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The Original Postal Has Been Made Open Source

runningwithscissors.com

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Re: The Original Postal Has Been Made Open Source

#71
post #69
post #60

Earlier quoted context omitted.

It would be amazing if Valve made Source Engine open source, but that would require them to replace Havok and perhaps other middleware.

Many games from this era were free homebrew Half-life mods. I think Valve should do more to promote hacking and modding their games. Counter strike was created as a mod by the community as well as day of defeat.

I do believe that almost all of Valve's games started out as mods.

One could make an argument that all of their games started out as mods, in one way or another.

Re: The Original Postal Has Been Made Open Source

#72

Earlier quoted context omitted.

So what you're saying is that it's the video game version of Cards Against Humanity.

I think CAH does tread into the TryHard zone, but that's personal taste. They're similar in method but different in feel.

I think CAH is going for the shock factor, while Postal is like an extended penis joke

Re: The Original Postal Has Been Made Open Source

#73
There are some interesting notes about how the multiplayer was originally implemented:[0]

"Once the game is running, everything is peer-to-peer. The only information the peers send each other is the local players' input data, which is encoded as a 32-bit value (where various bits indicate whether the player is running or walking, which direction, whether the fire button was pressed, etc.). No position, velocity or accelleration data is transmitted. NOTHING else is transmitted."

In order for this to work, they had to make sure all memory was initialized to the same values, so that each client had the same known starting state. They also had to use the same PRNG, initialized to the same state, so that a known, deterministic pattern would be produced. But eventually they ran into a problem that couldn't be solved in software: The FPU of different CPUs would not return the same results for the same inputs:

"However, dispite our best efforts, there was still a serious flaw lurking behind the scenes that eventually caused serious problems that we couldn't work around. It seems that different Floating Point Units return slightly different results given the same values. This was first seen when pitting PC and Mac versions of the game against each other in multiplayer mode. Every once in a while, the two versions would go out of sync with one another. It was eventually tracked down to slightly different floating point results that accumulated over time until eventually they resulted in two different courses of action on each client. For instance, on the PC a character might get hit by a bullet, while on the Mac the same character would be just 1 pixel out of the way and the bullet would miss. Once something like that happens, the two clients would be hopelessly out-of-sync."

0. https://bitbucket.org/gopostal/postal-1-open-source/src/defa...

Re: The Original Postal Has Been Made Open Source

#74
post #4

This is completely off-topic, but in the vein of talking about old games. Does anyone have any suggestions for games that scratched the same itch as the old school RTS games like Age of Empires and Rise of Nations? I've been searching for years but never found anything that eclipses the classics.

The Civilization and Anno games let me scratch that same itch

Re: The Original Postal Has Been Made Open Source

#75
post #18

This reminds me, I actually had some contact with the guys behind RWS many years ago, I was a young man and very excited about HTML/CSS and design in general, I ended up designing their forum (it was running on IPB): http://tinyimg.io/i/5GTDNgx.jpg Postal 2 is one of my favourite games ever. Had a blast in both single player and online. Me and my friends still talk about it after all these years!

I spent a lot of time on that forum! In fact, I just dug through my email from 2003 looking for my photo contest submission (I didn't win but I got an honorable mention) and I found an email that I had sent to the webmaster complimenting them on the new layout. I guess that should have gone to you ;)

Re: The Original Postal Has Been Made Open Source

#76

There are some interesting notes about how the multiplayer was originally implemented:[0] " Once the game is running, everything is peer-to-peer. The only information the peers send each other is the local players' input data, which is encoded as a 32-bit value (where various bits indicate whether the player is running or walking, which direction, whether the fire button was pressed, etc.). No position, velocity or a…

This is also how the original Doom's networking worked[0], and still used to implement RTS networking[1] where the number of entities to be synchronized is very large compared to the amount of input.

0. http://fabiensanglard.net/doom3_documentation/The-DOOM-III-N...

1. http://www.gamasutra.com/view/feature/131503/1500_archers_on... 1500 archers is the classic treatment but also see dissenting opinion here: https://medium.com/@treeform/dont-use-lockstep-in-rts-games-...

Re: The Original Postal Has Been Made Open Source

#77
post #18

This reminds me, I actually had some contact with the guys behind RWS many years ago, I was a young man and very excited about HTML/CSS and design in general, I ended up designing their forum (it was running on IPB): http://tinyimg.io/i/5GTDNgx.jpg Postal 2 is one of my favourite games ever. Had a blast in both single player and online. Me and my friends still talk about it after all these years!

I spent a lot of time on that forum! In fact, I just dug through my email from 2003 looking for my photo contest submission (I didn't win but I got an honorable mention) and I found an email that I had sent to the webmaster complimenting them on the new layout. I guess that should have gone to you ;)

I wasn't a huge regular, just kinda lurked for most of the time.

I remember those forums being absolutely relentless... Definitely one of the far corners of the internet!

Re: The Original Postal Has Been Made Open Source

#78
post #43

Earlier quoted context omitted.

> ...and is definitely worth the $20 One thing I love about Factorio (aside from everything else), is the pricing model. It never goes on sale, and never will. That means the usual agonizing over "should I buy it or wait until a sale?" is non-existent. More developers should adopt that model.

> It never goes on sale I'm betting it will one day. I'm waiting.

https://www.factorio.com/blog/post/fff-140

Re: The Original Postal Has Been Made Open Source

#79
post #78

Earlier quoted context omitted.

> It never goes on sale I'm betting it will one day. I'm waiting.

https://www.factorio.com/blog/post/fff-140

That's fine. I still think it will. It's not like I don't have 10,000 other ways to spend my time and money while I wait.

Re: The Original Postal Has Been Made Open Source

#80
post #40

Earlier quoted context omitted.

Alternatively, you can keep updating your games until the end of times like Valve does. On a serious note, the thing about Doom and other Id games is that they used to release the complete toolbox along with the game, allowing anybody to create content on-par with the base product.

True, but Duke Nukem 3D did the same thing (actually, id didn't release any tooling for Doom: id's internal DoomEd was written in Objective-C for NeXT machines, so it wouldn't have been much use in any case. They didn't start releasing their internal design tools until a bit later, meaning that DN3D did it first), and DN3D's community is virtually dead, while Doom's continues to thrive.

I was about to point out that Marathon: Infinity did it first, but it turns out DN3D beat it by about half a year. The fact that Marathon: Infinity included the game editor on the disk was a huge deal at the time though.

Obligatory name-dropping of Marathon, the greatest game to be virtually ignored by all gaming analysis/histories.

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