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TR underworld my first impression

 
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McG.

External


Since: Nov 13, 2008
Posts: 121



(Msg. 16) Posted: Sat Nov 22, 2008 1:10 pm
Post subject: Re: TR underworld my first impression [Login to view extended thread Info.]
Archived from groups: alt>games>tombraider (more info?)

"Erik Steffl" <steffl RemoveThis @bigfoot.com> wrote in message
news:Vq6dnYs2D8rlz7XUnZ2dnUVZ_o7inZ2d@posted.rawbandwidth...
> McG. wrote:
>> "J.H." <justaguyhanginout RemoveThis @gmail.com> wrote in message
>> news:YDPVk.2244$jr4.1815@edtnps82...
>>
>>> You say the movements are quicker. I say they're jerky and stunted. TRA
>>> and TRL had very smooth movements. I also think those two games are the
>>> most thought out and bug free TR games ever. Not to mention the
>>> horrible collision detection in this game.
>>
>> That really sounds like low game framerates. You're on vista, right?
>> x86?
>>
>> Though it's just the TRU demo, I figure its the same engine. I don't
>> know what the fr's are on my system. I recall that you have a quadcore
>> with nVidia 8nnn video also?
>>
>> I'm running it on a Q9550, GA EP45-DS3L mobo, 8 gigs PC8500 DDR2, BFG
>> 8800GTX, DualView with 19" Sammy 930B secondary and Sammy 245T 24" ws
>> primary. XP Pro x64 sp2. nVidia 163.21 drivers I think. Running game
>> in 1920x1200, no lagging, jerkiness or 'stuntedness' going on. Game
>> plays smooth as silk, maybe even a tad too fast. Anims look wonderful.
>> Sure wish I could play all the original TR's on this!
>
> yeah, I have the same impression, she's a bit faster than I'd expect but
> definitely smooth, no jerkiness,
>
> I don't see any problems with collision detection in general (other then
> some unexpected glass walls, but strictly speaking that's not collision
> detection, just unfinished level design)
>
> erik

I think the glass wall bit is by design. It's a game flaw, not a bug. Got
to admit, game PLAY is much smoother than I expected. I found I could get
around pretty good, just got to rethink what Lara can do now. I still
expect to be able to step back, turn in place and belly crawl. I still find
it hillarious that Lara can do gymnastics on the uneven bars and use The
Hook (grappler) to some extent! Drowning animations were better in the
classic versions. And I haven't seen a swan dive in the demo yet so can't
compare it to the old ones. Very Happy
McG.
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Erik Steffl

External


Since: May 30, 2005
Posts: 125



(Msg. 17) Posted: Sat Nov 22, 2008 1:10 pm
Post subject: Re: TR underworld my first impression [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

McG. wrote:
> "Erik Steffl" <steffl DeleteThis @bigfoot.com> wrote in message
> news:Vq6dnYs2D8rlz7XUnZ2dnUVZ_o7inZ2d@posted.rawbandwidth...
....
>> I don't see any problems with collision detection in general (other then
>> some unexpected glass walls, but strictly speaking that's not collision
>> detection, just unfinished level design)
>>
>> erik
>
> I think the glass wall bit is by design. It's a game flaw, not a bug. Got

maybe we're not talking about the same glass walls? e.g. the glass
walls in the boat (where demo starts) are definitely not there because
of engine limitations - she could go downstairs or more towards the
front of the boat,

there's number of places where she can go into tiny spaces or
precisely reacts to environment, e.g. the thor statue with a hammer -
she can go behind hammer etc. At the same time sometime she cannot go
into open space - that seems like level design, not engine limitation.

when you say "by design" - do you mean it's engine design or level
design?

> to admit, game PLAY is much smoother than I expected. I found I could get
> around pretty good, just got to rethink what Lara can do now. I still
> expect to be able to step back, turn in place and belly crawl. I still find

she can turn in place, at least using gamepad, plus no matter where
she's facing she can go into any direction - that's pretty flexible,

as I wrote in my other post I am having fun trying to move on
specific path even though camera position changes, that's gamepad only
and I admit it's slightly perverse but it's fun Smile

she cannot do nice 180 turn (she can turn 180 it's just nothing extra)

I definitely miss the floor exercises - all the summersaults etc.

> it hillarious that Lara can do gymnastics on the uneven bars and use The

and she can pull them out (some of them), she can climb up so that
she stands on them,

> Hook (grappler) to some extent! Drowning animations were better in the
> classic versions. And I haven't seen a swan dive in the demo yet so can't
> compare it to the old ones. Very Happy

drowning? she has scuba gear now, how she can drown?

erik
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McG.

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Since: Nov 13, 2008
Posts: 121



(Msg. 18) Posted: Sat Nov 22, 2008 7:36 pm
Post subject: Re: TR underworld my first impression [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"Erik Steffl" <steffl.DeleteThis@bigfoot.com> wrote in message
news:2cudnZxdJbCZ-7XUnZ2dnUVZ_jGdnZ2d@posted.rawbandwidth...
> McG. wrote:
>> "Erik Steffl" <steffl.DeleteThis@bigfoot.com> wrote in message
>> news:Vq6dnYs2D8rlz7XUnZ2dnUVZ_o7inZ2d@posted.rawbandwidth...
> ...
>>> I don't see any problems with collision detection in general (other
>>> then some unexpected glass walls, but strictly speaking that's not
>>> collision detection, just unfinished level design)
>>>
>>> erik
>>
>> I think the glass wall bit is by design. It's a game flaw, not a bug.
>> Got
>
> maybe we're not talking about the same glass walls? e.g. the glass walls
> in the boat (where demo starts) are definitely not there because of engine
> limitations - she could go downstairs or more towards the front of the
> boat,
>
> there's number of places where she can go into tiny spaces or precisely
> reacts to environment, e.g. the thor statue with a hammer - she can go
> behind hammer etc. At the same time sometime she cannot go into open
> space - that seems like level design, not engine limitation.
>
> when you say "by design" - do you mean it's engine design or level
> design?
>
>> to admit, game PLAY is much smoother than I expected. I found I could
>> get around pretty good, just got to rethink what Lara can do now. I
>> still expect to be able to step back, turn in place and belly crawl. I
>> still find
>
> she can turn in place, at least using gamepad, plus no matter where
> she's facing she can go into any direction - that's pretty flexible,

But she turns to face the direction she's going!

>
> as I wrote in my other post I am having fun trying to move on specific
> path even though camera position changes, that's gamepad only and I admit
> it's slightly perverse but it's fun Smile
>
> she cannot do nice 180 turn (she can turn 180 it's just nothing extra)
>
> I definitely miss the floor exercises - all the summersaults etc.
>
>> it hillarious that Lara can do gymnastics on the uneven bars and use The
>
> and she can pull them out (some of them), she can climb up so that she
> stands on them,

OK...back to the drawing board. I got to the area with the ruins and the
tigers (hated killing them!) and can climb and go to a couple levels
up...but can't find the way up to the next part. I'll get it eventually! Smile

>
>> Hook (grappler) to some extent! Drowning animations were better in the
>> classic versions. And I haven't seen a swan dive in the demo yet so
>> can't compare it to the old ones. Very Happy
>
> drowning? she has scuba gear now, how she can drown?
>
> erik

Try breathing underwater? No scuba gear getting to the first rock in the
demo, heh!
McG.
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J.H.

External


Since: Mar 17, 2007
Posts: 127



(Msg. 19) Posted: Sat Nov 22, 2008 8:36 pm
Post subject: Re: TR underworld my first impression [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

McG. wrote:
> "J.H." <justaguyhanginout RemoveThis @gmail.com> wrote in message
> news:YDPVk.2244$jr4.1815@edtnps82...
>
>> You say the movements are quicker. I say they're jerky and stunted. TRA
>> and TRL had very smooth movements. I also think those two games are the
>> most thought out and bug free TR games ever. Not to mention the horrible
>> collision detection in this game.
>
> That really sounds like low game framerates. You're on vista, right? x86?
>
> Though it's just the TRU demo, I figure its the same engine. I don't know
> what the fr's are on my system. I recall that you have a quadcore with
> nVidia 8nnn video also?
>
> I'm running it on a Q9550, GA EP45-DS3L mobo, 8 gigs PC8500 DDR2, BFG
> 8800GTX, DualView with 19" Sammy 930B secondary and Sammy 245T 24" ws
> primary. XP Pro x64 sp2. nVidia 163.21 drivers I think. Running game in
> 1920x1200, no lagging, jerkiness or 'stuntedness' going on. Game plays
> smooth as silk, maybe even a tad too fast. Anims look wonderful. Sure wish
> I could play all the original TR's on this!
> McG.
>
>
nope. not low frame rates, to be sure. the game plays 'smooth' but her
animations are......like a badly edited gif. just too quick and snappy.
everything around her is going at a nice pace. the water does look
great, etc....it's a nice enviornment....i just really hate the way this
lara moves.
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J.H.

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Since: Mar 17, 2007
Posts: 127



(Msg. 20) Posted: Sat Nov 22, 2008 8:40 pm
Post subject: Re: TR underworld my first impression [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Erik Steffl wrote:
> J.H. wrote:
>> Erik Steffl wrote:
>>> J.H. wrote:
>>>> Erik Steffl wrote:
>>> ...
>>>>> all in all I am pretty happy with the trend of last three TR
>>>>> game, they seem to actually improve them (not only visuals but the
>>>>> gameplay, game machanics etc.)
>>>>>
>>>>> still at the beginning (just got to thailand) so it's all subject
>>>>> to change Smile
>>>>>
>>>>> what do you guys think?
>>>>>
>>>>> erik
>>>>
>>>>
>>>> Really? You're enjoying it? It's work. I feel bad for Lara.
>>>> Yeah, she's pixels, but dang it the last two were so good! I
>>>> expected the same level of animation and ability and what I got was
>>>> AOD pt2. Blech.
>>>>
>>>> It's alright.....kills time. Sort of. I talk on oovoo on one
>>>> screen and play TR on the other cause it's really not holding my
>>>> interest.
>>>>
>>>> I really expected much better, is all. I wonder what happened
>>>> between then and now that they took so many steps back??
>>>
>>> I read your other post too but it seems you are playing a different
>>> game Smile Her movement seems pretty good, actually that's what I am
>>> pretty amazed with, lots of different animations and she seems to be
>>> following the environment pretty closely, as opposed to having only
>>> few animations that were used whether they made sense or not.
>>> Climbing and jumping seems OK too.
>>>
>>> she feels a bit faster than in previous games but I only noticed it
>>> at the very beginning, I think it works ok during playing,
>>>
>>> one big change I did is playing the new games (since crystal
>>> dynamics took over) with gamepad, tried keyboard and mouse too but it
>>> just doesn't work, maybe if you gave gamepad a chance...
>>>
>>> erik
>>
>> Well, I have given a gamepad a chance....and hated it. I'm just not a
>> console/gamepad person. I don't own a console. And won't. It's fine
>> with something like NFS, but for games like this.....nah.
>
> well, I don't own a console either and in general prefer
> keyboard/mouse but given the camera relative movement the ability to
> move in any direction with gamepad (instead of one of four directions
> with keyboard) helps a lot, IMO.
>
> example: let's say lara is facing camera and you want to go where lara
> is facing (it happens here and there in the game). So you pull joystick
> back, lara goes towards camera, as she goes the angle changes and you
> gradually move joystick to the left (or right, depending which way she
> passes camera) until you go away from the camera (joystick forward). You
> cannot do that using keyboard/mouse. This is extreme example but there
> are lot of similar less extreme examples where fine tuning direction helps.
>
> the way game is designed apparently supports that mode of control, the
> camera usually tends to slowly move to stay behind lara,
>
> the other great advantage of having fine directional control is those
> tight-rope style elements - if it's in the crammed space you cannot
> always align camera behind lara but if you have fine directional cotnrol
> of joystick you can still go straight (along the tight-rope, but angled
> from camera view point).
>
> I remember how extremely frustrated I was with prince of persia games
> (played using keyboard/mouse), hating the camera, the movement,
> everything not understanding how people play it at all. I never finished
> the game but after my exprience with recent TR games I think the gamepad
> would have made all the difference.
>
> IMO: right tools for the problem, maybe try to disassociate gamepad
> from consoles Smile after all computers always had different input
> devices, even specialized for different types of games (steering wheel,
> joystick, freaky torture-device-like devices for flight simulators
> etc.), there's no shame in using gamepad if game was designed to be
> played with gamepad... (remember, this comes from somebody who also
> prefers keyboard/mouse and doesn't see a need for owning a console)
>
>> You say the movements are quicker. I say they're jerky and stunted.
>> TRA and TRL had very smooth movements. I also think those two games
>> are the
>
> that might be some problem, I am pretty sure that it's not matter of
> opinion, i.e. I think you don't see the same movements I see - what OS,
> drivers, card etc. are you using? I am running it on win xp (latest
> updates), intel quad core Q6600, nvidia 8800GTX (latest drivers), 2GB RAM
>
>> most thought out and bug free TR games ever. Not to mention the
>> horrible collision detection in this game.
>
> can you elaborate on this a bit? as far as I can tell collision
> detection is amazing, she considers tiny minute details of environment
> in most places. Are you talking about the glass walls that exists here
> and there?
>
>> I would really like to like it but it's too short, too easy and not
>> entirely interesting.
>
> as far as I can tell you didn't finish it, how do you know it's too
> short? (reviews said 10 hours but I already played almost that amount
> and barely got to thailand)
>
> erik

and i'm the opposite. gimme a mouse, keyboard and a game and i'm good
to go. it makes complete sense to me how to make the character move
about an enviornment like that. prince of persia was the best! lol i
loved that series. except the last one was a little suckey....

and yeah, i finished the game yesterday. it was easy and short. the
only time i had trouble was cause the game screwed up and i posted that
question here.
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Ken

External


Since: Jul 11, 2004
Posts: 25



(Msg. 21) Posted: Sun Nov 23, 2008 3:58 am
Post subject: Re: TR underworld my first impression [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"McG." <McCodger.RemoveThis@comcast.ne> wrote in message
news:4928b37b$0$16301$ec3e2dad@unlimited.usenetmonster.com...
>
> "Erik Steffl" <steffl.RemoveThis@bigfoot.com> wrote in message
> news:2cudnZxdJbCZ-7XUnZ2dnUVZ_jGdnZ2d@posted.rawbandwidth...
>> McG. wrote:
>>> "Erik Steffl" <steffl.RemoveThis@bigfoot.com> wrote in message
>>> news:Vq6dnYs2D8rlz7XUnZ2dnUVZ_o7inZ2d@posted.rawbandwidth...
>> ...
>>>> I don't see any problems with collision detection in general (other
>>>> then some unexpected glass walls, but strictly speaking that's not
>>>> collision detection, just unfinished level design)
>>>>
>>>> erik
>>>
>>> I think the glass wall bit is by design. It's a game flaw, not a bug.
>>> Got
>>
>> maybe we're not talking about the same glass walls? e.g. the glass
>> walls in the boat (where demo starts) are definitely not there because of
>> engine limitations - she could go downstairs or more towards the front of
>> the boat,
>>
>> there's number of places where she can go into tiny spaces or precisely
>> reacts to environment, e.g. the thor statue with a hammer - she can go
>> behind hammer etc. At the same time sometime she cannot go into open
>> space - that seems like level design, not engine limitation.
>>
>> when you say "by design" - do you mean it's engine design or level
>> design?
>>
>>> to admit, game PLAY is much smoother than I expected. I found I could
>>> get around pretty good, just got to rethink what Lara can do now. I
>>> still expect to be able to step back, turn in place and belly crawl. I
>>> still find
>>
>> she can turn in place, at least using gamepad, plus no matter where
>> she's facing she can go into any direction - that's pretty flexible,
>
> But she turns to face the direction she's going!
>
>>
>> as I wrote in my other post I am having fun trying to move on specific
>> path even though camera position changes, that's gamepad only and I admit
>> it's slightly perverse but it's fun Smile
>>
>> she cannot do nice 180 turn (she can turn 180 it's just nothing extra)
>>
>> I definitely miss the floor exercises - all the summersaults etc.
>>
>>> it hillarious that Lara can do gymnastics on the uneven bars and use The
>>
>> and she can pull them out (some of them), she can climb up so that she
>> stands on them,
>
> OK...back to the drawing board. I got to the area with the ruins and the
> tigers (hated killing them!) and can climb and go to a couple levels
> up...but can't find the way up to the next part. I'll get it eventually!
> Smile
>
>>
>>> Hook (grappler) to some extent! Drowning animations were better in the
>>> classic versions. And I haven't seen a swan dive in the demo yet so
>>> can't compare it to the old ones. Very Happy
>>
>> drowning? she has scuba gear now, how she can drown?
>>
>> erik
>
> Try breathing underwater? No scuba gear getting to the first rock in the
> demo, heh!
> McG.
>


Try getting her to drown then Smile

Ken
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Ken

External


Since: Jul 11, 2004
Posts: 25



(Msg. 22) Posted: Sun Nov 23, 2008 4:14 am
Post subject: Re: TR underworld my first impression [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"McG." <McCodger.DeleteThis@comcast.ne> wrote in message
news:49282671$0$2567$ec3e2dad@unlimited.usenetmonster.com...
>
> "Erik Steffl" <steffl.DeleteThis@bigfoot.com> wrote in message
> news:I9OdnefGFNNKO7rUnZ2dnUVZ_h2dnZ2d@posted.rawbandwidth...
>> Zoot wrote:
>>>> Really? You're enjoying it? It's work. I feel bad for Lara. Yeah,
>>>> she's pixels, but dang it the last two were so good! I expected the
>>>> same level of animation and ability and what I got was AOD pt2. Blech.
>>>>
>>>> It's alright.....kills time. Sort of. I talk on oovoo on one screen
>>>> and play TR on the other cause it's really not holding my interest.
>>>>
>>>> I really expected much better, is all. I wonder what happened between
>>>> then and now that they took so many steps back??
>>>
>>> One thing that really bites - in Legend and Anniversary, there was a
>>> key/button that would cause the camera to orient with the direction Lara
>>> was facing. It was so very usefull - you turn Lara 90 degrees, push it,
>>> and the camera would swing around to point to where she was facing. That
>>> seems to be gone from UW...And what happened to the handstand when
>>> climbing up on stuff? Even the demo did that.
>>
>> you can do handstand when climbing up, even though that particular
>> animation is not my favourite one...
>>
>> erik
>
> How? How about swan dive? Very Happy
> McG.
>

If you mean to dive in water normally insead of just jumping then as your
running to edge hit jump & crouch keys simutaniously.

Ken
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McG.

External


Since: Nov 13, 2008
Posts: 121



(Msg. 23) Posted: Sun Nov 23, 2008 5:26 am
Post subject: Re: TR underworld my first impression [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"Ken" <notforu.TakeThisOut@sothere.com> wrote in message
news:rx4Wk.18243$2f2.25@fe02.news.easynews.com...
>
> "McG." <McCodger.TakeThisOut@comcast.ne> wrote in message
> news:4928b37b$0$16301$ec3e2dad@unlimited.usenetmonster.com...
>>
>> "Erik Steffl" <steffl.TakeThisOut@bigfoot.com> wrote in message
>> news:2cudnZxdJbCZ-7XUnZ2dnUVZ_jGdnZ2d@posted.rawbandwidth...
>>> McG. wrote:
>>>> "Erik Steffl" <steffl.TakeThisOut@bigfoot.com> wrote in message
>>>> news:Vq6dnYs2D8rlz7XUnZ2dnUVZ_o7inZ2d@posted.rawbandwidth...
>>> ...
>>>>> I don't see any problems with collision detection in general (other
>>>>> then some unexpected glass walls, but strictly speaking that's not
>>>>> collision detection, just unfinished level design)
>>>>>
>>>>> erik
>>>>
>>>> I think the glass wall bit is by design. It's a game flaw, not a bug.
>>>> Got
>>>
>>> maybe we're not talking about the same glass walls? e.g. the glass
>>> walls in the boat (where demo starts) are definitely not there because
>>> of engine limitations - she could go downstairs or more towards the
>>> front of the boat,
>>>
>>> there's number of places where she can go into tiny spaces or
>>> precisely reacts to environment, e.g. the thor statue with a hammer -
>>> she can go behind hammer etc. At the same time sometime she cannot go
>>> into open space - that seems like level design, not engine limitation.
>>>
>>> when you say "by design" - do you mean it's engine design or level
>>> design?
>>>
>>>> to admit, game PLAY is much smoother than I expected. I found I could
>>>> get around pretty good, just got to rethink what Lara can do now. I
>>>> still expect to be able to step back, turn in place and belly crawl. I
>>>> still find
>>>
>>> she can turn in place, at least using gamepad, plus no matter where
>>> she's facing she can go into any direction - that's pretty flexible,
>>
>> But she turns to face the direction she's going!
>>
>>>
>>> as I wrote in my other post I am having fun trying to move on specific
>>> path even though camera position changes, that's gamepad only and I
>>> admit it's slightly perverse but it's fun Smile
>>>
>>> she cannot do nice 180 turn (she can turn 180 it's just nothing extra)
>>>
>>> I definitely miss the floor exercises - all the summersaults etc.
>>>
>>>> it hillarious that Lara can do gymnastics on the uneven bars and use
>>>> The
>>>
>>> and she can pull them out (some of them), she can climb up so that she
>>> stands on them,
>>
>> OK...back to the drawing board. I got to the area with the ruins and
>> the tigers (hated killing them!) and can climb and go to a couple levels
>> up...but can't find the way up to the next part. I'll get it eventually!
>> Smile
>>
>>>
>>>> Hook (grappler) to some extent! Drowning animations were better in
>>>> the classic versions. And I haven't seen a swan dive in the demo yet
>>>> so can't compare it to the old ones. Very Happy
>>>
>>> drowning? she has scuba gear now, how she can drown?
>>>
>>> erik
>>
>> Try breathing underwater? No scuba gear getting to the first rock in the
>> demo, heh!
>> McG.
>>
>
>
> Try getting her to drown then Smile
>
> Ken
She drowned! Smile
McG.
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McG.

External


Since: Nov 13, 2008
Posts: 121



(Msg. 24) Posted: Sun Nov 23, 2008 5:28 am
Post subject: Re: TR underworld my first impression [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"Ken" <notforu DeleteThis @sothere.com> wrote in message
news:OM4Wk.18244$2f2.11998@fe02.news.easynews.com...
>
> "McG." <McCodger DeleteThis @comcast.ne> wrote in message
> news:49282671$0$2567$ec3e2dad@unlimited.usenetmonster.com...
>>
>> "Erik Steffl" <steffl DeleteThis @bigfoot.com> wrote in message
>> news:I9OdnefGFNNKO7rUnZ2dnUVZ_h2dnZ2d@posted.rawbandwidth...
>>> Zoot wrote:
>>>>> Really? You're enjoying it? It's work. I feel bad for Lara. Yeah,
>>>>> she's pixels, but dang it the last two were so good! I expected the
>>>>> same level of animation and ability and what I got was AOD pt2.
>>>>> Blech.
>>>>>
>>>>> It's alright.....kills time. Sort of. I talk on oovoo on one screen
>>>>> and play TR on the other cause it's really not holding my interest.
>>>>>
>>>>> I really expected much better, is all. I wonder what happened between
>>>>> then and now that they took so many steps back??
>>>>
>>>> One thing that really bites - in Legend and Anniversary, there was a
>>>> key/button that would cause the camera to orient with the direction
>>>> Lara was facing. It was so very usefull - you turn Lara 90 degrees,
>>>> push it, and the camera would swing around to point to where she was
>>>> facing. That seems to be gone from UW...And what happened to the
>>>> handstand when climbing up on stuff? Even the demo did that.
>>>
>>> you can do handstand when climbing up, even though that particular
>>> animation is not my favourite one...
>>>
>>> erik
>>
>> How? How about swan dive? Very Happy
>> McG.
>>
>
> If you mean to dive in water normally insead of just jumping then as your
> running to edge hit jump & crouch keys simutaniously.
>
> Ken

Not quite the signature move...maybe she does it later...
McG.
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John Whitworth

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Since: Dec 23, 2007
Posts: 73



(Msg. 25) Posted: Sun Nov 23, 2008 10:14 am
Post subject: Re: TR underworld my first impression [Login to view extended thread Info.]
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"McG." <McCodger DeleteThis @comcast.ne> wrote in message
news:4928241f$0$2291$ec3e2dad@unlimited.usenetmonster.com...

> I think I'm gonna go ahead and buy TRA and TRU. I already have all the
> others.
> McG.

From experience of just the demo of TRU, I'd say TRA is superior. The
controls felt more responsive, and I didn't find myself jumping off of walls
etc. That may change when TRU arrives though.

Can you definitely not play the older games on your 64-bit OS? I've not
tried (currently got 32-bit installed after a long time of trying with
64-bit, but gave up due to some hardware that I now do not use) - though I
would have thought that TR2-5 might work?

JW
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McG.

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Since: Nov 13, 2008
Posts: 121



(Msg. 26) Posted: Sun Nov 23, 2008 10:14 am
Post subject: Re: TR underworld my first impression [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"John Whitworth" <sexyjw.TakeThisOut@g_EEEEEEEEEEEEEEEEE_mail.com> wrote in message
news:49292cf5$0$2528$da0feed9@news.zen.co.uk...
>
> "McG." <McCodger.TakeThisOut@comcast.ne> wrote in message
> news:4928241f$0$2291$ec3e2dad@unlimited.usenetmonster.com...
>
>> I think I'm gonna go ahead and buy TRA and TRU. I already have all the
>> others.
>> McG.
>
> From experience of just the demo of TRU, I'd say TRA is superior. The
> controls felt more responsive, and I didn't find myself jumping off of
> walls etc. That may change when TRU arrives though.
>
> Can you definitely not play the older games on your 64-bit OS? I've not
> tried (currently got 32-bit installed after a long time of trying with
> 64-bit, but gave up due to some hardware that I now do not use) - though I
> would have thought that TR2-5 might work?
>
> JW
>
They won't run at all. AoD and newer do. Not 1-5. Sad
McG.
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Zoot

External


Since: Oct 16, 2008
Posts: 31



(Msg. 27) Posted: Sun Nov 23, 2008 10:14 am
Post subject: Re: TR underworld my first impression [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

>> Can you definitely not play the older games on your 64-bit OS? I've not
>> tried (currently got 32-bit installed after a long time of trying with
>> 64-bit, but gave up due to some hardware that I now do not use) - though
>> I would have thought that TR2-5 might work?
>>
>> JW
>>
> They won't run at all. AoD and newer do. Not 1-5. Sad
> McG.
>

Not true. TR3 works fine with XP64. I just now played it a bit. TR2 likewise
works fine, and I just now tried TRC (TR5). AFAIK TR1 is the only one that
won't work natively with XP64, but you can play it with DosBox, or by using
Glidos.

Can't comment about Vista 64, though, I'll give it a shot if I find time - I
have vista but I rarely use it. YMMV.
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John Whitworth

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Since: Dec 23, 2007
Posts: 73



(Msg. 28) Posted: Sun Nov 23, 2008 11:32 am
Post subject: Re: TR underworld my first impression [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"McG." <McCodger DeleteThis @comcast.ne> wrote in message
news:49293e6e$0$16901$ec3e2dad@unlimited.usenetmonster.com...
>
> "John Whitworth" <sexyjw DeleteThis @g_EEEEEEEEEEEEEEEEE_mail.com> wrote in message
> news:49292cf5$0$2528$da0feed9@news.zen.co.uk...
>>
>> "McG." <McCodger DeleteThis @comcast.ne> wrote in message
>> news:4928241f$0$2291$ec3e2dad@unlimited.usenetmonster.com...
>>
>>> I think I'm gonna go ahead and buy TRA and TRU. I already have all the
>>> others.
>>> McG.
>>
>> From experience of just the demo of TRU, I'd say TRA is superior. The
>> controls felt more responsive, and I didn't find myself jumping off of
>> walls etc. That may change when TRU arrives though.
>>
>> Can you definitely not play the older games on your 64-bit OS? I've not
>> tried (currently got 32-bit installed after a long time of trying with
>> 64-bit, but gave up due to some hardware that I now do not use) - though
>> I would have thought that TR2-5 might work?
>>
>> JW
>>
> They won't run at all. AoD and newer do. Not 1-5. Sad
> McG.

That's a bummer.
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McG.

External


Since: Nov 13, 2008
Posts: 121



(Msg. 29) Posted: Sun Nov 23, 2008 11:32 am
Post subject: Re: TR underworld my first impression [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"John Whitworth" <sexyjw.TakeThisOut@g_EEEEEEEEEEEEEEEEE_mail.com> wrote in message
news:49293f3e$0$10536$db0fefd9@news.zen.co.uk...
>
> "McG." <McCodger.TakeThisOut@comcast.ne> wrote in message
> news:49293e6e$0$16901$ec3e2dad@unlimited.usenetmonster.com...
>>
>> "John Whitworth" <sexyjw.TakeThisOut@g_EEEEEEEEEEEEEEEEE_mail.com> wrote in message
>> news:49292cf5$0$2528$da0feed9@news.zen.co.uk...
>>>
>>> "McG." <McCodger.TakeThisOut@comcast.ne> wrote in message
>>> news:4928241f$0$2291$ec3e2dad@unlimited.usenetmonster.com...
>>>
>>>> I think I'm gonna go ahead and buy TRA and TRU. I already have all the
>>>> others.
>>>> McG.
>>>
>>> From experience of just the demo of TRU, I'd say TRA is superior. The
>>> controls felt more responsive, and I didn't find myself jumping off of
>>> walls etc. That may change when TRU arrives though.
>>>
>>> Can you definitely not play the older games on your 64-bit OS? I've not
>>> tried (currently got 32-bit installed after a long time of trying with
>>> 64-bit, but gave up due to some hardware that I now do not use) - though
>>> I would have thought that TR2-5 might work?
>>>
>>> JW
>>>
>> They won't run at all. AoD and newer do. Not 1-5. Sad
>> McG.
>
> That's a bummer.
>
Oh it's worse... I have to have an old CD burner handy that does the
original version 1.0 type disk. Or it won't even see the first TR disk I
bought!

I used to think I could run them if I could just get them onto the x64 hard
drive. Nope. They are 16 bit apps. x64 won't touch 16 bits any more.
McG.
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Zoot

External


Since: Oct 16, 2008
Posts: 31



(Msg. 30) Posted: Sun Nov 23, 2008 11:32 am
Post subject: Re: TR underworld my first impression [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

> Oh it's worse... I have to have an old CD burner handy that does the
> original version 1.0 type disk. Or it won't even see the first TR disk I
> bought!
>
> I used to think I could run them if I could just get them onto the x64
> hard drive. Nope. They are 16 bit apps. x64 won't touch 16 bits any
> more.
> McG.
>

TR2 and up are 32 bit apps. Only TR1 is a 16 bit app. And TR2 and up work
fine for me with XP64. And TR1 works fine if you use GliDos. It works with
DosBox, but can be a bit flaky.
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