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Showing posts with label co-op. Show all posts
Showing posts with label co-op. Show all posts

World-Record: 999 players on a single server


 A multiplayer match of epic proportions. It’s been rubber-stamped by Guinness as a success. Here’s how it looked from a player’s perspective. utter madness

PS, i forgot all about this so its probably my fault it wasnt 1000...

Mass effects edi gets a body and other nonsense

Well, I think we can universally decree Mass Effect 3 the worst kept secret in video games ever. It’s had a horrible string of bad luck. First, a demo that wasn’t supposed to be seen by everyone appears on Xbox Live and is there long enough for people to completely Play through it.

Then, people managed to get a rough draft of the script from that leaked demo. found here

Now, there’s another leak. It just so happens that The Art of the Mass Effect Universe artbook, which wasn’t due out until February 21, 2012, has landed in some fans’ hands and sensitive images have been scanned and uploaded online.

full story with more pics


Aliens : Colonial Marines Gameplay Demo Walkthrough



 "Somebody wake up Hicks."

Aliens: Colonial Marines will feature a story driven single-player mode and an all-new four player co-op mode allowing players to share the chilling experience with three friends. In co-op mode, each player will assume the persona of a Colonial Marine and have a distinct role to play in the completion of every mission. Additionally, more multiplayer modes will be revealed later in the year that will complete the Aliens video game experience.

Battlefield 3 64-player vehicle warfare plus coop

Jets, tanks and a little coop gamepaly



Serious Sam 3 ..4 Player Split Screen on pc !

For some reason a lot of developers don't realize how many people actually want to play split screen on a PC.  

Every time we see a big PC release we have dozens of users clamoring for split-screen play.  Serious Sam 3: BFE will be bucking the trend and including split-screen play on a PC game.

 Some claim it might be a play to get more money out of gamers by not including the feature - and it appears that the fake CFO of the game's developer, Devolver Digital, might just agree.
“These Serious Sam nerds need to get a job and pay for their own copy of Serious Sam 3: BFE. We’re losing a ton of cash on this little split screen feature,” added Devolver CFO Fork Parker. “By the way, do they make split screen adult films? Watching four at once would save me a lot of time in the shower. F*ck, don’t print that.”
Serious Sam 3: BFE will support up to four players on a single copy by using a combination of the mouse and keyboard as well as gamepads.  Deathmatch, Capture the Flag, Survival, Beast Hunt, and Co-Op are all supported.


Bravo Devolver Digital...bravo.


Global Agenda patch 1.44 to add new maps and “cosmetic flair”


A new Global Agenda update is set to arrive later today, adding new maps and a couple of new stores, one selling jetpacks, and another selling “cosmetic flair.”

The two new maps, Magmarock and Haulin’ Acid have been promoted from beta status to be played in PvP mode. Magmarock is a control map that will be added to the Mercenaries PvP queue, while Haulin’ Acid provides another payload arena.

The new jetpack store can be found in Dome City. Ironically, you have to use a Dome City jetpack to reach the jetpack store on the upper levels of the hub. The store will also sell custom jetpack trails.


The new fashion store, Burning Fashions, will replace Carter’s Seasonal Accessories, and provide more buy-able cyborg bling to pimp out your warrior. You’ll find the full patch notes below.

Dome City Changes:
  • Carter’s Seasonal Accessories has closed up shop.
  • Burning Fashion has arrived in Dome City and will be selling cosmetic flair where Carter’s used to be.
  • The long awaited Skyward Jetpacks has finally landed at the upper deck of Dome City and is open for business. In addition to selling jetpacks available elsewhere in the game, Skyward also sells high-end jetpack trail effects. You must be a boosted customer with a jetpack in Dome City in order to reach the upper deck of Dome City where Skyward resides.
  • Adjusted the position of the guard at the South gate to the Sonoran Desert to be less confusing to players attempting to exit the dome.
Open Zone Changes:
  • Uncommon quality Repair Kits can now be purchased from Yuma Imports at New Yuma Station
  • Fixed some issues with materials that appeared to flicker when using Direct X 10 on some clients
Gameplay Changes:
  • Frenzy wave should now properly award buff points for hitting allies
Bugs Fixed in Version 1.44
  • Finalized netcode update (initially deployed on 6/23). Significant changes to net code that improve communication between the Atlanta data center and the games` other data centers. This should reduce occurrences of the “stuck on floor” issue for EU and NA West users, as well as provide some other benefits while entering and leaving matches.
Map Changes
  • New PvP Control map “Magmarock” has been promoted from Beta and added permanently to the Mercenary PvP Queue.
  • New PvP Payload map “Haulin’ Acid” has been added to the Beta Maps Queue.

Battlefield 3's two player co-op campaign




Battlefield 3's online two-player co-op mode will include 10 maps, DICE has confirmed.

DICE executive producer Patrick Bach revealed that Battlefield 3's co-op mode will be separate to its single-player campaign.

Bach also said that Battlefield 3's mix of vehicles, shooting, and destructible environments make it a game "everyone claims they want".

"Something I hear a lot from people who haven't actually played Battlefield is that they'd love a modern day, first-person shooter with everything you have in other games, but with vehicles and proper destruction."

"They say, 'that would be awesome!' In other words, this is the game everyone claims they want," says Bach.

Battlefield 3 is released for 360, PS3, and PC on October 28.

Eve Online players protest against prices / microtransactions

Around a 1000 pilots firing upon the trade-station. looks cool all the same


Wii U: all the latest details (updated)

Here is a video of T3's first impressions:



Wii U UK release date

The Nintendo Wii U UK release date is pencilled in for April 2012.

Wii U UK price

Pricing is yet to be announced. But the fear is that, with the new controller, it may be a little too high.

Wii U is a Full HD, 1080p console

The new console will be fully HD compatible unlike its predecessor.

EA boss John Riccitiello says that Wii U is "stunning breakthrough" which "speaks directly to EA sports games" and boasts "brilliant HD graphics."

"Imagine a shooter like Battlefield with jaw-dropping graphics and smooth animations from the Frostbite engine, brought to you on a Nintendo system with that brilliant controller… We can't wait to see EA games on this new system."

Wii U has a touchscreen controller

The controller for the Wii U is, as was rumoured a 6.2-inch touchscreen tablet that also features an accelerometer and gyroscope for motion control, dual analogue sticks, rumble feedback, a D-pad, a front-facing camera, triggers and shoulder buttons, start/select/home buttons and a microphone.

Each Wii U console will come with a new controller and can also use up to four additional Wii Remote or Wii Remote Plus controllers. The system is also backward compatible and can play all Wii games and use all Wii accessories.

Can Nintendo disrupt the market – just as they did with the original Wii controller - yet again?

Wii U processor
According to IBM, Nintendo's Wii U is powered by a custom 45nm multi-core Power processor with embedded DRAM.

Says the company: "IBM's embedded dynamic random access memory will help deliver a thrilling new game experience to Nintendo fans. The new memory technology, a key element of the new Power microprocessor that IBM is building for the Nintendo Wii U console, can triple the amount of memory contained on a single chip, making for extreme game play."


Wii U graphics
Wii U's graphics carry on the ATI heritage of the Wii, with a custom AMD Radeon HD GPU reports Kotaku.

Wii U specifications and connectivity
It appears the original Wii's Gamecube controller compatibility will be binned. while there will be four USB 2.0 ports under that hatch/at the rear and there will still be an SD card slot. There will also be some internal storage, though you'll be able to boost that by plugging in an external drive. And, as befits an HD console, there will be HDMI on board in addition to S-Video and component. Also expect 802.11n Wi-Fi.

Wii U disc format
We know Wii U will be backwards compatible with all past Wii games, but we don't know if there will be any upscaling - or indeed whether the unit will boast a Blu-ray or DVD drive.
You can play games solely on the Wii U touchscreen controller
Nintendo president Satoru Iwata agrees that the first Wii U demo video "may have answered some questions, but it probably raised several others, too.

But the key concept is clear – Nintendo hopes that you will be able to transfer the game you are playing on a TV screen in your home to the local screen, should you wish to play alone in your bedroom or study - perhaps if someone else needs the TV.

"Up until now, home console games had to occupy the TV screen in order to be played. But, the new controller for Wii U with 6.2-inch screen means you won't need to give up your gameplay when someone else comes in the room and wants to watch a TV program."
Demos show that you can move your game from the TV to the screen in your hand almost immediately.

Games can also make use of both screens - there's an ace video of this in action where a girl is using the controller as the tee in a golf game while using a standard Wiimote to actually swing - it's at 3m30s.




So in single-player games the new controller can display information on its screen that does not appear on the TV, while the information and viewpoint can also change in the new controller based on the orientation of its gyroscope.

In multiplayer games the player using the new controller can have a different experience than those looking at the TV.

Wii U does video calling and more

It also looks like you will be able to make video-calls on the Wii U control pad, using its front-facing camera. Plus, you will be able to share your content such as your holiday pictures and home videos from your local controller to the main television with ease.

Wii U is fully backwards compatible with kit and games

Wii U is fully backwards compatible, which means that you can play all of your current Wii games on the system and use your Wii Fit or any other accessories you currently use with it.

But Wii U's controller is not a standalone handheld console

The controller needs to be tethered to the Wii U console to function - it isn't a PlayStation Vita competitor.

Wii U games will be plentiful
"Wii U was created so that the widest variety of games can be supported," says Nintendo. "That means those aimed at experienced controllers that can use circle controllers using both their hands, plus those games that can be intuitively played without the need for any buttons."

Games design guru Shigeru Miyamoto says of Nintendo's new home console: "More than anything I'm really looking forward to new styles of play... There are so many we're just trying to decide where to begin."

Nintendo announced new content based on its own franchises such as Mario and Zelda, but more interestingly,says Adam Hartley, "is that EA, Ubisoft, Sega and lots of other third party games developers were showing off new adult-themed, hardcore games that they are making for Nintendo's Wii U."

Graphically, many of the games look on par with new AAA-titles on PS3 or Xbox 360.
Hardcore favourites such as Tekken, Assassin's Creed, Batman Arkham City and Ghost Recon Online were also demonstrated.
Clearly, Nintendo aims to push Wii U to the hardcore crowd as well as to the casual market it has so successfully won over with Wii.

                                                                           Beautiful.

"EA boss John Riccitiello took to the Nintendo stage to tell the crowd that: 'Over the years I've made E3 appearances with several console partners, but never before with Nintendo.'"

Developers talk about just how great it is.

Developers talk even more about just how great it is.


So, Start saving those pennies now.

portal 2 pc slitscreen made easy


You can play coop without the need of any of the annoying .cfg files if you just assign the controller to player 1 and let player 2 use the keyboard.
its pretty simple : connect your X360 controller and start the game. Make sure that controller is enabled from the options. Load a map (ss_map mp_coop_start), then, in console type:
sv_cheats 1
in_forceuser 1
what this does is force the keyboard input to player 2, but the controller input remains mapped to player 1 by default, and VOILA! u have a working multiplayer game!



Left 4 dead splitscreen

For those who have been wondering about the leftover splitscreen code in left 4 dead and how to get it working, I have gotten it working. Below are the steps to get it working yourself

1. Find an XBOX360 controller

2. Plug it in

3. Edit your 360controller.cfg file located in your \left4dead\cfg folder



Copy and paste the following and overwrite other information in your 360controller.cfg
Code:
unbindall    // Prevent mouse/keyboard control when gamepad is in use (to prevent autoaim exploit)

joystick 1
joy_advanced "1"   // use advanced joystick options (allows for multiple axes)

joy_name "L4D Xbox360 Joystick Configuration"
joy_advaxisx 3    // x-axis controls GAME_AXIS_SIDE (strafing left and right)
joy_advaxisy 1    // y-axis controls GAME_AXIS_FORWARD (move forward and back)
joy_advaxisz 0    // z-axis is treated like a button
joy_advaxisr 2    // r-axis controls GAME_AXIS_PITCH (look up and down)
joy_advaxisu 4    // u-axis controls GAME_AXIS_YAW (look left and right)
joy_advaxisv 0    // v-axis is unused
joy_forwardsensitivity -1.0 // movement sensitivity
joy_sidesensitivity 1.0
joy_forwardthreshold 0.1 // movement dead zone settings
joy_sidethreshold 0.1
joy_pitchsensitivity 1.0 // look sensitivity
joy_yawsensitivity -1.5
joy_pitchthreshold 0.1  // look dead zone settings
joy_yawthreshold 0.0

joy_variable_frametime 1
joy_autoaimdampenrange 0.85
joy_autoaimdampen 0.5
joy_lowend 0.65
joy_lowmap 0.15
joy_accelscale 3.0
joy_accelmax 4.0
joy_response_move 5
joy_response_look 1
joy_autoaimdampen 0.3
joy_autoaimdampenrange 0.85
joyadvancedupdate   // advanced joystick update allows for analog control of move and look

// Alternate control 1
bind "0" "slot10"
bind "1" "slot1"
bind "2" "slot2"
bind "3" "slot3"
bind "4" "slot4"
bind "5" "slot5"
bind "6" "slot6"
bind "7" "slot7"
bind "8" "slot8"
bind "9" "slot9"
bind "a" "+moveleft"
bind "c" "+voicerecord"
bind "d" "+moveright"
bind "e" "+use"
bind "f" "impulse 100"
bind "h" "motd"
bind "m" "chooseteam"
bind "q" "lastinv"
bind "r" "+reload"
bind "s" "+back"
bind "t" "impulse 201"
bind "u" "messagemode2"
bind "w" "+forward"
bind "x" "+mouse_menu QA"
bind "y" "messagemode"
bind "z" "+mouse_menu Orders"
bind "`" "toggleconsole"
bind "SPACE" "+jump"
bind "TAB" "+showscores"
bind "ESCAPE" "cancelselect"
bind "SHIFT" "+speed"
bind "CTRL" "+duck"
bind "F1" "Vote Yes"
bind "F2" "Vote No"
bind "F5" "jpeg"
bind "MOUSE1" "+attack"
bind "MOUSE2" "+attack2"
bind "MOUSE3" "+zoom"
bind "MWHEELUP" "invprev"
bind "MWHEELDOWN" "invnext"


// controller2 bindings
cmd2 +jlook     // enable joystick look
cmd2 bind "A_BUTTON" "+jump;+menuAccept"  // (A) button - Jump  -menuAccpt allows us to make selections on hud menus
cmd2 bind "B_BUTTON" "+reload"   // (B) button - Reload
cmd2 bind "X_BUTTON" "+use"    // (X) Use
cmd2 bind "Y_BUTTON" "lastinv"   // (Y) button - swap pistol/rifle or z_abort -used to respawn as a ghost.
cmd2 bind "R_TRIGGER" "+attack"   // RT - Main weapon - Primary trigger
cmd2 bind "L_TRIGGER" "+attack2"   // LT - Melee
cmd2 bind "R_SHOULDER" "+lookspin"   // RB - Fast 180 spin
cmd2 bind "L_SHOULDER" "toggle_duck"   // LB - Duck - is also used to give objects to people.
cmd2 bind "STICK1" "vocalize smartlook"  // LS - vocalize
cmd2 bind "STICK2" "+zoom"    // RS click - Rifle Zoom

// Fixed bindings, do not change these across joystick presets
cmd2 bind "BACK" "togglescores"   // (back) button - scores
cmd2 bind "START" "pause"    // (start) button - pause
cmd2 bind "S1_UP" "+menuUp"    // Hud menu Up
cmd2 bind "S1_DOWN" "+menuDown"   // Hud menu Down
cmd2 bind "UP" "impulse 100"    // DPad Up - Toggle flashlight
cmd2 bind "LEFT" "slot3"     // DPad Left - grenade
cmd2 bind "RIGHT" "slot4"    // DPad Right - health
cmd2 bind "DOWN" "slot5"     // DPad Down - Pills
4. IT IS NECESSARY THAT YOU SET THE 360 CONTROLLER SET TO PLAYER 2, THIS MEANS THE LIGHT INDICATOR ON THE CONTROLLER MUST BE ON THE NUMBER 2! -Red text below indicates how to do this

5. Boot up the game

6. open console and type "Exec 360controller.cfg" without the quotations

7. Set your split screen mode to either Horizontal-Cut (ss_splitmode 1) or Vertical-Cut (ss_splitmode 2) through the console, vertical cut is meant for widescreen monitors and dual monitor setups while the horizontal for standard monitors

8. Open the console and enter ss_enable 1 once this is enabled you can simply start a single player game through the menu and splitscreen will already be enabled.

Alternatively, join an online game and enter "ss_connect" to add a splitscreen player and "ss_disconnect" to remove.



ATTENTION; IF SECOND PLAYER JOINS GAME AND DOES NOT AUTOMATICLY JOIN A TEAM USE THE COMMAND "cmd2 jointeam 2" FOR 2nd PLAYER TO JOIN SURVIVORS AND "cmd2 jointeam 3" FOR 2nd PLAYER TO JOIN INFECTED

9. HAVE THE CONTROLLER SET TO PLAYER 1, START A GAME AND AS SOON AS THE LOADING SCREEN APPEARS UNPLUG THE CONTROLLER, WAIT ONE OR TWO SECONDS AND PLUG IT BACK IN BEFORE THE GAME STARTS

10. PLAY CO-OP THE WAY ITS MEANT TO BE PLAYED!

11. People with controllers other than Xbox 360 controllers will have to create their own controller configurations, simply edit the above CFG to match your controller. Lines that start with "cmd2 bind" are the controls you will need to set.


This is really fantastic VALVe is the last developer I would expect to make a splitscreen pc game and I am crying with joy that this is possible, note the fact that the game is running at 1680X1050 in those screenshots with a solid 60fps on both screens with max settings 4xaa on only an 8800gt.

Hope this helps those who want to play in splitscreen on their pc, hopefully a patch will come out that can make this process much simpiler.

portal 2 pc slitscreen


If anyone was wondering, you can play split screen on a PC just like L4D1. All you need is a spare controller. If you don't know what a developer console is, this guide is probably not for you. Ask a friend for help or see another guide.

HINT FOR CONSOLE NEWBIES:
I've noticed a lot of people having trouble running exec or ss_map. It's usually just a typo. To save yourself a lot of time and trouble, try pushing the TAB key when you type. The Source engine has something called tab completion built into the console - it will try to fill in whatever you are typing or give you possible results as you type.

Working Controllers
  • Wired 360 Controller
  • PS3 Controller (MotionJoy Driver, 360 profile, requires two controllers)
  • Wii Classic Controller (see post)
  • PS2 Controller (see post)
  • Some hints for a Logitech pad are in this post. You can also try emulation (see below).
  • Other controllers can try using a 360 controller emulator, see this post or this post for help.
You'll need to use JoyID or the 360 trick detailed below to switch your joystick to the second player slot.

Making a new config for a joystick? See this support page.


Step by Step Guide
Make a new controller config in your portal2/cfg folder with these contents (see below the code if you're confused):

cmd2 joy_name "Xbox360 controller"

cmd2 joy_advanced 1
cmd2 joy_advaxisx 3
cmd2 joy_advaxisy 1
cmd2 joy_advaxisz 0
cmd2 joy_advaxisr 2
cmd2 joy_advaxisu 4
cmd2 joy_advaxisv 0

cmd2 joy_forwardsensitivity -1
cmd2 joy_sidesensitivity 1
cmd2 joy_pitchsensitivity 0.75
cmd2 joy_pitchsensitivity_default 0.75
cmd2 joy_yawsensitivity -1.5
cmd2 joy_yawsensitivity_default -1.5
cmd2 joy_autoaimdampenrange 0.85
cmd2 joy_autoaimdampen 0.5
cmd2 joy_lowend 0.75
cmd2 joy_lowmap 0.25
cmd2 joy_no_accel_scale 1
cmd2 joy_accelscale 2.0
cmd2 joy_accelmax 1.0
cmd2 joy_response_move 5
cmd2 joy_response_look 1
cmd2 joyadvancedupdate
cmd2 crosshair 1
cmd2 hud_draw_fixed_reticle 1

cmd2 bind "JOY1" "+jump"   // (A) Button
cmd2 bind "JOY2" "+duck"   // (B) Button
cmd2 bind "JOY3" "+use"    // (X) Button
cmd2 bind "JOY4" "+remote_view"   // (Y) Button
cmd2 bind "JOY5" "+quick_ping"   // Left Bumper
cmd2 bind "JOY6" "+zoom"   // Right Bumper
cmd2 unbind "JOY7" //"+mouse_menu_taunt" // Back ("select") Button
cmd2 bind "JOY8" "gameui_activate"  // Start Button
cmd2 unbind "JOY9" //"+quick_ping"  // Left Stick In
cmd2 unbind "JOY10" //"+zoom"   // Right Stick In
cmd2 unbind "JOY11"
cmd2 unbind "JOY12"

cmd2 bind "Z AXIS POS" "+attack2"  // Left Trigger
cmd2 bind "Z AXIS NEG" "+attack"  // Right Trigger

cmd2 bind "POV_UP" "+mouse_menu_taunt"  // D-Pad
cmd2 bind "POV_LEFT" "+mouse_menu"  // D-Pad
cmd2 unbind "POV_RIGHT" //"+mouse_menu"  // D-Pad
cmd2 unbind "POV_DOWN" //"+mouse_menu_taunt" // D-Pad

cmd2 joystick 1
cmd2 sk_autoaim_mode 2
cmd2 +jlook
  1. This is basically the joy_configuration.cfg file but with cmd2 in front of everything. Name your new file something appropriate like joy_coop.360.cfg and save in the "common/Portal 2/Portal2/cfg" folder. Feel free to customize the binds to whatever you like as long as you keep the cmd2 in front of any command or bind.
  2. NEW STEP! Click "Play Cooperative" and wait for it to load the friends list. This allows you to save your progress. Thanks Gander!
  3. Plug in the controller, and load a map with the following in your developer console:
    Code:
    ss_map mp_coop_start
  4. IMPORTANT! While it is loading, unplug your controller, wait a few seconds, then replug it. This should switch the player light on the 360 pad to the second slot. Once you have the light on the player 2 slot you can leave the joypad in and it should stay on that slot (mine survives a hibernate even). If this doesn't work (you probably have a wireless 360 pad) you can try JoyID (note: JoyID doesn't work for me).
  5. Execute the config you just made in the developer console:
    Code:
    exec joy_coop.360.cfg
    You should only need to do this once - the config should stick for player 2.

You should now be able to control the second slot with your 360 pad and the first should be whatever binds you had on the keyboard/mouse!
Tips and Tweaks

Play With Two 360 Controllers
Change the cmd2 joystick 1 line in the config to cmd2 joystick 2
Vertical Split for Two Monitors
Edit your aspect in the "common\Portal 2\portal2\splitscreen_config.txt" file. Here's another tutorial that will probably help you out.
Changing FOV
The FOV settings for various split modes are also in the "common\Portal 2\portal2\splitscreen_config.txt" file.
Switch to Vertical/Horizontal Split
Use ss_splitmode 0, ss_splitmode 1, or ss_splitmode 2 to select a different split mode.
Map Order
Thanks Kpok/Khasim!
Code:
mp_coop_start (First map of chapter 1)
mp_coop_lobby_2
mp_coop_doors
mp_coop_race_2
mp_coop_laser_2
mp_coop_rat_maze
mp_coop_laser_crusher
mp_coop_teambts
mp_coop_fling_3 (First map of chapter 2, have to load this map after completing coop_teambts or else it will just restart coop_start)
mp_coop_infinifling_train
mp_coop_come_along
mp_coop_fling_1
mp_coop_catapult_1
mp_coop_multifling_1
mp_coop_fling_crushers
mp_coop_fan
mp_coop_wall_intro (First map of chapter 3)
mp_coop_wall_2
mp_coop_catapult_wall_intro
mp_coop_wall_block
mp_coop_catapult_2
mp_coop_turret_walls
mp_coop_turret_ball
mp_coop_wall_5
mp_coop_tbeam_redirect (First map of chapter 4)
mp_coop_tbeam_drill
mp_coop_tbeam_catch_grind_1
mp_coop_tbeam_laser_1
mp_coop_tbeam_polarity
mp_coop_tbeam_polarity2
mp_coop_tbeam_polarity3
mp_coop_tbeam_maze
mp_coop_tbeam_end
mp_coop_paint_come_along (First map of chapter 5)
mp_coop_paint_redirect
mp_coop_paint_bridge
mp_coop_paint_walljumps
mp_coop_paint_speed_fling
mp_coop_paint_red_racer
mp_coop_paint_speed_catch
mp_coop_paint_longjump_intro
mp_coop_credits