Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: TopAce on November 29, 2003, 01:32:43 pm

Title: The big red 'you have damaged' flag
Post by: TopAce on November 29, 2003, 01:32:43 pm
Is that possible to turn it off? I am certain it annoys everybody.

[EDIT] Sorry, I wanted to write 'effect' instead of 'flag'. Thread title mistakes are typical nowadays. :)
Title: The big red 'you have damaged' effect
Post by: RandomTiger on November 29, 2003, 01:41:57 pm
You mean when the whole screen goes red?
Title: The big red 'you have damaged' effect
Post by: TopAce on November 29, 2003, 01:42:28 pm
yeah
Title: The big red 'you have damaged' effect
Post by: karajorma on November 29, 2003, 02:58:14 pm
How else will you know you're being shot at then?

I find it quite useful actually.
Title: The big red 'you have damaged' effect
Post by: WMCoolmon on November 29, 2003, 02:59:23 pm
Maybe the *BOOM* *BOOM* *CRUNCH* sounds? :p
Title: The big red 'you have damaged' effect
Post by: diamondgeezer on November 29, 2003, 03:12:54 pm
I find it handy, it's the game screaming at you "****ING MOVE!". It makes being shot at harder to ignore. It can get annoying if it's on constantly, ie. Bearbating's constant flak and whatnot. But there you go.
Title: The big red 'you have damaged' effect
Post by: TopAce on November 29, 2003, 03:37:16 pm
You know that in this game(against this Ai), you move in vain with the speed of 1760 m/s, they hit you without trouble.

Otherwise there is a sound and shield flashing effect.
in X-wing Alliance(which is also not known about its playability), the 'you have damaged' notification could be done with a loud sound. In FS, there is also a sound, which is a bit more quiet, but it is also sufficent to notify 'your hull's status was changed'.

I don't know why this effect is needed in a space simulator. It is disguisting even in an FPS.
Title: The big red 'you have damaged' effect
Post by: Unknown Target on November 29, 2003, 03:46:05 pm
*cough* space simulator *cough, cough* :wtf:


Anyway, yea, it's a pain in the ass. Get rid of it, and bring up the volume on the hit sounds, and that'll be ok.
Title: The big red 'you have damaged' effect
Post by: diamondgeezer on November 29, 2003, 03:47:23 pm
Quote
Originally posted by TopAce
You know that in this game(against this Ai), you move in vain with the speed of 1760 m/s, they hit you without trouble.

(http://nodewar.penguinbomb.com/saab/images/wtf.gif)
Title: The big red 'you have damaged' effect
Post by: TopAce on November 29, 2003, 03:51:39 pm
Do not put in a :wtf:, you know what I am talking about.
Title: The big red 'you have damaged' effect
Post by: Knight Templar on November 29, 2003, 03:56:50 pm
Erm.. what if you play without sound or reduced sound? And why is this even an issue? Should the code people be working on uh.. things that need actual improvement?

And Top, I don't think anyone knows what you are talking about...
Title: The big red 'you have damaged' effect
Post by: Bobboau on November 29, 2003, 04:40:48 pm
if we speed the game up human players would be unable to play against the AI becase they would still be just as acurate as before only multiplyed by the increse in speed and you would still be playing at normal speed, like you have in time compression mode
Title: The big red 'you have damaged' effect
Post by: Flipside on November 29, 2003, 05:11:49 pm
Just add a Zero to everything, so sizes are given in 10's of metres etc, it's all a mental illusion anyway :)

Flipside :D
Title: The big red 'you have damaged' effect
Post by: Stryke 9 on November 29, 2003, 05:16:54 pm
Personally, I appreciate being informed that someone's shooting me before I blow up. Might just be a wierd personal taste, I dunno, but a little noise doesn't do much when you're in the middle of an intercept run with beams and flak blowing **** up all around you.
Title: The big red 'you have damaged' effect
Post by: WMCoolmon on November 29, 2003, 05:27:11 pm
How about a red haze on the edges of the screen?
Title: The big red 'you have damaged' effect
Post by: diamondgeezer on November 29, 2003, 06:06:47 pm
Quote
Originally posted by TopAce
Do not put in a :wtf:, you know what I am talking about.

FFS, no I quite blatantly don't. Either you're mistranslating what you mean again, or you're just talking bollocks if I may say so. If you're moving at 1760m/s, nothing will hit you as nothing can catch you. If you've built some weapon with kind of speed then you should expect funky consequences.

You have this thing in your head that the AI is 100% deadly accurate. Quite simply, that is BS. Sure, they can hit something that's not moving but they can't track or pre-empt a target for ****. It does not take a ****ing genius to work that out.

Dude, seriously, I'm not having a go at you personally but you have to start differentiating between what actually happens in the game and what's in your head.
Title: The big red 'you have damaged' effect
Post by: Stryke 9 on November 29, 2003, 06:10:12 pm
I don't see how a little red flash you can see through just fine is so bad in the first place. Hell, it's not like it's hard to ignore if you're paying attention to something else hard enough.

Which is annoying in and of itself, many's the time I've gotten caught in some goddamn combat equivalent of a man-train and been so fixated on getting a bead on that damn Mara that I didn't notice my rear shields were nonexistent and my armor was at 30%. But that couldn't really be fixed without getting downright obtrusive.


Weeel... maybe a dial that can be set in the "options" screen, with the default left as it is. I'm reasonably sure (read: completely making up) it's some kind of colored layer they flash over the screen, be a simple matter of adjusting the opacity to one's liking.
Title: The big red 'you have damaged' effect
Post by: diamondgeezer on November 29, 2003, 06:22:23 pm
Well of course an option is the ideal solution. But like I and others keep saying, the coders aren't adding things at the moment so it's pointless even asking. By the time they've started coding again they'll have forgotten this thread and you'll have to post it all over again, thus annoying, among others, me.
Title: The big red 'you have damaged' effect
Post by: Stryke 9 on November 29, 2003, 06:24:41 pm
Yes, but I am pacifying the masses with my half-baked solutions, see. I'm like upper management with more chemical abuse and no money.
Title: The big red 'you have damaged' effect
Post by: phreak on November 29, 2003, 08:23:19 pm
i wouldn't mind having it turned off since the screen could light up with the red flash while taking screenshots
Title: The big red 'you have damaged' effect
Post by: Terorist on November 29, 2003, 10:41:56 pm
No need to remove it, personally I didn't even remember it is there (well, haven't played recently)... :nervous:
You *could* however modify it to inform about the direction the harm is coming from though, à la HL 1.
(Just keep it transparent and at the sides, out of the way.)
Title: The big red 'you have damaged' effect
Post by: kasperl on November 30, 2003, 05:06:52 am
what about a real *****in' betty?
Title: The big red 'you have damaged' effect
Post by: Terorist on November 30, 2003, 05:49:56 am
Now there's an idea! How come I didn't think of that...

Must. Have. Now.

TTS support is there already, so let's just make some events be spoken out loud. This should be user configurable though, meaning extra work... but it will be cool.
Title: The big red 'you have damaged' effect
Post by: SadisticSid on November 30, 2003, 06:26:23 am
Please add a command line flag, cos I don't want it removing by default.
Title: The big red 'you have damaged' effect
Post by: diamondgeezer on November 30, 2003, 08:44:22 am
Quote
Originally posted by kasperl
what about a real *****in' betty?

Oooooooooooo... now that might be handy for what I'm doing. Synthetich female speech would work perfectly ;7
Title: The big red 'you have damaged' effect
Post by: Taristin on November 30, 2003, 09:18:34 am
I had the Terran "Not enough Energy" from starcraft for when my Lasers depleted... Lost it though... It was pretty cool atfirst...
Title: The big red 'you have damaged' effect
Post by: diamondgeezer on November 30, 2003, 09:20:36 am
There's gotot be a flight sim we can nick voice files from. Falcon 4?
Title: The big red 'you have damaged' effect
Post by: Stryke 9 on November 30, 2003, 10:58:28 am
Unlikely.

It's not like it's hard to record some voice-synth software saying a sentence, anyway. Hell, anyone with a Mac gets all you need standard.
Title: The big red 'you have damaged' effect
Post by: diamondgeezer on November 30, 2003, 11:51:37 am
Well I already said the female voice synth thingy would be perfect. You must have missed that one.
Title: The big red 'you have damaged' effect
Post by: TopAce on December 09, 2003, 11:12:41 am
So? Would you mind making a command line which disables this annoying thing, please?
Title: The big red 'you have damaged' effect
Post by: MLeoDaalder on December 09, 2003, 11:30:41 am
Well if I might blend in...
I thought it has great weapon hit effect! Even without sound! I was trying to intercept a small fighter which took me past a couple of cap ships (enemies). They started to fire on me (turned Guns of and diverted power to shields) and then I got a beam weapon which "scraped" the front shields (ie missed, but hit) and it slung me out of course. Now if that is not enough weapon hit indicator, then I don't know...
Title: The big red 'you have damaged' effect
Post by: Unknown Target on December 09, 2003, 12:12:01 pm
Wow MLeo. That's, uhhh....great. Unfortunately we're talking about the red hit flag, not when a beam hits you.

Anyway, the SCP could put in a few codes for events, such as when the shields are gone, play_sound, when you're senors are depleted, play_sound, etc, etc.
Title: The big red 'you have damaged' effect
Post by: MLeoDaalder on December 09, 2003, 12:16:54 pm
Hmmm, I never noticed that one. Apart for "Launch", "Blast" and "Weapon Hit".

I supposed you are talking about an indicator when you are hit.

Must have missed something...
Title: The big red 'you have damaged' effect
Post by: TopAce on December 09, 2003, 12:17:35 pm
Anything is better than this red flashing damage notification method. It is a shame a space simulator has this. It is only included in worse-than terrible shooters.
Title: The big red 'you have damaged' effect
Post by: MLeoDaalder on December 09, 2003, 12:20:41 pm
Oh wait, that kind of effect!

I ounce saw that with Wolfenstein 3D. The first and only time I ever played a FPS... I hated those kind of games afterwards...
Title: The big red 'you have damaged' effect
Post by: RandomTiger on December 09, 2003, 03:11:26 pm
Quote
Originally posted by TopAce
So? Would you mind making a command line which disables this annoying thing, please?


I'll try and remember to get round to that.
If you send me an e-mail that will remind me every time I check for new messages.
Title: The big red 'you have damaged' effect
Post by: mikhael on December 09, 2003, 05:00:35 pm
Quote
Originally posted by TopAce
Anything is better than this red flashing damage notification method. It is a shame a space simulator has this. It is only included in worse-than terrible shooters.


Some version of it is included in ALL shooters. Even Deus Ex has it.
Title: The big red 'you have damaged' effect
Post by: Flipside on December 09, 2003, 05:06:48 pm
Possibly someone could just record the Female Synth-Voice and then get the system to play it when you are below 50% hull/shield etc? That and the edge flashes would be good :)
My only complaint is that the screen gets redder the harder you are hit, this means that at the very thick of action, when shots are coming in at all angles, you are effectively blind.
Title: The big red 'you have damaged' effect
Post by: ChronoReverse on December 09, 2003, 05:29:23 pm
Yes, the red flash itelf is not bad.  But there needs to be an area where it will always remain transparent enough to see through.  A red-tunnel effect would be better than having a solid red-out.

Can perhaps a new 2D image be overlayed on top of the screen and its transparency dynamically changed?
Title: The big red 'you have damaged' effect
Post by: phreak on December 09, 2003, 05:31:03 pm
something like Half-life has would be ideal
Title: The big red 'you have damaged' effect
Post by: Flipside on December 09, 2003, 05:40:11 pm
Indeed, and it would also be nice to have something like a Buzzer or something to sound when your shields have failed ;)
Title: The big red 'you have damaged' effect
Post by: Lightspeed on December 09, 2003, 05:51:51 pm
oh yes :)

To add more 'your ships's going down' flair, how about making the HUD flicker around (like with EMP) when your hull drops below 15% permanently. You could add 2 levels:

15%-5% - flickers only a bit, you dont lose targetting etc

5%-0% flickers heavily, you cannot target properly anymore and theres some warning sign flashing :D
Title: The big red 'you have damaged' effect
Post by: WMCoolmon on December 09, 2003, 06:06:30 pm
Quote
Originally posted by Lightspeed
5%-0% flickers heavily, you cannot target properly anymore and theres some warning sign flashing :D


At 5% it'd be "Hope you've got an ejection seat, sucka!" :p
Title: The big red 'you have damaged' effect
Post by: IceFire on December 09, 2003, 07:20:31 pm
Oh boy that'd be great.  A FS2 Betty.  Instead of "maximum angle of attack, maximum angle of attack, maximum angle of attack" you'd have "afterburners full, afterburners empty, afterburners full, afterburners empty".  Or she could have personality "they are shooting at us, get out of the way idiot!" :D

Ok...on second though, computer voice cues should not have personality :D
Title: The big red 'you have damaged' effect
Post by: RandomTiger on December 09, 2003, 07:21:16 pm
I've seen a really nice shader effect in the OGL section of NVIDIA effect SDK what would be great for a replacement effect.
Title: The big red 'you have damaged' effect
Post by: Stryke 9 on December 10, 2003, 02:40:12 am
Flip: Um... if the screen is getting so red you can't see for long enough to actually impair anything, and you have anything even approaching a normal framerate, you're basically dead anyway, there's nothing you can do about it, and next time try avoiding getting dozens of hostiles firing on you at once.

If not, you seriously need to stop dicking around with the table files, having a quadrillion hit points doesn't enhance the game and there's really no reason the coders should waste their time accomodating something you personally need but no sane person or campaign maker would find desirable.

Ice: Sentient onboard AI?

Or you could just say a tech was ****ing around with the soundbox on your fighter, which explains why you can hear explosions in space and so on.

Lightspeed: Eh, why not go for realism? At 5% your hull's already got one or more major fissures in it, you've got at best a fast leak in the cockpit, and your brain's being sucked out your ears while your blood boils and (if, say, something bigger than a crack has formed) you simultaneously freeze and explode- blackout.:D

Actually, that brings to mind something I've been wanting to ***** about for a while, but wasn't sure whether it was SCP-relevant- the amount of times my or another fighter has been shot to hell, is on the very verge of death with hit points in the single digits or only slightly higher- and all the subsystems are going fine. The hell? The ship's probably literally being held together by a severely frayed cable at that point! In firing on it people must have hit on or near one subsystem or other, they should all be in as bad a shape as the ship overall. If I specifically target a subsystem and proceed to fire on the ship as normal (meaning, in my case, spraying shots more or less in the same compass direction as the target, and maybe ramming it once or twice for good measure), the system takes damage just fine. What gives- is this bad POF-editing, some wierd thing to do with the tables, or something the code could cover?
Title: The big red 'you have damaged' effect
Post by: Lightspeed on December 10, 2003, 06:23:55 am
the lower the hull drops the more subsystems should explode randomly :)

I don't think theres a leak in the cockpit though as you still live and can fly :D - But the HUD flicker would show off the crippled electronics ;7
Title: The big red 'you have damaged' effect
Post by: Stryke 9 on December 10, 2003, 06:50:58 am
Damaged subsystems would actually take care of that, I think. Not entirely sure, though.
Title: The big red 'you have damaged' effect
Post by: Nico on December 10, 2003, 06:58:34 am
I'm all for that kind of stuff, but, wait, can you hear that sound? gee, it's getting louder!
Oh! that's the hordes of "It's not canon to FS2, don't change the original, superb mechanics behind the original Volition work, that would change FS2 too much!!! Changes are bad!!!"
F*ck them, when will we have some more realistic flight engines? :D
Title: The big red 'you have damaged' effect
Post by: Nico on December 10, 2003, 06:59:39 am
Quote
Originally posted by Lightspeed
the lower the hull drops the more subsystems should explode randomly :)

I don't think theres a leak in the cockpit though as you still live and can fly :D - But the HUD flicker would show off the crippled electronics ;7


Wing commander 4 had a cool effect for that, you could see the impacts on your cockpit, made some kind of google effect around those spots, even :)
Title: The big red 'you have damaged' effect
Post by: Stryke 9 on December 10, 2003, 07:00:20 am
I don't think I've heard moaning about "canon" for a good long time. Which is good, my slapping hand does eventually get sore, and plane tickets are expensive.
Title: The big red 'you have damaged' effect
Post by: Lightspeed on December 10, 2003, 10:38:26 am
the HUD flicker actually even IS canon, as everyone has watched the FS1 intro :D
Title: The big red 'you have damaged' effect
Post by: MLeoDaalder on December 10, 2003, 01:03:39 pm
Hmmm, I have looked better now (I ran at 32 bits for a change, I thought I always did that...). And I did see it.
I might try and rig it out, when I can get the code that is.
Title: The big red 'you have damaged' effect
Post by: kasperl on December 10, 2003, 01:16:21 pm
i hope you can find the CVS.

en welkom op het forum. :welcome:

i would indeed enjoy a *****in betty, perhaps it would be possible to make it using a SEXP that get's used everytime a certain fighter is put in a mission. i mean you define an automaticly included SEXP in the tbl.  

or am i rambling again?
Title: The big red 'you have damaged' effect
Post by: Unknown Target on December 10, 2003, 01:27:06 pm
SEXP for something like that = bad. You'd have to code it for every mission, and it'd take up SEXP space, and possibly provide cause for confusion.

A toggle-able option in the options menu would probably be for the best.
Title: The big red 'you have damaged' effect
Post by: kasperl on December 10, 2003, 01:28:43 pm
i meant one defined from the table, and added automagicly. it could use existing code, and it can define all kinds of effects.

but, see da siggy.
Title: The big red 'you have damaged' effect
Post by: Flipside on December 10, 2003, 01:30:21 pm
Well, Phreak was looking at ideas for some kind of OpenGL effect, so it might be worth talking to him?
Title: The big red 'you have damaged' effect
Post by: MLeoDaalder on December 10, 2003, 01:39:12 pm
Woha!

Please note, I am a FS2 newbie with programming knowlidge!
And I started with OpenGL and DirectX a couple of months ago.
So first I will start looking into this SEXP thing (code wise mostly).
Well my first thing will be a command line option which will ignore this effect when hit. Just another command line and another bool, I think...

After that I will do a little private mod, to shut up my little brother.
But that will be a more like private mod. Unless others want it to that is.

And it is good to know that there are other Dutch people on the forum!
Title: The big red 'you have damaged' effect
Post by: kasperl on December 10, 2003, 01:46:00 pm
well, if you want to help to code, talk to Goober5000, he is the current leader of the coding team, and he could give you CVS write accces, and acces to the internal forum, allowing you to view comments by the other coders.

if you can read the code, but you don't feel ready to do large edits, you could help out by writing help docs, something the community is lacking in.

and any addition might be usefull, if it is bug-free and able to be shut off easily, it should help. but ask Goob, and read the siggy, i am another noob.
Title: The big red 'you have damaged' effect
Post by: MLeoDaalder on December 11, 2003, 04:10:39 am
Ok, the CVS thing is giving me problems. Darn network!
I'll ask Goober5000.

Besides, what is this "masochism"? Never heard anything like it. Apart for Macho and Schizofrism.
Title: The big red 'you have damaged' effect
Post by: Nico on December 11, 2003, 04:43:50 am
masochist: someone who likes pain ( inflicted to himslef ). get the hint now? :D
Title: The big red 'you have damaged' effect
Post by: MLeoDaalder on December 11, 2003, 08:15:00 am
Ah! Now I see it. LOL.
Title: The big red 'you have damaged' effect
Post by: übermetroid on December 12, 2003, 12:28:31 am
Quote
Originally posted by Nico
I'm all for that kind of stuff, but, wait, can you hear that sound? gee, it's getting louder!
Oh! that's the hordes of "It's not canon to FS2, don't change the original, superb mechanics behind the original Volition work, that would change FS2 too much!!! Changes are bad!!!"
F*ck them, when will we have some more realistic flight engines? :D


I say F*ck it and make it realistic.  :mad2:

If people complain make it a option on the launcher.  :D
Title: The big red 'you have damaged' effect
Post by: Drew on December 12, 2003, 02:18:28 am
Quote
Originally posted by ubermetroid
If people complain make it a option on the launcher.  :D

lol
Title: The big red 'you have damaged' effect
Post by: Ace on December 12, 2003, 02:48:55 am
I personally don't have an issue with the red flash, if anything I'd also like a white flash for shield impacts.

The option to turn off impact flashes, as well as have a HUD flicker when hit would also be nice. (the HUD flicker is more extreme when your hull is lower)
Title: The big red 'you have damaged' effect
Post by: Nico on December 12, 2003, 03:04:58 am
Quote
Originally posted by Bobboau
if we speed the game up human players would be unable to play against the AI becase they would still be just as acurate as before only multiplyed by the increse in speed and you would still be playing at normal speed, like you have in time compression mode


Not quite. Ever played Sushi's velocity mod? If you haven't, you're ought to, best mod ever, made me replay FS1 all through just for the fun of having things actually go fast. And the AI misses a lot ( and so do you ) when speed increases.
Title: The big red 'you have damaged' effect
Post by: diamondgeezer on December 12, 2003, 09:05:48 am
There's a difference between increasing the time compression and simply upping all the veolocity values...
Title: The big red 'you have damaged' effect
Post by: Nico on December 12, 2003, 10:31:06 am
Quote
Originally posted by diamondgeezer
There's a difference between increasing the time compression and simply upping all the veolocity values...


yeah:
1) is dumb, 2) is cool ( and was more than just upping all velocity values, btw )

Sushie's velocity mod remains my all time favourite mod :p ( I mean it )
Title: The big red 'you have damaged' effect
Post by: Bobboau on December 12, 2003, 11:09:30 am
all he did was up all the speed values, not the rotational values not sure about acceleration
Title: The big red 'you have damaged' effect
Post by: Nico on December 12, 2003, 02:41:53 pm
Nah, he changed may stuff, and he did change the rotation values for each ship, he changed weapon velocity, lock times, lot's of stuff.
Title: The big red 'you have damaged' effect
Post by: Flipside on December 12, 2003, 03:17:15 pm
Maybe if you simply doubled the speed of Fighter Class ships, but also made all turrets do double damage they would cancel each other out, harder to hit, hits harder? I'm not sure how turret rotation would fare, but I would have thought just doubling or tripling fighter speed wouldn't effect it too badly. Possibly you could set a fighter speed/turret damage multiplier at Launch or the like?

Just a thought :)

Flipside :D
Title: The big red 'you have damaged' effect
Post by: übermetroid on December 12, 2003, 04:09:40 pm
Or you could just put a 0 after everything on the screen so you think you are going faster...
Title: The big red 'you have damaged' effect
Post by: Flipside on December 13, 2003, 02:51:18 pm
Wouldn't work, you would have a 90km long Colossus etc :( And the physical 'feel' wouldn't change.

Flipside :)
Title: The big red 'you have damaged' effect
Post by: MLeoDaalder on December 17, 2003, 10:28:46 am
Now I am getting somewhere!

I managed to download the source.

And now I am seeing if I can build it.
*looks at progress*
Ah shoot! I need the SAPI! Now I need to find that, install it and then run the compiler again...

Oh well, now I will get simulated speech.

I just wonder if I got all the files, Goober said that it was 200MB, I got 16MB...
Title: The big red 'you have damaged' effect
Post by: kasperl on December 17, 2003, 10:41:52 am
you probably missed the SCP vp file, it is in a thread between the sticky's, or perhaps in the FAQ forum, not sure.

http://dynamic4.gamespy.com/~freespace/fsdoc/

go  here, scroll down to the SCP section, and look if you can find something helpfull.
Title: The big red 'you have damaged' effect
Post by: MLeoDaalder on December 17, 2003, 10:50:19 am
I have the Media VP.
I just need to download the SAPI from microsoft.
At least, so far as I have build it.

I do hope that it works. The newest build doesn't work for me...
Title: The big red 'you have damaged' effect
Post by: kasperl on December 17, 2003, 10:57:00 am
i am not a coder, i only used QB a few times to make some stuff,

but if it compiles alright, but it just won't run, there are more then enough reasons. if it won't compile, it might be due to you having a DX beta/debug version, IIRC, AFAIK.
Title: The big red 'you have damaged' effect
Post by: MLeoDaalder on December 17, 2003, 11:01:00 am
I just miss the Speech API, that's all.

I have DirectX 9.0 SDK.

And the reason the latest build (from 5 December) didn't worked is because of the Hardware things. I have a TNT 2. At least I think.

But I think I will wait with the actual coding for the effect after Christmas, I am currently (heavily) making a new mod for BC. End Game's Ablative Armour Generator. Which I plan to release on Christmas day.
Title: The big red 'you have damaged' effect
Post by: kasperl on December 17, 2003, 11:03:02 am
TNT2, ouch, i have one too, and i can't get the SCP too work at all, at least not any of the HT&L builds. there have been reports of it working, but not under the latest build, IIRC/AFAIK
Title: The big red 'you have damaged' effect
Post by: übermetroid on December 17, 2003, 06:44:00 pm
Me too!  I have a TNT2

My brother has a GForce 4 and SCP looks great on his computer...  And my GF has a FX5600 that makes SCP amazing.

I want to upgrade.