Sometimes gamedev
Obsesses over projects
Not great at doing either
Current focus is Psychonauts


Psychonauts reverse engineering/modding blog
jillcrungus.com/projects/psychonauts/blog/
Mastodon, slightly less seldom used
mastodon.gamedev.place/@jill

posts from @JillCrungus tagged #videogames

also: #videogame, #video games

One shame of TSFP is the hyper-aggressive corpse and blood fading, done for optimisation purposes.

Fortunately, we have the modern technology to handle a large number of bodies and decals and so I devised a couple of Action Replay codes (GameCube) that deal with this. They're individual, so you can have either or.

No blood pool fade:
040ea504 42800058

This disables fading for the blood pools that form under dead characters.

No corpse fade:

04087464 42800060
04087614 60000000

Disables fading of corpses

There is an increased max decals code however unfortunately it's tricky to get right as values that are too high crash the game on memory hungry levels. So I've not included it, as it makes some levels unplayable right now.

This definitely works best on the zombie levels but it's pretty good in general.



JillCrungus
@JillCrungus

One of my favourite "nerd" things to do is peruse posts on newsgroup archives, particularly in regards to old games like Half-Life. It's really fascinating seeing contemporary views. It's incredible how much truth there is to the idea that as much as things change, some things (for example, people getting mad either at video games or senselessly at each other on the internet) stay exactly the same.

Imagine if Half-Life had a morality system

A newsgroup post made by the user "MrSuperarm" on Febuary 9th, 2000, titled "Killing scientists/barneys?" The user questions if there are consequences for killing friendly NPCs early in the game.

There's a lot of people who were salty about the Tau Cannon in multiplayer:

A newsgroup reply made by the user "Christopher Fineburg" on May 24, 2000. The post remarks on the user's frustration with the Tau cannon but admits that it is fun to snipe and jump with.

And of course the HL2 2003 leak was discussed a fair amount. And yet, even though it was well known, some people still doubted the information.

A newsgroup post titled "Some Stuff About HL2" by the user "koorb" on October 28th, 2003. The user summarises their experience with the leaked release of Half-Life 2 and gives some details about things in the game as well as mentioning how it runs on their system.




Did you know that the engine of TimeSplitters: Future Perfect supports ragdoll physics?

You might if you've played the game and paid close attention at certain points. It's a very rare thing to see, only visible in specific circumstances. It's very janky and doesn't look particularly great, but it is present.

While the game has the functionality the circumstances in which it's used are quite scarce. So - where are they used and could the game support this globally?

This post is quite video-heavy.