do that is not intuitive at all, and teenage me only figured it out because I looked up a walkthrough on the only recently created GameFaqs with a 56k modem.
Damn half life do be looking weird
Ross, this is the Quake 2 Engine, so the game runs OGL. In current Nvidia drivers there is a bug when forcing SGSSAA in a lot of older OGL games that causes this blurring bug.
You have to find the hidden flag "OGL_OCGCONTROL_DIRECT_NVIR" in Nvidia Profile Inspector and set it to "Force Disable" for the Sin profile. (Make sure the game profile has the correct exe file on it. In this case you would want to use the Quake 2 profile to set this. Or use an absolute application path ).
Depending on what driver you are using this may or may not fix it as the fix itself was broken at some point.
Huh… no mention of the upcoming Nightdive Remaster. Did that news not get to ya?
Deadliest parking lot
User Hostile Interface
Out Valve'd Valve (in that it only made it to episode 1 before cancelling the sequels)
I can't think of 3 awards because I'm knocked out by melatonin but one of them HAS to be "Worst Rats".