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Eighth Highest Shelf Vittles: 11.23.98-12.26.98
- Back to Stale Vittles
- 12/26
-
Guess what, that Banshee/Voodoo2 program that lets
ya run Outlaws in 800x600 has already hit
Version
1.1 (178k)! Whut's new in today's release? Well not
much, Mark jus' made th' lil' Outlaws logo at th'
top into a button, so ya kin switch yer resolution
an' launch Outlaws right from th' same lil' control
panel. Handy eh? I noticed that it leaves a lil'
blank minimized window thinger on yer taskbar when
ya do that, but hey I can live with that. :) Mark
thinks that Voodoo (1) cards may be able ta run
Outlaws at 800x600 if they select th' "minimal"
setting -- if someone with such a card could give
that a try an' lemme know what happens I'd appreciate
it. Oh an' Mark wants feedback too, so e-mail him
at [removed].
I spent a good deal of time this morning eating
chocolates and playin' around with shooting speeds in
800x600 vs 512x384 and 640x480. Well on my p2 233
I average about 75 fps at 640x480, an' mebbe 60 at
800x600. Testin' firin' off a whole gatling gun
load, I fire about 5-7% slower at 800x600 than at
640. Not an immediately noticeable difference but
in hot firefights every lil' bit is gonna count
an' 7% is actually a pretty big speed hit.
So I think I'll stick with 640x480 fer now. Hehe
tomorrow I jus' may run out an' get a p2 333 with
some of my Christmas loot -- see how 800x600 runs
on that! ;) (333 is th' top non-overclocked speed
of my Asus P2L97 motherboard, figger that speed
should last me fer another year or so -- mebbe
next X-Mas we'll have a hack ta run Outlaws in
1024x768 hehe.)
Oh yeah a couple more notes about 800x600. Like
512x384, single-pixel width crosshairs get blurred --
I think 640x480 is really th' resolution Outlaws
was designed for. Also, ya wanna be sure ta use
the "standard" choice for "3dfx settings". The
"all options" selection (which is currently th'
default in Mark's utility, mebbe he'll change that)
enables th' three "Maintain..." options in yer
Outlaws "Advanced" Glide video settings. These give
no visual improvement but make fer a big framerate
hit especially when yer lookin' at stuff far away.
Fer instance in that highres screenshot from Ski
that I posted yesterday I was gettin' like 37 fps
but that was with the "all options" setting. At
"standard" it looked th' same but I got about 50
fps. Oh yeah I've also updated th' "Banshee Hacks"
section of th' Outlaws
Video Comparison page with this stuff -- that's
where you'll be able ta find the utility's download
link in th' future.
-
GoJo has finished up his level revision,
Boxer 2. Much quicker
map now with lots of lil' gameplay tweaks as well.
Here's what Goj has ta say about it:
The biggest complaint with Boxer was the low FPS. Many told me I should make it less complex to increase the rates. I like a challenge. If anything, Boxer v2 is
more complex, yet the low FPS I get on my system is 68. By comparison, I get 62 for a low at Sanctuary. Please see the text file for the long list of Kali and IRC
players who beta tested. Lawmakers would be lost without them. Most of all, thanks to Paleface, who responded quickly, numerous times with his usual excellent
observations. There are other extensive notes in the txt file, including some that may be helpful to other lawmakers.
One thing you may notice is a lack of lamps. I discovered that they are real lag makers. I fiddled with the object editor to fool the system into making some of
them hard to break. The others I just left out. Where possible I adjusted the light accordingly, but in the buildings, I guess you will have to use your imagination.
Recessed lighting, maybe??
Paleface and I had a long discussion about breaking windows and how they lag a game. Although not as bad as doors which can be opened and closed numerous
nauseating times, even the presence of the pre broken windows costs about 9-10 FPS on my system. As a Christmas present to Paleface, I made one window
breakable. I chose the one that suffered the least from lag. Smash it in his honor. :-)
Don't just run by the barrel in the back of the professional building. You can stand on it and use it to get to the roof. It has a lid, just a table trick with a barrell
jammed under it.
All who know me, know that I don't use secret areas, but I hide things well. There are two gat rooms with other goodies besides.
The saloon was the hardest. I consider it my best work. Have some fun. The bannister has sector velocity, so you can slide down it. It is most pleasing if
looking down while sliding. Makes me feel like a kid again.
Now for the shocker. I don't much like this level. I don't use Doc or Mary. The lifesized rooms in the maze like buildings favor them over my dude, James. Even
out of doors, there is only one fairly large area. The two streets make for good long distance battle, of course. The real killer is Mary if you decide to fistfight in the
arena. As with the original Boxer, it is an LJ (LongJohns) level. All start with no weapons. It can get pretty rowdy watching and playing as boxers only. The other
night people were throwning knives to the fighters in the ring. It might even things up a bit against Mary.
Have fun. Enjoy it. Take the time between battles to look around. After all this is an art form.
Yay! Gojo sure takes a lot of care with his maps
an' all that hard work pays off with really
polished maps. Good work man!
I also have a lil' map here from a mysterious
prankster callin' himself OjOg (try not ta
strain yerself figgerin' that one out :P). It's
called Paperbag,
an' th' readme goes
This one is definitely for those
who don't take it seriously.
Someone recently used a phrase I haven't heard
in years, "Why, he couldn't even fight his
way out of a paper bag." Here 'tis.
Hehe. I'm not gonna spoil this one with a
screenshot -- I got a good chuckle out of it.
Actually this'd make fer a damn vicious deathmatch
arena!
-
My dear
Darlin' sent me a copy of Cutter's latest
work, Gila Springs. This
one takes a LOT of inspiration from Slater's_Dog's
excellent Cactus Flat.
See if these screenshots give ya a sense of deja
vu: inside and
outside. Not that
th' similarity is a bad thing... Gila springs also
has a few notable differences: the buildings are
larger and more spacious and there are some modified
characters (which accounts for this map's 452k size).
Here's th' stuff from th' readme:
Arizona Territory, 1888. Spittin' Jack's
favorite destination for his bi-monthly bender.
(As well a familiar member of the infamous
Rat Pack Posse who can faintly be heard
crooning from the bottom of the well).
A word of wisdom from Jack? Don't throw
dynamite at the pink iguanas in your hotel
room when you're into yer fifth bottle
of tequila.
Designed for 1 on 1, this map features four
characters from the single player game:
Marshall 1 in place of James, Marshall
2 in place of Bob, Dick Farmer in place of
Doc, and Russell Simms in place of Mary. Sanchez
and Two Feathers remain unchanged.
-
KaReFree decided ta make ev'ryone an X-Mas gift of
his revamped
KaReFree's
Outlaws Cavern (note new, still vaguely lewd
URL ;)). Very nice new design, hopefully
he'll get th' other pages put together soon though
he ain't waitin' fer that ta start askin' fer folks
ta send him their new levels. Cool logo! He's
already found a new map fer us,
Badlands by
tileman. Sort of a medium-sized, kinda flat
town -- here's a
screenshot.
-
Gryphon has found out that th' ops in th'
IRC #Outlaws_players channel may have had a good
reason to ban Blackdeath after all... well
yer prob'ly not gonna ever get th' full story, jus'
how these things work. I guess I'll jus' wish
fer a reconciliation in th' spirit of th' New Year.
- 12/25
-
I've met Santa an' his name is Mark Lütkefend.
No time fer a proper update right now, but this guy
has made a
little utility
(170k) fer those lucky Outlaws with Voodoo2s or Banshees
an' relatively fast systems that lets ya run Outlaws
in 800x600 on yer 3dfx card! Worked great fer me in
both Win95 an' NT. Of course yer framerate goes down
some but hey, that's why you got that overclocked
Celeron, right? :P Actually fer those who wanna
compare, in my reg'lar Thud Tower
framerate test I got
fps of 45,48 and 76; the high end score was down a
good deal, but th' low end score was th' same as at
640. Then again as you'll see in this 800x600
screenshot taken
in Ski my framerate
plunked right down, got twice that much at 512. Oh
also fer me th' "3dfx settings" options in this lil'
utility didn't help much, only saw a 2 fps increase
on "minimal" which takes away all texture filtering
so everything's all chunky. Still, a fantastic
utility, ev'ryone owes Mark a BIG Christmas stocking
stuffer! He's made X-Mas quite a bit merrier fer
those with stoked systems -- somebody lemme know if
this works on yer Voodoo 1 card, okay? Gotta go
eat an' open presents now... HO HO HO!
- 12/24
-
Well ya may notice a lil' somethin' dif'rent 'bout
th' site today... hmm... can't quite put muh finger
on it... oh wait, Merry Christmas! :)
-
While I'm in th' givin' mood, I got some crosshair
stuff ta hand out. First, I haven't had a new
Tip or Trick fer
a while, but here's a new one:
Th' Map/Crosshair Toggle Trick
Now say yer like me an'
ya don't like ta play with crosshairs on 'cause they're
artificial an' they get in th' way of seein' what yer
shootin' at. But then say you got somebody waaay off
in th' distance with yer rifle an' ya gotta make sure
yer first shot hits. What do ya do? There's no quick
toggle key fer crosshairs, but there IS a toggle key
fer yer automap! How's that gonna help? Well you'll
notice that in th' very middle of th' automap there's
a yellow arrow with a crossbar representing you. This
arrow also happens ta look kinda like a crosshair, an'
sits smack dab in th' middle of yer screen, right
where th' crosshair would be. So jus' toggle on yer
map, ignore th' white map lines, line th' arrow crossbar
up on yer target an' plunk away. When yer done, jus'
toggle th' map off again.
Now a few people wrote in sayin' that my
Mary crosshair
wasn't too accurate. Well guess what, I didn't
mean it ta be! I'm kinda subversive that way...
I don't want all you crosshair lovers snipin'
my lil' Sanchez be-hind. How-ever, in th' spirit
of Christmas an' all I figgered I'd relent an'
give out a few functional crosshairs. Ya kin
snag 'em over on th'
Miscellaneous File
page, but here are some gif previews: a
low-profile sniping
crosshair and a
red "laser sight"
crosshair fer all you night-time commandos.
There are two conditions on these crosshairs: First,
because they're only a single pixel wide, they're
all blurry an' useless in a 512x384 3dfx screen.
Gotta run in 640 on a voodoo card ta make 'em work.
Second, ya can't use 'em ta shoot me! :P
-
Jus' noticed that even with th' Banshee fix fer
Outlaws some glitches may return if you go into
th' Options screen while in a game. Well good news
is ya kin fix it by goin' inta options again or
task-switching out and back into Outlaws. Updated
th' "Banshee Hacks" section of th'
Outlaws Video Comparison
page.
-
Man there were a TON of people in Kali yesterday! :)
I MAY be hostin' a few games today too, providin'
real life doesn't drag me off kicking and screaming.
:P
Played through some old maps I hadn't got to try out
before, an' got a couple new ones:
Angry man StanJr was handin' out
Ski, a map apparently
over a year in th' making. Well, LukeSky
started it based on an idea of Stan's an' never
finished it so Stan finally got around ta wrappin'
it up with help from Foghorn.
I for one am glad this map got finished, it's
a very unique design that makes for a one-of-a-kind
CTF match. Two long ski-jumps converge at right angles
on a crystal clear alpine lake. Th' bases sit at th'
tops of th' ski-jumps with deep icy crevasses on
either side. There are two ways up to a base: on th'
right side of each base there's a low-gravity spot
that lets you sort of levitate all th' way to th'
top, an' on th' left side there's a ski-ramp that
whooshes you up to th' base. There are only two
(safe) ways down from a base: th' low-grav spot or
th' ski-jump itself. Whooshing down th' jumps an'
flying off th' end into th' lake is quite
exhilarating, especially if yer runnin' off with th'
enemy's flag and they're shooting after you with
rifles. Rifles come in tremendously handy here,
especially in crossing or defending th' lower passes
which are so icy you can't really strafe; you hafta
build up speed an' skate along an' if ya come across
someone th' person who gets a good bead first'll
probably come out on top, though a prudent defender
will stock up on nearby medbags. Also watch for
gatling guns defending each base. Quite diff'rent
from what yer used to, I hated it at first but
quickly grew to appreciate its unique strategies.
Here's
a shot from near th'
end of a ski-jump (I used olairhead to get a better
view).
Then I think it was Ghostbear (not sure)
who gave me a copy of his new single-player map,
PTricks. While it's
got some rough spots, lacks a story and music
and plays in a rather linear fashion, there are
lots of guys to shoot which is always nice. Mos'ly
you kin get away with snipin' 'em from long range,
even th' end boss. BUT there are two ways to go
through th' level which adds a bit of replayability.
An' remember th' author made it fer his son. Aww. =)
Ohh yeah screenshots:
shot 1 |
shot 2.
-
Gryphon tells me that longtime IRC fixture
an' nice guy
Blackdeath got banned from th'
#Outlaws_players channel th' other day after he
"accidentally" flooded th' channel when tryin' out
a new script. Well that sucks, I remember playin'
Blackdeath waaaay back in th' day. Now I dunno
firsthand what happened so I ain't gonna say whuts
right an' wrong here but Gryphon is gettin' up a
petition ta get Blackdeath reinstated, so show yer
support by
e-mailing Gryphon. An' hey, isn't Christmas all
about forgiveness anyhow? Share th' love!
-
Cyberdemon4 (scary name) tells me that
Higster's old MIL gang, which counted quite
a few members in it's strictly ordered ranks at one
time, has been started up again in th' Zone. Nice
ta have MIL back, I guess.
- 12/23
-
Outlaw_DR let me know that he's got a couple
goodies up on th'
Death Rider's Website. First there's a cool
Java-somethin'or-other Christmas page. Then
there's also th' DR
Download page where ya kin get all th' levels
by DR members an' see screenshots of a couple neat
lookin' works-in-progress. Ho-ho-ho!
-
Blackthorn tol' me 'bout a rumor goin' around
that there's a write-up on "Outlaws 2" in th' current
British issue of PC Gamer. Seems this' th' ol' thing
still goin' around, about a playable Can Can girl
an' all that. Pretty silly that this like year-old
rumor is jus' now gettin' press over there, an' in
as respectable a publication as PC Gamer no less.
Will this Can Can girl rumor never die?!
-
While polishin' away at his "Boxer 2" level,
GoJo discovered somethin' fairly important
fer LawMakers who wanna keep their levels fast:
I fiddled with that area anyway since by simply backing up I could see that the area was a small problem. I thought no more about it until much later
when I was doing a thorough run through, I checked FPS in the saloon first, ran around shooting bottles, lamps, crockery, etc. I ended up back in the saloon.
Imagine the shock at seeing the FPS down by 20. Ouch!
Then it hit me. Paleface and I had discussed how doors and breaking glass info had to be transmitted as a change of the map to all players, and how that
momentarily lags a game. It stands to reason that the same would be true of broken items, especially ones that go from fairly stable to become ACX objects (fires.)
After changing the hanglamps to lanterns, I once again ran around. Naturally, there was less breaking of stuff. When I returned to the saloon, the FPS had changed
marginally by about 1.
GoJo's tryin' ta keep his map real fast... faster'n
Sanctuary in fact. So far it's lookin' real good. :)
-
Well I think I'm gonna get in some playin' time
today, still got a bunch'a semi-recent maps ta try
out first hand. I'll be leavin' messages up in Kali,
but ya kin always jus' try checkin' my IP address
(under th' menu on th' left) ta see if I got a game
goin' on. Shoot ya later!
- 12/22
- 12/20
-
I am freezin' my toes off! Got th' heat up all th'
way but it's STILL cold in here -- we don't usually
get cold snaps like this in Seattle. Brrr! 23
outside right now. That may not be cold compared ta
other places in th' country, but they prob'ly have
double-paned windows. Eep! Mebbe some hot Outlaws
action later'll warm me up -- keep an eye peeled
fer me LATE in Kali or at my IP address under th'
menu. I still got a bunch'a maps ta catch up on
playin', then I'll have a big player/level review
update, then mebbe I'll get a chance ta work on
that sawed-off thingy.
-
Speakin' of workin' on stuff,
GoJo is workin' up a new version of his
Boxer map. Quite a
few changes in th' beta he sent me, mostly designed
to improve framerates. Here's a shot of th' new
saloon -- note th'
neat railing up th' stairs. He's also got a new
twist -- barrels you can stand on, thanks to some
careful small sector work; here's
a shot. Pretty
clever idea! Look fer th' new version after his
rigorous play-testing process irons out all th'
kinks.
-
Oh yesterday I put up that new
WinterB map with
modified characters. Was indeed done by Cutter
himself.
-
Lookin' around fer sound card info at work th' other
day I came upon
Diamond
Multimedia's site. Why am I mentionin' this? Well
I thought it was interestin' that on th' "In Depth"
page fer each of their three current top soundcards
they've got a prominently featured audio clip from
Outlaws to show off th' 3d sound features of th'
cards. After almost a year an' a half Outlaws' sounds
are still gettin' hype, that's pretty cool. Hey
also th' full version of Outlaws ships with their new
MX200 sound cards. Neat!
- 12/19
-
Whoa we got snow in Seattle today! Pretty darn
unusual an' it wasn't even in th' forecast. Folks
out here tend ta get a lil' nutty when we get th'
least bit of snow. Jus' glad I didn't hafta do no
Christmas shoppin' today -- I'm now on vacation 'til
Jan 4th so I'll be able ta finish up shoppin' on
Monday when hopefully there are less freaks on th'
road. :P
-
Ya know it's occurred ta me that, maligned as Outlaws'
graphics have been, I can't think of any other 3D
game that gives the feeling of sunlight like Outlaws
does. Most games,
even those new ones with colored an' dynamic lighting,
jus' don't have any areas that feel like they're
actually lit by Earth's sun. It's kinda hard ta
quantify but th' palettes Outlaws uses jus' seems
ta render light that seems like sunlight more than
any other game I've seen. An' I may be a paleface
but that don't mean a sunny day doesn't lighten my
spirits! I get tired real quick of all these dark
an' gloomy games on th' market. :P
-
Regarding that solution ta th' Banshee's graphical
glitches in Outlaws that I posted some days back on
th' Outlaws Video Comparison
page, DrDeath2 noticed that th' glitches
would come back from time ta time. I noticed this
too th' other day, turns out that if ya task-switch
out of Outlaws an' then go back you'll sometimes
end up with funky visual stuff. Check out these
shots that Doc sent me:
shot 1 |
shot 2 |
shot 3
Fortunately ya kin get back ta normal by task-switching
(that's hittin' [ALT]+[TAB] at th' same time) once
or twice more.
-
Good ol' GA_Reaper sent me over yet another
new level with new playable characters. 4 of th'
reg'lar Outlaws characters have been switched with
bosses from th' single-player game in
WinterB, a modified
version of Cutter's
Winter Post. I'm
not entirely sure WHO modified it (GA_Reaper?) but
anyway th' new characters look fun. I extracted th'
nwx's ta take a look, check 'em out in
this image. Looks
Mary's put on a lil' more weight! Seems like each
modified character adds about 100k to th' file
zip of th' zipped map, this one weighs in at about
400k.
This might be a good time ta point out that contrary
ta what many may think, Outlaw's character graphics
were not hand-drawn but 3D rendered. Actually many of
them may have been rendered and then traced over in
a process similar to "rotoscoping", or tracing over
video footage, in classic cell animation. This would
account for their somewhat hand-drawn look. Still
you can see their 3D roots when you watch them move
an' especially in characters like that replacement
Mary.
-
HeavyGear sent me a copy of his latest map,
Sinister. This
is a very interestin' map; looks like it was made
fer CTF with two forts across a river from each other,
each with a big sliding door across their only
entrance. Th' doors kin only be opened by a switch
from inside th' fort (see th' switch an' open door
in this screenshot.
A neat twist, though two probs I kin think of are:
1) if one team gets ahead they kin jus' shut their
door an' sit pretty unless th' game is played to
a set score and 2) in laggy games active elements
like th' doors get a lil' hard to control and kin
exacerbate th' lag problem. Still there are some
genuinely nice touches in th' individual buildings
that show HeavyGear's promise as a young LawMaker.
Try this one out an' see what'cha think.
-
Ya'll have played Taco's excellent add-on
campaign Taco Saga,
right? Well
while he was still makin' it, Taco got ahold of
one of th' Outlaws programming team who was gonna
try ta help him make a lil' animated intro that would
play when ya loaded th' historical mission up. Then
he got hold of me ta do th' artwork. Well I didn't
have too much free time so it may be a bit on th'
cheesy side, but I did th' graphics -- it was going
to be sort of like a book, with th' title on th'
book cover an' then some parts of th' story seen
in a series of pictures. Obviously th' intro never
worked out fer th' final release, but here's th'
art I whipped up fer it:
The book cover
Sanchez busts his
brother Taco out of th' pokey
Anderson discovers
th' two dangerous varmits are on th' loose again
Anderson tracks 'em
far an' wide
After a long chase
Taco an' Anderson finally meet fer th' big showdown
Like I said, nothin' incredible but well hey it's
somethin' ta fill up space with. :) An' no, I don't
have much free time anymore so don't ask if I kin
illustrate yer level too! :P
-
Well it looks like I'll be able ta get in some
Outlaws action later tonight -- if ya wanna come
shoot me keep an eye out fer me ta be hostin' some
recent maps in Kali, or jus' check my IP address
a lil' below th' top left menu on this page.
- 12/16
-
Hey a slow news day, how 'bout that! I found out
I'll be gettin' 'bout a week or so off over X-Mas,
woo-hoo! I'm dreaming... of an Outlaws.. Christmas,
just like th' ones I useta know...
-
Snagged a new map from
Sling,
Gringo Station by
Runaway_Jim. Ya may 'member Jim's excellent
Gringo Pass. Well it
appears that this is all part of a Gringo Trilogy
so we can look forward to yet another one!
Anyhoo back ta th' second installment. Th' texuring
looks a lot like Gringo Pass an' in a GREAT touch
you can actually get to a point where you can see
through a cave opening down into th' original
Gringo Pass! Ya can't go down but what a stroke of
genius that was, hoo-ee! There's also another nice
spot in a barn where ya kin see th' ladder ta th'
hayloft has fallen over on th' floor so ya hafta find
another way up. Stuff like that really makes Jim's
maps stand out.
Overall I think I prefer Pass a bit over Station as
Station is more wide open... of course those who like
ta snipe at bit'll prob'ly like it more. :P A very
solid map with nice touches, a worthy sequel
ta th' great Gringo Pass. Oop almost fergot ta
throw in a screenshot.
-
Fallsdown had this take on people hostin'
8 player games on dialup connections:
If we want 8 then 8 it is and the lag
be damned.. some people just play for the fun of
playing with their friends.
Well that's a darn good point too. I kinda ran inta
some trouble of my own las' night in terms of
# of players in a game -- I hosted up a couple
6-player ones but each time one person of this
group of ol' Kali buddies got left out 'cause other
folks came in. Now I could'a hosted a larger game
ta let ev'ryone in, but I tend ta stay at 6 'cause
after that lots of folks start laggin'. I notice
this in Kali, that someone will host a game an'
ev'ryone tries ta pile in at once whereas it'd
prob'ly be more enjoyable to break th'
players up into 2 smaller, less laggy matches.
'Course it's kinda hard ta be that organized but
anyhow it's an idea.
- 12/15
-
Is it jus' me or is Outlaws, one an' a half years
after its release, gettin' more popular? I mean,
I'm gettin' more e-mail these days than ever, an'
th'
Outlaws newsgroup
which fer a year or so now has gotten mebbe 2 or 3
posts on an average day is now gettin' like 8. That's
a drop in th' bucket compared to th' "BIG" games
of course, but fer a 1.5 year old game ta be gettin'
MORE popular is pretty remarkable. Then again,
Outlaws is a pretty remarkable game. :)
-
Slaters_dog has been playin' around with
Raptor's (aka James Sulman) cool NWX editor.
Now I remember a while back, before th' editor even
came out, somebody came up with a hack that let ya
play as dif'rent things in multiplayer. A chicken,
fer one. :P Never tried it an' I don't think it
caught on much, mainly 'cause other people wouldn't
see yer cool disguise unless they had th' same files
installed in their Outlaws directory.
Well Slater has solved this problem! Here's what he
wrote me in a mail called "6 new playable characters"
Hehe thats right 6 playable bad guys from the single player game , I put the nwx for each in the level Lab file ,
works like a charm , just like the crosshair nwx in OL dir. but I if I put badguy nwx in OL dir. characters would allways appear as badguys in all maps , but zipped in the
Lab only in that map , you need to exit OL back to windows after playing this map though otherwise which ever level you launch next will have the badguys again .
The map is just Cowboys renamed Badguys .
There are 93 individual .nwx files for James , to use james as a base for a totally new character would require redrawing all 93 images plus the hands for each weapon ,
but I don't think it would be too difficult to just touch them up a bit to make James look like , say Clint Eastwood , just drawing his coat in as that mex poncho Clint wears
in the spaghetties would have the effect & just leave the hands .
Of course this only changes what we see , James' other attributes would remain the same .
All I did was extract the badguy nwx & rename it ,
eg : bgy1.nwx to james.nwx
bgy2.nwx to sanchez.nwx
etc. etc. & put the new james etc. .nwx in my project directory & published the level thus zipping the .nwx into the map .Lab
So if you wanted to spend some time drawing you could make levels in which you could look like anything at all , John
Wayne , a bear a kangaroo maybe hehe
Really the credit belongs to the genius of OZ_Raptor ( Jim_Sin ) who made the nwx editor , he put a pink dot on all those 93 James files , we tested a level &
YEEHAW!!!! it worked , So that gave me the idea , all I did was exchange the character nwx for bad guy nwx .
Also are some snaps compliments of the generous OGB_Martone which he took during our test sesion .
shot |
shot |
shot |
shot
Is this awesome or what? Wow. Th' only downside izzat
th' levels end up pretty large; his
Badguys weighs in
as a 600k download an' well over a megabyte unzipped.
But dang this's cool... an' hard drives are pretty
cheap these days. ;)
-
DrDeath2 had a bit of news about his recent
CTF map Stalemate:
Well Stalemate is really fun to play. People on
IRC seem to be addicted to it :) I know it's nothing
special or breath taking but it's just plain old fun.
and Lots of action unlike those Long Huge boring CTF
maps with no action :) this one you have to stay on your toes :) for some reason law makers thought that
they had to make things BIGGER AND BETTER and
More Detailed and FULL of strategy. But what I thought
was people just want to fun and FAST FPS :) and lots
of other people are having a blasts playing it :)
(post that if ya like)
I love it when people dare me ta post things. ;)
Well I haven't played it YET (I'm umm a bit behind
on playin' all these new maps) but it did look
pretty fun. I like th' fact that dif'rent maps can
offer dif'rent types of play: Stalemate plays pretty
fast an' furious whereas th' "bigger and better"
CTF Circle, fer
instance, plays at a slower pace with more suspense
an' sneakiness involved. Ya know with nearly 500
maps now I think Outlaws prob'ly has somethin' fer
jus' about anyone.
-
A fella known only as Mean Bastard decided
ta straighten me out a bit more about shotgun
terminology. Which is good 'cause these days when
I dunno somethin' fer sure I tend ta jus' guess an'
let things sort themselves out. :P Anyhow he done
pointed out that in shotgun terms, a 10-gauge
shotgun is bigger'n a 12-gauge. Doh. So I went an'
switched around th' numbers in my modification
proposal on th' sawed-off
shotgun page.
MB offered his guess on th' origin of th' gauge
measurement which it turns out was pretty spot-on.
Accordin' ta good ol' Websters:
gauge 6 : the size of a shotgun barrel's interior
diameter nominally expressed as the number of lead
balls each just fitting the interior diameter of the
barrel required to make a pound
In smaller words I think that means th' largest lead
ball you could get down th' barrel of a 10-gauge
shotgun would weigh 1/10th of a pound whereas th'
largest ya could stuff down a 12-gauge barrel would
weigh only 1/12th of a pound (that's less). I wonder
if I'm ever gonna get off my ass an' look things up
fer myself rather than findin' out th' hard way...
prob'ly not.
-
That's it fer today's installment kiddies! If time
allows I think I'll host a few games late this
evening/morning -- toddle along ta Kali ta see if
I got one goin' on, or jus' check out my IP address
which you'll in th' left column a bit below th'
menu.
- 12/14
-
A while back I posted Gas's new CTF map,
Fortified Canyon
but didn't have time ta look it over. Well I
had time recently, looks pretty darn good. Very
large an' roomy with huge canyon areas between
two large forts. Rifle will rule over everything
-- here's a shot
to give you an idea of th' size of th' large
open areas. Very nice texturing job on this one
too.
-
Well if ya like big maps, you jus' won't know what
ta do with yerself after ya get a look at
ay-suc's latest,
CTF Circle. Now
anyone who knows his earlier maps, including
Fort Remix and
Tarnation, knows
that ay like's 'em large. But CTF Circle completely
blows everything out of th' water. It is jus'
H U G E. Made fer CTF it's got a roughly circular
shape with forts on opposite sides of th' circle,
but gettin' between th' two ain't no easy job.
I'd be surprised if any map for any 3d-shooter came
close to capturing the sheer bewildering scope of
a natural environment like CTF Circle does. You'll teeter
over countless bridges of all types, from half-cut
logs to sturdy stone trestles. You'll traverse
what seems like miles and miles of canyons, desert,
stream banks, caverns and subterranean rivers. You'll
try to find your way around the two large buildings.
You'll encounter things you've never seen before
around each irregular bend -- and belief me, there
are more bends than you can imagine. Just going
through this level to take screenshots left me plum
tuckered out!
I didn't wanna spoil too much of it, so these shots
are jus' a taste of what awaits ya:
shot |
shot |
shot |
shot |
shot |
shot |
shot
Whew! What an incredible experience.
Th' only problem is of course just gettin' enough
people together to play this mammoth. I'd say you'd
need at least six gunslingers, an' you'll still be
spendin' mos' of yer time wanderin' about on yer
own. Then again that's th' way he intended it --
th' game becomes rare chance encounters over a long,
arduous journey. There's a definite scarcity of
items in this territory too, so conserve yer ammo
an' watch yer health. If ya make it there an' back
you'll have quite a story to tell.
Thanks ta th' eternally lovely
Darlin' fer sendin' this one to me -- actually
it turned out ta be an early version with a, um,
unintentionally burlesque title an' a few rough
spots. Th' one here is th' second, finished version
sent in by ay-suc himself. So fill yer canteen an'
get yer travellin' shoes on, this's th' wildest
country yer computer's ever been in!
-
Newsgroup hound salmoides has a mouse tip
ta share:
I'm sure we have all had our mouse cable get
hung up at the worst possible moment. Over time the cable tends to form
angles when ever it doesn't have a straight path to follow. This will
anchor the cable at the worst possible moment impeding mouse travel. My
solution is simple. I put a nail in the wall (about a foot above the
desk top) behind my mouse pad and simply tied a string to the nail and
then to an appropriate part of the cable to allow maximum movement and
minimal resistance to the mouse. Works like a charm. Keeps the cable
free of the desk top and all the potential resistance that it could
cause.
Not a bad solution to this eternal problem. Me, I
jus' got a pretty bare table area an' a long mouse
cord.
-
Remember yesterday's solution to those graphical
Outlaws glitches with a Banshee? Well not only did
Bill of billsworkshop.com solve th' problem, he's
made it today's
Hot Tip of the Day over on his excellent Banshee
info site. Thanks Bill, all us Banshee-slingin'
Outlaws owe ya one! :)
-
Not satified with his old site (which I thought was
pretty darn good), Gas has put together a
new one which is even better, wouldn't ya know!
|
Gas
Levelman Gas's second site. Much cleaner an' more elegant
than th' first. Find his latest maps right here at his
very own site. Also has views of works in progress,
tips for Outlaws and Lawmakers (check out his "How to
Make a Vaulted Ceiling" tutorial for an idea of just how
tough it actually is to make even a simple Outlaws map)
and an area where you can send in ideas for new maps. A
very useful site with style.
|
-
Grifter wants to remind people of somethin'
very important fer Outlaws play online:
what's got me so steamed under the
color this time is how people with regular dial-up account will do
something like host a game for 8 people! i know this issue has gone through
the ringer, but it seem that no one has gotten the message yet. i just got
done with a game that was so laggy i could have been playing a game full of
superonline.com customers (if you play irc ya know what i mean by that...)
look on the back of you Outlaws box, it says TCP/IP 2-3 players.
there is really no reason for there to be any more than 4 people when the
host has a dial-up account, the only exception is if you know everyone has
a strong 56k connection, then possibly 5 people. the bottom line is fellas,
you just can't play huge games like that on slow connections....please keep
that in mind in future
Well Grift is absolutely right -- except mebbe about
th' player number, my box bottom says "Supports up
to 4 Players via 28.8 Kbps or faster connection to
the Internet." Anyhow I know exactly what he's
talkin' about, even me with DSL I don't host games
over 6 players unless I know everyone has some
kind'a high-bandwidth connection. Ta illustrate his
point, Grifty sent along a lil' picture... be warned,
this's a bit on th' raunchy side:
Grift's pic.
-
Mr. Slack wants ta get in on this sawed-off
thing:
I've always wondered, why it was that Lucasarts chose to make the double
barreled shotgun half as powerful (per barrel) as the single barreled. One
would assume that two is more powerful than one, but it seems not...
I think that if you are going to modify the sawed off shotgun to make it
reasonable for use in multiplayer, then it would also be necessary to
modify the other two shotguns. I think (and am probably wrong on this, but
oh well) that it would be the best to cut the srength of the sb shotgun in
half, make each barrel of the db shotgun the same strength as the one
barrel of the sb shotgun, with a reload time of twice as long as the sb
shotgun (and also the db should probably be made able to kill any character
in one shot with a head-on close range blast with both barrels, as the
current one can kill all characters in this manner except mary. Trust me,
I've tested this with with a player willingly standing still, and it brings
her down to 1 heart.) The sawed-off shotgun could then be made the same as
the db, but with a wider spread, shorter range, and higher velocity of
pellets at close ranges (plus the added reload time)
Well Mr Slack probably has a bit of a point. This's
why I call th' single barrel a 12 gauge an' th'
double a 10 gauge. Th' double probably should do
relatively more damage, but th' problem then is that
th' single would be too weak. I unnerstan where he's
comin' from but I think those two weapons are pretty
darn well balanced now. I advocate modifying th'
sawed-off (an' only in new, individual maps, not
as some kind of law) because as it is people don't
like using th' sawed-off 'cause it's so darn out
of whack with th' other weapons that it ain't really
fair an' can take th' fun out've a gunfight. Anyhow
that's jus' me, everyone's got there own opinion,
thank goodness!
-
StanJr, far from retiring from Outlaws,
is now thinkin' of startin' up his own weekly
tournament fer players from all points of th' Outlaws
world:
im planning to start hosting some tournys now that
im completly sick of everyone who hosts these damn things im gonna do
one myself. Now the list of the tourneys will be a 2 on 2 a 1 on 1 a 3
on 3 and a all out gang tourney now i need some info on these i would
like to do these once a week one tourney a week changing every week no
random teams and maps that i feel will work good for fps with all people
now i just need to see how many people would like to see this happen i
will be doin it from zone irc and kali and by icq this way we can all
get a good shot at all people who play outlaws and enjoy these great
tournies. OK POST that
Okay, I will. ;) Anyhoo Stan want's ta know how
many people are innerested in such a thing. He was
hopin' that I would compile th' votes fer him but
frankly he's smokin' somethin' if he thinks I want
ta deal with all that e-mail! :P So g'wan an' send
yer vote fer havin' these weekly Outlaw tourneys
ta Stan hisself at
[removed].
That'll learn 'im ta dare me ta post things hehehe. :)
Seriously can be a lot of fun when done right an'
Stan seems pretty set on doin' it thoroughly so
why don'tcha mail 'im an' tell 'im you think it's
a wunnerful idea?
- 12/13
-
Is this a crazy time of year or what? Spent mos'
of today gettin' not one but TWO Christmas trees
in th' pouring rain. I think X-Mas may be rained
out in Seattle this year! :P
-
Bill of
Bill's
Workshop is simply awesome. Not only does he
maintain th' best Banshee info site on th' web,
he had a fix for Outlaws' graphical glitches ready
as soon as I wrote him. All I was doin' was informin'
him of th' trouble with certain things in Outlaws
appearin' pitch black on th' Banshee so he could
update his excellent Game Guide, but he done went
an' solved th' problem! This has been added to th'
lower portion of th'
Outlaws Video Comparison:
If
yer runnin' a Banshee in Outlaws ya may notice a few graphical
glitches:
- Name blacked out in Deathmatch
- Black rather than red tinting when damaged
- Knives and TNT appear pitch black
Well I had this trouble too an' could only get Outlaws lookin'
right when I used a very old set of Creative Labs Blaster Banshee
drivers with my Quantum Raven. I noticed over on
Bill's Workshop, th'
best darn Banshee info site there is, that Bill didn't have no
info on Outlaws so I wrote him tellin' him th' problem.
To my great surprise an' delight he actually came up with a
fix right away that lets you use yer latest Banshee drivers fer
everythin' else while keepin' th' old drivers jus' fer Outlaws!
Here it is, short an' simple:
Try putting the Glide files from the OLD driver into the Outlaws
folder (probably just need Glide 2x.dll and Glide2x.ovl). It should
use them, whereas all other games will use the system Glide files.
Genius, sheer genius: it worked like a charm! Fer yer convenience
I've got those two files right here:
glide2x .dll and .ovl (232 k)
Jus' extract th' two files inta
yer Outlaws directory an' ya should be all set.
Even works in Windows NT! Is Bill th' man or what? :)
-
Y'all know that I've been workin' at this
modified sawed-off thing... well okay work has slowed
down 'cause I'm jus' so darn busy lately, but th'
conversation is still goin'. Slater's Dog,
an actual shotgun owner and expert (as far as I'm
concerned) had some real ballistics info for me.
Check it out it's a very interesting read:
The sawed off , well staying with 5 pellets per barrel is ideal
, as in the 10g double , but increasing the destructive effect
above that of the Double is not realistic as shotshells &
cartridges are designed to burn all their charge ( powder ) in
the barrel length for the given firearm to attain maximum muzzle
velocity , now a short barrel will not burn all of the powder &
most of it especially in the case of a short saw gun would simply
be blown un-burnt out of the muzzle , thus reducing muzzle
velocity & hitting power .
If anything the sawed off should be a little weaker than the
Double , The Saw guns strength being it's spread of pellets for
close range . I don't know what damage factor the double pellets
have now in relation to the current saw gun but some how I think
the new gun may be real punishing even at a damage factor less
than that of the double , at most ya might have to quickly reload
fer just one finishing shot I'd think , ever stuck the double in
someones back , it's damned effective .
Anyway to sum up my opinion , which you may well disagree with ,
I'd say the ideal sawgun would be 2/3 - 3/4 the power of
the Double with 5 pellets in each tube & a spread equal to
that of the current one .
The spread ( pattern ) of all shotguns is controlled by what is
known as ' choke ' this is a slightly smaller diameter section
of the barrel right at the muzzle , Real shotguns can be ordered
with the choke that best suits the hunting you're getting into ,
most commonly in the U.S. measured as 'full' , ' improved
modified ' , ' modified ' , ' Improved cylinder ' & ' cylinder '
( full , 3/4 , 1/2 / 1/4 & cyl ) cylinder being open like a saw gun
which is used for solid slug loads , so in relation to Outlaws you
could say the Double had 2 'full choke ' barrels ( tight pattern )
, the single would be about 1/2 ( more open pattern ) I take
great pleasure in using the double in OL as it does very
realistically gives the feel of swinging onto a target with the
real mcCoy , I own a double , the first barrel being 'full
choke ' the second ' 1/2 choke , So I'm right at home with it ,
hehe
I noted this in a modification to my proposal that
can be found on the
sawed-off shotgun page.
I think in any event we'll have to do some tweaking
to the damage values. It'll jus' take a good deal
of thorough testing to properly play-balance the
weapon. I'm very glad that an expert (and great
LawMaker) has filled in my pit of ignorance a bit
more. Now all's I gotta do is actually teach meself
enough LawMaker ta make a real testing map and
we kin get down to some hardcore shotgun balancing. :)
-
Slater's also gotten into th' recent crosshair-craze
himself. He sent me a copy of his own personal
crosshair, a very thin cross designed for precision
an' visibility. Here's a
preview; download
th' actual .nwx
here. As always jus'
extract to yer Outlaws directory an' fire away!
-
Ever-lovin'
Darlin'
sent me a care package with three new Outlaws maps.
Is she a sweetie or what?
First up we got Bermuda 2
by Sticky. He's taken out some bits that
were slowing down framerates, an' most importantly
he's redone th' elevator an' trampoline so that
they use some kinda anti-gravity effect rather than
INFs (active sectors) which can get all crazy in
laggy games. Should be quite a bit smoother now,
looks pretty darn good.
Th' other two come from Cutter.
O'Patrick's Feed
and Supply converts the upper area of the
single-player Granary level for multiplayer. Looks
pretty well done, though th' active doors may cause
difficulty in laggy matches. Check these shots of th'
interior and
exterior.
Then we've got another conversion, this time of his
own recent map
Trading Post (which
already has gone through four tweaked versions).
Winter Post gives th'
trading post that
frosty seasonal look
thanks to Frenchy's cool snow texture
(that first made its appearance last winter in
Frenchy's excellent OGB
Fort). Dang I wish Seattle would look this cool,
all we get is rain. An' more rain, an' mud, an'
rain, an'- oh sorry. Actually I like th' rain, gives
me a good excuse ta stay inside an' warm my toes with
a cracklin' game of Outlaws.
-
Silverwire has revamped his
Snake's
Posse Hideout, makin' it a bit more useful
an' easier to load. He's also got a very handy
"All single player levels" page, a nice touch for
all those trying to find more single-player Outlaws
adventures. I'm hopin' we'll see more single-player
add-on maps in th' future, there still aren't that
many now (especially compared to the over 400
multiplayer maps!).
- 12/10
-
Hmm this is innerestin'. As of yesterday 92 people
downloaded my lil'
custom crosshair
that makes everyone look like Mary. Which is
nice. But I haven't got one darn email about it...
sooooo as far as I kin tell that means one of three
things:
- Everybody who got it loves it so much that they've
been playing with it without stopping since they got
it, and haven't had time to tell me what they
think of it.
- Everybody who got it hated it, trashed it
instantly and was so mad at me that they couldn't
think of words to sufficiently express their disgust.
- Everybody who got it tried it once and was so
completely unimpressed they instantly forgot about
it.
So hey I guess all signs point to #1? Eheh well mebbe
not... but at least I know that there are a lot
of folks out there who like th' idea of shootin'
Mary a lot. ;)
-
Speakin' of my hairy Mary, ya kin find her on
Sticky's new site, for better or worse...
|
Sticky's World
Somehow I feel that "The Ultimate Outlaws Hideout" would
not have quite so many blinking lights and blank pages and
would not open up new pages when map files are clicked for
download, but th' up to date level list with brief reviews
makes this worth a check now an' then.
|
-
Wildarms sent word that his fancy new
Apocalyse Riders site is near completion.
He's added a couple new tips, one on th' 3dfx
page about yer advanced video options (which I think
are set that way by default, but pays to doublecheck
I guess) and a tip on his "Newbie" page about how
to make yer "walk forward" key into "run forward"
so you don't gotta use that pesky run button no more.
Well that may help some people, though it strikes me
that you'd still need "run" for sidestepping an'
backin' up, unless I suppose you hacked all those
keys too, not sure that's possible....
Actually I'm glad Outlaws doesn't have an "Always
Run" toggle. Th' games we play at work do
an' th' other testers are always running into trouble
(that's a pun haha ugh) when they have to execute
delicate maneuvers such as posing for screenshots.
That's when I laugh my ass off... :D
-
Harmonica sent me an innerestin' mail. I can't
tell ya all of it (heehee too bad :P (boy I'm
mature today aren't I?)) but I can share that he
has been playin' without auto-aim on lately an'
lovin' ev'ry minnit of it! He likes havin' ta aim
a bit more with th' rifle, doesn't even mind losin'
"half" of his kills. Gosh. Fer a while I played
with auto-aim off but ran inta big trouble when
I lagged, couldn't hit squat. Guess I might try it
out again now that I don't lag no more. Now mebbe
Harmonica could try playin' without a crosshair,
see how he does then HAHAHAHA oh dear there I go
again.
Oh yeah an' there's a Mr_Harmonica in th'
Zone, which Harmonica doesn't appreciate much.
Better look out Mister, Harm ain't no gentleman
when he gets that shotgun in his hands...
-
DrDeath2 has done moved his USM gang site to
http://members.tripod.com/~usmarshalls/main.html.
He also adds that he's been havin' trouble with
some DOS applications since he got his Banshee
an' suspects that it's 'cause th' Banshee drivers
are takin' up some 40k of that precious Conventional
Memory. Well that sucks indeed... time ta get
Doom Legacy, or mebbe even GLDoom... Oooo...
-
Take a visit over ta
Outlaws
Gang Busters an' check out their news Gazette.
They got a long post from th' Doominator about
his theories on how fps affects speed in Outlaws
(which are probably sort of right but I don't think
quite as much as he makes it sound) an' some
news from some Zone official guy about why Win98 +
Zone + Outlaws = lame. :P
-
That's it fer today! I'm pretty much all caught up
news-wise after my absence this weekend but I haven't
had time ta get through e-mail so don't be mad if
ya ain't got a reply yet, I'm gettin' to it as soon
as I can. Eeeep!
- 12/9
-
Oaugh... what a weekend or so. I'm trying to think
of some kind of lesson I can pass along... oh okay
here it is: do NOT get into a line at a fast food
joint that has a guy holding a cardboard box in it.
Don't ask, jus' take my word fer it. :P
Anyhow I got lots of stuff ta pass along but I'm
'bout ta keel over, so I'm jus' gonna focus on th'
new level stuff tonight. Here we go:
-
My Clementine
Darlin' an' then Slater's Dog himself
both sent me Slater's newest invention,
Cactus Flat. Slater says
he was mainly making it for 2 to 3 players, an' that
originally it was going to have a Mexican theme but
that changed as he worked on it.
Well ta me this one serves as a reminder of why
I've always felt Slater was tops in creating
playable settings with that genuine Old West (tm)
feel. Three old dilapidated buildings sit in a
flat, windswept plain extending to th' horizon in
all directions. That's right, this map has no
visible borders. Invisible walls prevent ya from
gettin' too far away from th' lil' town. He makes
excellent use of environmental sounds, even throwing
in a Morriconesque riff at one spot.
Check out th' wide open spaces in
this screenshot.
Needless ta say a rifle will work well here, though
in a 1 on 1 a pistol or shotgunner camping in th'
town should do all right. Not much ammo or items
so be careful with whatcha got.
A fantastic map. Th' feel reminds me of th'
deserted, rickety trainstation in th' beginning of
Leone's "Once Upon a Time in the West". Loverly. :)
-
Darlin' also did send me
Paintball by
TECH570 (nice name there bud). Took me a
second to see it but I suppose it could resemble
an indoor paintball arena, with bases at either end
of a large space dotted with small barriers
(screenshot). Well
I dunno, I think I'd rather shoot it out in an
old western town rather than a paintball field...
besides which th' technical side of this map seems
a bit neglected what with no real lightsourcing,
misaligned textures and two dimensional walls. Not
my cup of tea but hey, mebbe it's yours, 'specially
if yer hungerin' fer all th' CTF ya kin get yer mitts
on.
-
Okay, not satisfied with all th' lovin' she was
sendin' me I confess I went ta
Darlin's site an' snuck away with some more,
namely House Fight
by Badd an' Ruthless, th' pair that
recently conspired on Street
Fight.
Hehe well I mus' say I kinda get a kick out've it
when people blame me fer th' idea fer their map. ;)
But while it's got a fairly tight design, with some
small bedrooms above and stables
(screenshot) below,
th' claustrophobic design (what kind of house doesn't
have windows?), insistent symmetry an' lack of
lighting effects make fer a somewhat dull level.
These are all things that worked great in th' outdoor
Street Fight but backfire inside in House Fight.
Mebbe this comparison will illustrate th'
problem: in Street Fight you
could see the houses, but couldn't enter, while
in House Fight you can't even see the street at all.
Still, you'd be assured of no lack of action with
even two people -- just don't expect it to hold yer
attention all night.
-
Okay one more then I'm gone.
DrDeath2's
Stalemate. Doc returns to th' classic style
of CTF map with two forts connected by a main
drag as well as looping side passages. Nothin'
particularly stunnin' in th' look or execution,
but th' final result has a nice sense of space
screenshot),
not too cramped or too open. I'll hafta try this
one out... be warned that in a bold move it
doesn't even support DeathMatch play, it's Team
or CTF only here. Pretty ballsy decision by
Doc2, I gotta admire that. ;)
- 12/4
-
Well my friend ain't here quite yet so's I whipped
up a lil' somethin' fer ya folks. I saw over on
Outlaws
Players that Metallica done come up with
a fancy new crosshair fer all those snipin' bastards
out there. Well as a non-snipin' Sanchez type who
plays with crosshairs OFF I can't say as I'm gonna
use it, though it is pretty neat. An' it set me ta
thinkin', jus' what could be done...
Well I know there are lots of folks out there who
hate havin' ta play against Mary. I also know that
nothin' motivates me ta play harder than havin'
a big ol' Mary comin' after me with her shotgun.
Soo... fer all them Mary haters out there, here's
a Mary crosshair.
What does it do? Well, it makes ev'ryone look like
a mean ol' Mary! Yee-ikes! Look out,
here's one now! Eeep!
There's another
over there! They're all over th' place! NoooOOoooOOoo!
Ta use it ya jus' extract th' "croshair.nwx" to
yer Outlaws directory. If ya get sick of it, jus'
delete it or rename it. Better get a move on, there
are Mary's ev'rywhere!
It occurs ta me that ya kin prob'ly make bigger
crosshairs too... all kinds of wacky stuff could be
done. It might be neat ta see a crosshair with
calibrations fer lobbin' TNT...
-
Well I gotta run fer th' weekend, but before I go
here's a brand new map from
Gas called
Fortified Canyon.
Sez he made it fer CTF. Try it out... hey, there
are Mary's in here, too!! IeeEeEE! ;)
- 12/3
-
Ya know I've noticed that sometimes a player will
get on a big roll in a deathmatch and won't notice
it until they finally look up at th' kill list...
then it goes ta their head an' they promptly start
gettin' whupped. This happened ta me at work today.
Doh! Darn psychological trickery!
-
Well an ol' college chum from back east is ridin'
inta town ta visit fer th' weekend so I may not be
gettin' in updates fer th' next few days. Y'all kin
still send me news an' stuff, it'll jus' be delayed
in gettin' posted fer a bit. On a related note,
I've noticed that my web server seems to be havin'
some troubles lately -- couldn't pull th' page up
last night. It's hosted fer free an' all so I guess
I can't complain too much -- aw heck yah I can if
this keeps happenin'. :P
- 12/2
-
Those of ya lucky enough ta have a Banshee video
card may have heard that
3dfx has come out
with new Banshee reference drivers that are, of
course, supposed to be better than all previous
drivers for most Banshee cards. Well on my
Quantum 3D Raven they had th' same graphic glitches
(black name, black or tinted knives and tnt) that
most drivers other than th' previous 3dfx ref
drivers had. I do NOT recommend usin' th' new
drivers if Outlaws is important to ya, or at least
not if ya have a Quantum 3D, I guess I can't speak
fer th' other cards -- though when we tried to
install them at work on an STB Banshee, Win95
had a bluescreen crash on each reboot. Ouch.
Nosin' around fer news about this I ended up on
th' best Banshee news site I'm aware of,
Bill's
Workshop. Now th' real important thing you'll
find there is a link to th' site with th'
"Banshee Control Panel" utility. Jus' tried out th'
latest version and MAN, that is one great utility.
Lets ya set clock speeds, vsync, Glide and D3D options
and best of all ya kin now set yer refresh rates for
EACH an' ev'ry screen resolution. This is somethin'
that I've never been able to do in any other driver
or utility, and frankly I never could understand
why not -- it's th' most important thing a video
control panel should do as far as I'm concerned.
Well this utility does it, so if ya got a Banshee
yer in luck. :)
-
If I didn't think it it'd embarrass her I might
be in love with
GDO_Darling;
she's been sendin' me all th' new maps that her sharp
eye comes across. =) Today she sent me
Lodge, th' latest from
Fesstus. Well this basically looks a heckuvva
lot like a slightly smaller version of his
Fessville -- one
very large, sort of winding building and some outlying
structures. Pretty well put together, though seems
quite dim. Lamps for instance cast no illumination
which makes it kinda hard on th' eyes after a while.
Or mebbe I should jus' get more sleep at night heh.
Oh wait I thought I was done but I'm not, I fergot
th' screenshot.
-
From
Outlaws Gang Busters I snagged
Gringo Pass 2.
Runaway Jim has made some small improvements
to his incredibly perfect map which I'm ashamed to
say I haven't played yet but I am SO looking forward
to. Th' OGB's have a very nice review of it; alls
I got fer now is this
screenshot.
-
The mighty Sling
has a very interesting post on strategy from
Vader. Doubly innerestin' is th' fact that
Vader prefaces th' letter by announcin' that he
an' partner Zeus are retirin' from Outlaws
to go on to "more challenging" games. Well after
readin' th' post I think what he means izzat since
th' two of them have pretty much established themselves
as th' top duo in th' game (from what I hear, anyhow)
they feel th' need to conquer new territory in new
games, which is perfectly understandable. I won't
be too surprised if I hear that they come back to shoot
it up in Outlaws from time ta time though...
This got me ta thinkin' (uh-oh hehe). What exactly
is th' advantage of bein' a good player? As far as
I can tell, and believe me I live this in almost
every game, there are quite a few advantages to bein'
a BAD player. I don't mean bad as in nasty, but bad
as in, well... weak. :} Here are some pros that
come quickly to mind:
-
No stress. There's no need to prove yourself
the best day in and day out if you're not
expected to win, you can just kick back and enjoy
yourself. Relax that trigger finger an' do
somethin' silly!
-
People take pity on you and are extra nice to ya
in chat if they feel a lil' bit sorry fer
whuppin' ya so badly. :)
-
Weaklings make friends easily!
No trouble findin' people ta play with when they
know they'll be able ta get lots of easy kills
off'a yer worthless hide.
-
When ya end up doin' somethin' dumb yer opponents
will tend ta try ta help ya out rather than
jeer you for yer blunder.
-
When skill is not expected of you
you can win praise and accolades by getting just
a few kills in a row.
-
When you can't beat the average player
you never run out of challenges.
-
Since kills an' bein' killed don't matter you can
take more time out of fightin' ta practice yer
witticisms in-game. A real crowd-pleaser.
-
If you accidentally kill yourself you can just
giggle and everyone will laugh at -er I mean
WITH you.
-
You can cheat and people will chalk it up to
ignorance rather than villainy. ;)
-
Caving in at the first sign of disagreement lets
you avoid nasty arguments.
Heh so ya see there ARE benefits ta bein' a loser.
Why wear yerself out practicing and building skill,
all for th' appreciation of people who will just
end up envying and hating you? Well okay that's a TAD
of an exaggeration. But devil's advocate is such a
fun job...
- 12/1
-
Got a look at that site I came across th' other
day, I'm afraid it's somethin' of a new low in
Outlaws sites:
|
GNR: "The Gunners"
Well this is just disgraceful. Not only does th' front
page of this site have that 140k animated Outlaws logo
in a layout that doesn't even fit in a 1024 pixel-wide
screen, but th' only meaningful part of their site,
th' levels page, is ripped straight off of #Outlaws_Players.
Shame on you, Gunners! ;P
|
-
Well hey GNR kin do it, so why not me? ;) Stole a
new map from Sling's excellent
Outlaws Players
site called Snotburg
by one Snot_E_Noze. Ahem. Okay one thing I
noticed loading this map up, the name (and author's
own name) are in all CAPS which just looks stupid
in the level list. Anyhow, things looked pretty good
at first, a multi-building town in a large valley,
but then I hit those nasty drop-your-fps-under-20
doors that Sling found. Ack. Also, even with th' doors
that worked okay, thing to keep in mind izzat in
multiplayer each door movement adds to the data
transfer, and in laggy games doors can start going
wonky.
-
I been thinkin' a takin' a dive into LawMakerin'. ;)
Now I know this'll be a field day for all those
LawMakers whose maps I've critiqued to date, but
let me qualify this by saying that if I DO end up
givin' it a try, it'll jus' be a lil' arena map
fer testin' modified sawed-off shotgun variants.
So my excuse is that it's SUPPOSED to suck, hehehe.
Actually if things pan out like I think they will
I'll only be workin' part-time fer th' next month
or so which means I'll have LOTS more time fer
umm whatever I wanna do, which of course includes
Outlaws in a big way. :) I don't really wanna go
too far into mapmaking, don't think I have th'
born-to-edit inclination fer it, but I AM considerin'
muddling around with NWX editing. Fer those who
don't know, NWXs are basically all th' people an'
props ya come across in Outlaws -- th' freeware
editor is available from th' fine folks at th'
Outlaws Editing Team. People look a bit
tricky, but I think I'd like ta try my hand at makin'
props an' textures an' other things that map editors
might wanna include in their maps.
Now this is all wishful thinkin' at this stage...
at th' very least I think I will be doing a lil'
NWX stuff ta make th' modified shotgun item look
different so people know it's not th' normal overpowered
one.
- 11/30
-
Metallica has put together a new map featuring
a modified sawed-off shotgun. While it doesn't quite
match my own proposal, that's probably a good thing
since we'll be able to get a variety of opinions on
different versions. The map is called
Montana. The sawed
does 1.6 average damage vs the normal 2.0, though
I noticed the range (but not accuracy) has been
significantly enhanced. I'm interested to know what
people think so fire me off an e-mail if you try the
gun out. Oh there's also a stick of TNT that pretty
much kills everything in half a mile... yikes.
-
About that Doom2 Western TC I added yesterday,
Mr. Slack has discovered that yes indeed it
does work with
Doom Legacy;
you just run it by going to your Doom2 dir
and entering
doom3 -file fistful.wad
at the command prompt. Worked like a charm fer me,
thanks again Mr. Slack! :)
-
Raptor, aka James Sulman th' guy what made
the very impressive
Backpacker Hostel
has come up with his second map,
Fort Anne Lost.
A very fine looking map this, with wonderful use
of sounds, lighting effects
and diagonal construction that really
give the feeling of a destroyed, abandoned structure;
check
this screenshot which
really only gives you a look at a fraction of th'
detail in this map.
And in case you thought level design was a pretty
straightforward operation, here's a bit of what
Raptor sent me about this map's design process:
As always the hardest part of making a level is coming up with a new idea
that no-one has done before. I've always wanted to do a fort but as we all
know it’s hardly new. But then I had a idea, that (as far as I know)
hasn't been done yet. I though maybe an old run down fort which was badly
damaged - like there was once a mighty battle there - which the occupants
had lost (Hence the title - hope someone out there gets it).
For a while there in construction I really thought this was going to be a
winner - I had walls fallen down - others tilting badly. One of the towers
was half blow away - while another had fallen and was lying on its side -
and all around was debris from the broken walls, towers and walkways.
Soon however the map brought my computer to its knees and there was just
too much for it to draw, so the whole level went though a big face lift a
lot of walls went back up (to hide complex areas) and a lot of debris
removed. Then I got a few fellow OZ players and we gave it a good test -
the result I’m afraid was not good, with two players the frame rates were
poor but acceptable - with three the level was no good at all. So, almost
at the point of giving up, I polished up my delete key and got to work
again - more walls went back up - more debris vanished and all of the
jagged, broken edges were straightened.
Okay so I admit I don't get th' title, but that ain't
gonna stop me from hostin' up this fine lookin'
map soon as I get th' chance.
-
GDO_Darling has just been too kind of late; she
sent me off another new map that she came across,
Gunners' Hideout by
el_polo. A very curious one, this. First thing
you'll notice (at least if you're the host) is the surprising
and inventive use of ambient sounds -- for instance
there's a persistant little fly that seems to be
buzzing around your head from time to time: custom
wav files, very
nice. Then there's a modified weapon (*cringe* ;)),
a high-caliber rifle somewhat akin to the
"elephant gun" used by Templar in his map
The Hill. This one
seems to have even MORE kick to it: basically
infinite range with the accuracy of James' rifle
and a damage of 15 compared with the rifle's 2.
Hmm. Well some people may like one-shot kills, if
you're that type check it out. To me it kind of
spoils the nice environment (check the
screenshot).
-
Actually I owe Darlin' double thanks since that
map came from a site I didn't have a link to yet --
whoops! Th' site is down right now, I'll try it
again tomorrow...
- 11/29
-
Th' always delightful
GDO_Darling sent me a new level by
HeavyGear,
Hillside. Not th'
most polished map, but has a couple good sized
buildings. Here's a
screenshot of th' inside of one'a th' buildin's.
Thanks Darlin'! As always, don't fergit ta visit
her site for th' newest levels as soon as they come
out.
-
Well some of ya know that I'm a bit behind gettin'
new write-ups on ta th'
level and
player pages. Well jus'
hold tight, I won't fergit ta do it. In fact I was
kinda meanin' ta get it done today, but well... my
excuse izzat Mr. Slack sent me a link to
a great Doom2 add-on called "A Fistful of Doom." Since
I done got unlimited web space I went ahead an' stuck
this baby up on th'
other utilities page
-- so it's not a utility, so sue me! Here's what's
been added:
A Fistful of Doom (1.73 MB) DOS
by The WadFactory
Unzip this archive ta yer Doom2 directory and BANG, instant
Doom Spaghetti Western! A must have fer Sergio Leone fans, this
excellent add-on features great (for Doom engine) graphics and
music, sound effects and speech sampled straight out of Leone's
"Fistful of Dollars" movies. Only 2 levels and doesn't work
with Doom Legacy (ie no real mouse support or support for
higher resolutions) but captures the feel of th' films perfectly.
Check out the installation screen
fer an idea of th' quality of this excellent Doom2 mod.
Thanks Mr. Slack! Had a blast with it, try it out
yerself folks!
- 11/28
- 11/27
-
Well with all this talk 'bout Outlaws stats an' all
lately I decided ta go inta LawMaker an' get all th'
numbers fer myself. ;) So now at th' bottom of each
character an'
weapon page you'll find a
link to a text file that has th' various stats
pulled straight outta th' game files. I noticed a
few innerestin' things that I hadn't really thought
of before, fer instance Doc is th' only character
who doesn't start off with a lantern an' Sanchez
starts off with 16 cartridges even though he has
no rifle. Funky.
-
Neanderthal (at least I think that's th'
callsign he uses) had some ideas fer an Outlaws
sequel. Go check 'em out at th' end of th' list
on th'
sequel page.
-
Young LawMaker Ghostbear has been in a tizzy
of activity lately. I met him in Kali yesterday
an' he handed me THREE new maps:
Chutes,
Crossroad and
Duels. I can't say
I like these as much as his charming
Tough; they all
suffer from jagged texture alignment, lack of
multiple story buildings and an overabundance of
ammo and weapons.
Crossroad would be my favorite of th' bunch: a
little square four-building town
(screenshot). Don't
remember seein' any sawed-offs in there. Th' others
have sawed-offs a-plenty... Chutes has that
"lots of passages around a central clearing" style
with an almost obscene amount of stairs and tunnels
(screenshot). Duels
sort of has th' look of a CTF map with two chapels
facing each other across a canyon, but stairs only
go to one side
(screenshot).
So all in all a rather troublesome bunch, but it's
nice ta see so much energy bein' put out, I'm sure
he's learnin' with each map he makes.
-
Had a nice game in Kali yesterday an' I'll be back
in this afternoon fer a bit as well. Drop on by
or jus' check my IP address (down and to the left).
- 11/26
-
Sling has figgered out his problem updatin'
his excellent
#Outlaws_Players site: th' password got changed
somehow, an' since th' site is registered to
Shifty they won't tell Sling th' new
password so he can upload to the site. So if
YOU know how to get in touch with Shifty, please
pass th' info on ta Sling at
[removed]
so he kin' get th' site updated.
-
Th' discussion on th' proposed new sawed-off shotgun
at DarkJedi.com
(on the official LawMaker message board) is going
along nicely thanks to th' Doominator who
has posted th' actual variables used for the
different shotguns. Now that I've seen th' hard
data I've altered my proposal somewhat. Go check
it out an' contribute yer own thoughtful 2 cents.
-
Thanks ta Hitman fer helpin' me test a couple
things. Most important is th' fact that
Metallica I think misinterpreted (or I just didn't
understand him correctly) th' damage done by double
barreled weapons. Two barrels from the double
barrel shotgun does indeed do twice th' damage as
one barrel from th' same gun -- Hitman took some
shots at me and th' difference was pretty obvious.
Thanks Hitman!
-
That's it fer me today, I wanna go get some Outlaws
fun in before Turkey time. :d I'll be hostin' games
in Kali fer a few hours, drop by or jus' check my
IP address (look down the left column of this page)
fer yer chance ta pump some lead inta me. :)
- 11/25
-
Metallica has been lookin' into this whole
business of creating a new sawed-off shotgun to
replace Lucasart's overpowered one. He dug up some
VERY interesting details lookin' through th' game
data files:
The single-barreled shotgun has
exactly twice as much power then does both barrels of the
double-barrel put together. The sawed-off on the other hand has 4
times as much power as the double-barrel and nearly twice as much
power as the single-barrel. Another thing about these shotguns that
Lucasarts messed up on is the damage count of the double-barrel and
sawed-off. I thought this was a real weird part. When you shoot the
sawed off or double barrel with one barrel at a time it does the same
damage as using both. So if you shoot both your barrels at the same
time it does as much damage as one barrel. I couldn't believe it when
I saw it, hehe. Another thing, the only hard part about making this
modified sawed-off weapon is that part about picking up the sawed-off
and it saying "Modified Sawed Off Shotgun." That's a part i'm not
sure about that I can do. It might not even be possible. Outlaws
gives you numbers that you can type in that Outlaws will recognize and
make the phrase that shows when you pick something up. So you can't
type in any old word that you want and it show up. If someone knows
how to do this part I'd like to have some help on it. One more thing,
I could make this so that if everyone put the .itm files of the weapon
in their folder then it would change the weapon in every level of
Outlaws, like Sanc, Bunx, all of them. Even the one's that people
have made. If everybody could download this file and put it into
their folder then you could play with the sawed-off. If the host has
the file in his folder and launches and the other players don't then
they won't get in. They'll get a message saying "Incompatible Level
Data".
Now when you said about those weapons that have
weird sayings on them you were most likely talking about the map "The
Hill". It says stuff like Concussion Rifle and Assault Cannon. Well,
since Outlaws is made from Jedi Knight you can take the names of
weapons from that game and use it in Outlaws.
And one more thing I want to point
out about your payload thing too. None of the shotguns shoot over 6
pellets. The single-barrel shoots 6 pellets. The double-barrel
shoots 5 pellets with both barrels together or single-shot. The
sawed-off only has 5 pellets that shoot out too. Let me tell ya why.
Ya know when you shoot a sawed-off, single, or double-barrel and smoke
comes out of the holes?? Well, only the holes that make smoke out of
a wall are pellets. The rest are just to throw you off. Ya get me??
Try shooting at a wall with the weapons and counting how many holes
smoke.
Whoa, wonder why nobody noticed this stuff before.
I guess 'cause no-one had a real reason ta go pokin'
around into it. Well I'm excited about gettin' this
new sawed-off thing goin', again I want people to
go add yer insights/opinions/whatever about this to
th' discussion thread on th' LawMaker message board
at DarkJedi.com.
-
Speakin' of which, here's somethin' I got from
StanJr that he could'a posted on th' board there,
but mebbe it's better here:
u can make the sawed off sound just like
the double barrel if u fire off one shot at a time and trust me it does the
same damage. I done some tests a while back in a game that i was playin in
with some GS and it kills almost as good with one barrel as it does with 2
and they were askin if i was using the double barrel so i came through and
told them it was the sawed off a nasty lil trick that most or most should
know if they have ever encountered someone cheating in bunkers and wanted
to even the score or if they were just to lazy to fire both off in a no ml
match.
Gosh I never really thought about it before but he's
right, th' sawed-off single fire sounds jus' like
th' double barrel shotgun. Geez.
- 11/24
-
Well today seems ta be th' day fer not-so-new but
improved levels. ;) Always nice ta see mapmakers
committed ta their work; quality so rarely wins
over quantity these days, especially in games.
GoJo sent along a new version of his first
map, this one's now called
RedDog2. Think makin'
a good map doesn't take much brainpower? Here's
what GoJo had ta say 'bout this revision:
It comes as no surprise that the author of a map generally kicks butt in his level, at least at first. This is because in the almost interminable testing, he becomes
intimate with it. Being able to navigate backwards is the biggest plus in that regard. However, if the map was made from a strategic point of view, only the author
fully grasps the nuances. Heck, I came close to beating Kohna the first time we played Coonhound Holler. Those who have played both of us, realize what an
accomplishment that was, hehe.
So, bottom line, I intend to share the strategic ideas that I put into my maps. I sent out REDDOG2 last night. (apologies to Martone, I had forgotten to add you to
my address book, so I neglected you. Won't happen again. Copy included here for your benefit.)
One look at the canyon textures and size make it obvious that I made it for my favorite character, James. It goes well beyond that though. The high ceilings in the
buildings are so that James can get his full jump advantage, even indoors. I tried to choose textures that minimized the out of proportion look. The other jump areas
also benefit James. He can make the cliff leaps without the speed key enabled, although using it as a measure of safety is advised.
The map is really for CTF. There are three obvious routes. The perimeter cliff route takes a little longer to discover and is frought with danger from the jumps. (I
originally had bridges there but they seemed out of place in the scheme and reduced FPS, so I trashed them, and adjusted the space for the jumps mentioned above.)
The fifth route is very effective and not obvious. From the log building go out front door, up the inclined inner cliff, negotiate around the horseshoe. A well timed
jump will put you on the roof of the plank building. Drop off the back and either enter through the back or move to the side. Reverse for the other team. On the
reverse trip, it is advisable to sidestep down the incline.
The sound problem in Outlaws makes these only benefit the host. Dog sounds indicate someone is entering or leaving a building by a door. The sounds are
slightly different. The dogs are not disturbed, however, if you enter or leave via a window. Wolf howls are used in two places, so this may not be that helpful. Note
where they are. The tunnel leading to the bunker has gravel sounds, so listen for the footsteps behind you.
Defeating the bunker can be done in either of two ways. Dropping TNT from the cliff above is pretty effective and fairly obvious. Sniping it is easier though, if you
know the best place to do it from. That thick crosshair in the scope makes it advisable to do so from an angle which means that the obvious location of inside the
plank building is difficult. Pick up a scope if using other than James and go to the roof of the log building. While approaching the front, crouch and move to the right
of the adobe barricade. Snipe away. The adobe side camouflages Doc and other white shirts, and the log side camouflages the rest. The occupant of the bunker will
have to have scope on to get you, but having it on all the time reduces his bunker advantage to almost nil.
That's about it. I hope this levels the playing field for REDDOG2.
Some very impressive strategic depth to this one,
no question. Wide areas do indeed favor James, check
out a view of th' two bases in
today's screenshot.
While this one wasn't one of his that I REALLY liked,
each an' every one of his changes has been fer th'
better, he's now got yet another impressive map in
his repetoire. You GO, GoJo!
Th' remainin' maps I stole from
Outlaws
Gang Busters. They've jus' implemented a great
new map review section where a bunch'a th' OGB's
get together an' play a map, then all their
collective impressions are gathered together fer
an extremely in-depth review. Geez, makes me wish
I had four or five lil' Pales runnin' around...
Their first review covers Dusty's excellent
Hold Up 2, go take
a look it's a darn fine read.
Ah yes on to those maps. We got a sequel by
Dusty himself, Caved
In 2. With help from OGB Martone, this one's been
expanded an' fleshed out. Th' first was pretty petite,
this one's more roomy. A great lookin' bit of
modification, check it out.
Then there's Badd an' Ruthless's
Street Fight 2.
This one looks pretty much th' same but with better
framerates. :) Cool. If ya missed it th' first time,
be sure ta give it a try now.
- 11/23
-
Ack! Delayed from uploading by a nasty windstorm
which brought power and Internet outages. Darn ol'
assertive Mother Nature...
-
Almost as soon as I finished up my proposal fer a
new standard sawed-off shotgun (see yesterday's post,
darnit!), th' Doominator pointed out that
th' Outlaws box an' manual say th' single barrel
an' double barrel shotguns are 10 gauge, while th'
sawed off is 12 gauge. Well that's real perceptive
of Doomy, but I'm gonna stick with my bore
designations fer several reasons. First, if th'
double an' single barrel shotguns are th' same
bore, why does th' single do far more damage?
Second, two 12-gauge barrels on th' sawed-off would
jus' be too darn powerful, that could be what got
th' darn thing so overpowered in th' first place.
Th' discussion has begun on th' LawMaker board at
DarkJedi.com;
please drop by and help contribute, this is a project
that needs to involve the entire community.
-
Raf let me know that Trooper of UGO has set
up a a tourney -- check th' new link farther down for more
on that. Raf also mentioned that Metallica
has made a new Outlaws crosshair (nwx format) that
allows for greater rifle accuracy. Cool! I don't use
crosshairs myself but jus' th' fact that you kin
edit th' darn things is neat. Raf hopes ta have th'
new crosshair up on his
Outlaws Editing Team site this Saturday.
-
Dusty sends word that he an' Martone
have expanded Dusty's "Caved In" map -- should be
ready later this week.
-
Th' extremely prolific Gas dished up another
new map, Emigrants
v2.1. This's a pretty small lil' farmstead,
includin' a corral with a section of floor that you
kin blow up ala Dusty's Caved
In. A pretty nice lil' map, here's
a screenshot.
Seems Gas also committed a bit of a faux pas in
IRC recently an' he wants to publicly apologize. He
asked me if I'd print this bit from th' Emigrants
readme, here goes:
OK, i have somthing to tell to you all.
few days ago, i hacked to someone's computer with
netbus and its a really mean thing because not only
I can enter his computer, anyone else can too.
in the same day, i tried to send it to another guy
in #O_P but after i realized how stupid it is, i
stopped it before it even started.
Now, no-one trust me in the channel and im really
sorry the situation is like this but, its my fault,
i caused it and i can't blame anyone.
So... to anyone i tried to send, i want you all to
know that im really sorry, i won't do it again to
anyone else.
Before we go to the real level, i recommend you all
to go to this URL and get the protection from this
mean proggie: http://surf.to/netbuster/
Well sounds like he's genuinely sorry fer what he
did, so let's all try ta make it up, eh? No reason
ta have bad blood out there in cyberland.
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Oh my gosh where do all of these sites keep comin'
from?!?...
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Outlaws United Gang
Graphically spare but with a stylish use of fonts, this's
a pretty good site if ya kin overlook th' not so great
English. A good deal of info on th' gang.
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Sharp Shoot'n Outlaws
Site makes th' gang look like a bunch'a lowdown horse
thieves as th' logo an' levels are stolen straight from
th' Texas Rangers, an' mos' of th' other graphics I've
seen before on other sites. Aside from th' graphics th'
site seems very hastily thrown together with no real
cohesion. Looks like a large gang, but they sure got
a crappy web page. ;P
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ANV Gang Home Page
The "Army of Northern Virginia" site concentrates more
effort on educating viewers about th' organization of
Robert E. Lee's army, but also contains a bit of info on
th' gang an' a frequently updated bulletin' of gang
info.
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- Back to Stale Vittles
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