I didn't get in either to see Yahtzee either. I could kinda see in and hear from the window outside the screen pit, but then some peoples started tapping the glass and whatnot and they moved people away.
[ QUOTE ] the movie guy voice, and text on the screen during trailers. [/ QUOTE ] Especially when it is used in movie trailer for a comedy. It was clever the first time, but now it seems like every damn comedy movie uses it.
I watched a trailer on this game in Activision's booth. The game looks good, but not EPIC good imo. Some of the nice visuals were the command centers which sported some of that Doom3 glitzy animated control screens.
Nice stuff! I really dig it! My only grip is maybe with the camera. The player model should be always positioned on the left portion of the screen so he can see ahead more easily: Example:
Bahh. I'll still have to see this. I spent to much of my childhood with this franchise not too. I'll have to bring one of those squeeze stress balls to keep from yelling at the screen like a fool.
Yeah, quad-core here too, Fraps works great. The sound captures just fine. Occasionally I get some screen tear. If the capture apps don't do it, FicWill's suggestion is the best way.
Makes me wonder how are they managing to get all that stuff on screen within the memory budget? The average on GFX cards is still ~512 for the mid-range ones. Not even sure how it fits in RAM to be honest.
i think psp for 60 fps it can hadle 10000 triangles on screen , the texture sizes ( to preserve memory ) are something like 128x128 , 64x64 , the less size you use the more memory you will save
yeah i'm deviating from the standard style cod4 maps, those are fun but eh; here's some ingame screens. I started color coding stuff with random textures, still a lot to add though.
[ QUOTE ] casey: san andres had streaming content, no load screens. Didn't it? [/ QUOTE ] Except buildings. Wait four hours for your six square foot house to load, then another ten to save the game!