cbox
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Everything posted by Slidell
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Yo dawg I heard you don't understand the definition of rapping.
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So you didn't give birth? Well this was a waste of time. I was hoping for some freaky man child.
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Didn't feel like screencapping but I have one from January 09.
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http://img.photobucket.com/albums/v729/Bokutou/haha_oh_wow.jpg
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If you don't have a shit rig you won't need the steps. Plus with PC you got mods.
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http://i984.photobucket.com/albums/ae329/SlidellofOlde/1269461411257.jpg
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I doubt anyone will use this but just in case. And I swear to god if on of you ******s puts up picture of Justin Case I will come to your house and slap you. In this guide I will help all you idiots who don't know how to optimize Oblivion so it can run on your low end systems.This guide may not work for all low end systems but it will work for most. Anything under 1.8ghz processing speed should leave now though and stop reading. Step 1 : The Programs. BOSS: What does this shit do? ******* sorts your mods out into the correct loading order so your shit don't get ****** up, make sure you also download the updated master-list as well. Dump it into your Data folder in your Oblivion installation directory and don't touch it for now. http://www.tesnexus....le.php?id=20516 OMM: This is the Oblivion Mod Manager, straight forward enough for most people. It also offers a feature to make your own OMOD files as well as install them. This is a straight forward installation as it comes in .exe form so you shouldn't be able to **** up. http://www.tesnexus....ile.php?id=2097 OBSE: Oblivion Script Extender, this is needed for some of the optimization mods. Once you've downloaded it shove it into your Oblivion directory. Download the latest build here: http://obse.silverlock.org/ Step 2 : The Mods. If you've never installed Oblivion mods before they usually come in one of two ways. The majority of the time they are manual install which would just mean dumping the files in your data folder located in your oblivion directory. The minority of the time they appear as OMOD files, to install you just double click them if you already have OBM installed. To enable OMOD files, make sure that the check-boxes within the right of Oblivion Mod Manager are blue and not green. Unofficial Oblivion Patch: This is the patch Bethesda should have made, it fixes a lot of CTD issue and overall improves game play through out. If you also have Shivering Isle be sure to download the Unofficial patch for that as well: http://www.tesnexus....ile.php?id=5296 Shivering Isle: http://www.tesnexus....le.php?id=10739 Low Poly Grass: This mod significantly improves frame-rate dramatically by cutting down on the polygons used on the grass models. It comes in 3 modes, Low Poly Grass, Low-low Poly Grass and Alt Low Poly Grass. If you have Shivering Isle just download the SI Low Poly Grass version. http://www.tesnexus....ile.php?id=5434 Short Grass v3: Decreases the size of grass once again improving fps. Doesn't conflict with the above mod. http://www.tesnexus....ile.php?id=2069 Optimised Distant Land MAX: This changes the distant land meshes to be less complex. It comes in two versions 50% optimized or 75%. http://www.tesnexus....le.php?id=15278 Quiet Feet MAX: Reduces the sound file used for walking/running/horse galloping sound effects. The default sounds can lag some older systems. http://www.tesnexus....le.php?id=12331 Deparallaxer: This mod removes the parallax/displacement shader from about 500 different .nif files used in Oblivion. It replaces it with the standard diffuse shader that nearly everything else in the game uses. Why? Performance! On my machine, I gain an average of 5 FPS when playing in areas that use parallax shading with this modification. Also, movement in parallax-disabled areas now seems smoother to me. However, the trade-off is that these surfaces now appear very flat, and lose a bit of their previous shiny-ness. But, this is the nature of performance tweaking. http://www.tesnexus....ile.php?id=3209 Oblivion PolyGone Overhaul: Oblivion PolyGone Overhaul (OPO) is an ambitious project to reduce Bethesda overly generous use of polygons on in-game objects with little to no loss in quality. http://www.tesnexus....ile.php?id=6981 Oblivion Script Optimization: This mods goal is to give a better performance by optimizing the scripts found in the game. Every frame hundreds sometimes thousands of scripts run in the background, this requires a lot of CPU processing power. Using this mod the CPU will be able to run them with less calculations, but accomplishing the same goal. http://www.tesnexus....le.php?id=13092 Purge Cell Buffers: A simply little mod that will purge the cell buffers, and what does purging the cell buffers mean? It means cleaning out all the cached data that is no longer being used. It comes in two versions, purging after loading screen and during cell changes. Recommenced to use loading screens option due to the cell change option can interrupt npcs talking. http://www.tesnexus....ile.php?id=9139 Operation Optimization: The aim of this mod it to improve performance (FPS) without quality loss by optimizing large meshes used through out the game. Comes as a .exe for easy neck-beard access. http://www.tesnexus....le.php?id=10510 CaptNKILLs NonTiling Texture Mod: Oblivion uses a lot of tiled textures in game, this mod removes them and replaces it with one big texture instead of thousands of smaller textures. Reduces loading and increases frame-rate. http://www.tesnexus....ile.php?id=4868 Step 3: Changing values in your .ini file. The Oblivion.ini file is located within My Documents/My Games/Oblivion Before we start, I suggest making a backup of the Oblivion INI file Change these to 1: bUseThreadedBlood bUseThreadedMorpher bUseThreadedTempEffects bUseThreadedParticleSystem bUseMultiThreadedTrees bUseMultiThreadedFaceGen Change this to 5: iNumHavokThreads Set these to 9 and 10: iThreads iOpenMPLevel Now, for 1 gig of ram change these to 6 and 72; for 2 gigs or more, 16 and 102: uInterior Cell Buffer uExterior Cell Buffer Change this one to 52428800: iPreloadSizeLimit And change all of these to 1: bBackgroundLoadLipFiles bLoadBackgroundFaceGen bBackgroundCellLoads bLoadHelmetsInBackground iBackgroundLoadLoading bBackgroundPathing bUseBackgroundPathing This variable is default at 40. It controls how many clusters of grass there are in grassy areas. The higher the number, the less dense the clumps, and a greater FPS. The suggested change is to 120, but I put mine up to 200, and my FPS jumped by 5 FPS: iMinGrassSize Step 4: Tying up the loose ends. Well done if you made it this far you're pretty much done. The very last step you will need to do now is go to your data folder and hit the Boss.exe and Boss.bat file, these will sort your mods into correct loading order so your game doesn't crash. Now one last mod to install and you're done. Go here: http://www.tesnexus....le.php?id=10724 Download it and run it, this will remove the need to update your Archive Invalidation manually so your .BSA files will all be working correctly. Now all that's done open up Oblivion Mod Manager make sure all your files are checked the ones on the left and right. FIN Btw didn't make this.
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It's good. The weapons feel much more powerful, and look and sound more powerful. A few of the guns made me go "Oooh." the first time I used them. I liked the redesign of the plasma rife/pistol. Still feels like halo, which is good. They need to fix the spawns on the map that looks like High Ground (I don't remember the name) I can't tell you how many times I killed someone only to have them spawn behind me and kill me. I wish assholes would stop killing me while I check out the new weapons though. Pricks, what is this slay- oh wait.
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And the most amazing part is that it's being made by a small team. It's taken them years.
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It's going to be a game. And the perfect game for a space nerd like myself. I basically came over everything below mainly the Astrophysics stuff. Here's the site Procedural universe: Procedural programming is a technique that allows the game engine generate objects within game space on-the-fly, in real-time and on request, rather than manually building everything beforehand. Because of this, the generated universe can be absolutely huge, unhindered by the bulky information structures of previous games. In Infinity, the engine allows for the creation of billions of worlds and millions of star systems - the majority of which will never explored by any player, but that await each adventurous soul. Newtonian physics: The Infinity engine employs a rigid-body physics system used to simulate the realistic movements of all in-game objects. However, to reduce the stress and boredom of long-distance travel, such journeys will be controlled by each player's individual ship navigation computer, simplifying the redundancy and tediousness of long-range travel. But, even when players engage in combat or manual control, players can choose to have their system automatically adjust amount their ships thruster and inertia to increase the fluidity of movement. Even under manual control mode with navigational assistance deactivated, it will be very easy to travel in space, land on a planet, or dock at any station. Seamless planetary engine: The Infinity engine features a completely seamless experience. You can fly in space and land on planets, traveling directly from deepest ranges of space to the rolling hills and sharp mountainous peaks of a distant planet fluidly, without any loading screens, timer bars, or unnatural transitions. If you can see it, you can fly to it ! Astrophysics: Unlike most other games, Infinity respects the relative scales and distances one could find in space. Realistic orbits are used with each individual planet and celestial object moving in real-time. Many systems have multiple stars with a complete hierarchy of planets, moons, and asteroids orbiting around each other - moons and asteroids in orbit of planets, which in turn orbit stars or other large celestial objects like stars, which in turn may orbit even more massive objects, like black holes and supergiant stars.
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HTML fix
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http://www.youtube.com/watch?v=h7eREddMjt4 http://www.youtube.com/watch?v=3muhlQYFgLE&feature=related
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That's not Northern Canada. I'm talking about so north the only people for 500 miles in any direction are snow mexicans.
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That doesn't count your using mods. And RTS is the shizznit.
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**** you buddy, that's my plan make your own. Ya know what? **** it, I'm going to Antarctica. See you bitches later.
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100 unarmed Bloody Mess Perk Realize I have exploding punches My face http://i984.photobucket.com/albums/ae329/SlidellofOlde/1247581703366.jpg
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It's becoming self aware, it will be near Ireland soon.
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Northern Canada. Zombies are cold blooded, (or at least their blood isn't flowing) they'll freeze.
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http://gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer.Blogs.Components.WeblogFiles/00.00.00.00.06/6013.ms_5F00_610.jpg Hardware manufacturer Datel has won the latest legal skirmish in its ongoing battle with Microsoft, as a U.S. District Court has denied Microsoft's motion to dismiss Datel's pending antitrust suit. The UK-based firm is suing Microsoft over an October console update that disabled third-party memory cards including Datel's from working. The most egregious claim -- that Datel was being prevented from competing in the video game console market -- did get thrown out by the court, but the other five antitrust allegations stand. Microsoft's lawyers argued that language restricting the use of "unauthorized peripherals" in the Additional Terms & Conditions in the Xbox 360's warranty was enough to give the company the right to disable third-party devices from working. This finding by the court doesn't mean that it agrees with Datel, but it does mean that it feels that the issue is worth more rigorously investigating. As noted when we first reported on this back in November, Microsoft would have you believe that it is merely protecting the integrity of Xbox Live by disabling third-party memory, which some unscrupulous gamers had used to successfully hack the system. Surely it had nothing to do with the profit margins inherent in selling 256MB of storage for $30, while you could get eight times as much from a third-party card for $45. Of course, you can now use any old USB thumb drive to enhance your 360's storage, so the situation is much different than it was when the suit was filed. The larger issue at hand -- how far hardware manufacturers can legally go to limit access to their systems -- is still critical. Don't hold your breath for a decision to be handed down from a judge, though, as our court system isn't exactly known for its lightning-quick response times.
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The oil from the oil rig that exploded in the gulf is twenty miles off the coast of Louisiana. And the government isn't doing anything. Hell we're just starting to get the 9th ward and lakeveiw rebuilt from Katrina. I that was only five years ago. Amurica **** yeah, ******* it.
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I'd heard that, yeah
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http://i984.photobucket.com/albums/ae329/SlidellofOlde/1268679645654.jpg http://i984.photobucket.com/albums/ae329/SlidellofOlde/1247243316427.jpg
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http://gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer.Blogs.Components.WeblogFiles/00.00.00.00.06/0820.frank-main.jpg Dead Rising hero Frank West is appearing in almost everything outside of Dead Rising 2 and Capcom wants him in even more games. Anyone who's played Tatsunoko vs. Capcom has knocked out Ryu with Frank's shopping cart of Zombies. And eagle eyed players of Left 4 Dead 2's The Passing DLC have caught a message scrawled by Capcom's put-upon photojournalist. West is even a playable character in the upcoming Lost Planet 2. In a recent Destructoid podcast, Capcom's Seth Killian warns that it's only going to get worse. "For better or for worse, (Capcom of) Japan has understood that 'the West' likes Frank. So maybe that's why he's called Frank West? I don't know... Rightly or wrongly (Capcom of) Japan is convinced that Joe Six pack here in America love God d*mn Frank West. He will be making appearances in as many games as they can get him into."
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