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Romero .plan Update

by Maarten Goldstein, Apr 23, 2000 5:05am PDT
Related Topics – Daikatana

The Romero updated his .plan with some trouble shooting for the Daikatana demo. Here's the whole deal since his HTML .plan screws up our tracker

My god, it's finally finished. And I thought working on a game for 1.5 years was long....wow. I wish everyone would take a nice, objective look at the game and not base their criticisms on hype, but on play value and what we've worked to achieve: a really fun single-player experience. We did not develop Daikatana to take on Quake 3 or UT, but we put multiplayer in the game because I really like my single-player games multiplayerable. Is that a new word? :)

There have been a few technical issues with the demo that you can fix or workaround with the following information:

(Q1) Multiplayer is laggy or extremely choppy.

(A1) The server should have its CONNECT RATE turned up to T1/LAN (in the Multiplayer Menu). Make sure your client connect rate is turned up as well.

(Q2) Daikatana doesn't work with a Voodoo2.

(A2) There are two fixes for this: (1) edit your config file (in the DATA subdirectory) and change "opengl32" to "3dfxgl" or "3dfxvgl", (2) download and install the miniGL driver from http://www.3dfxgamers.com/view.asp?PAGE=V2drivers

(Q3) Running the DKDEMO.EXE on Windows 2000 gives you an error (Insert Disk 1)
(A3) Use WINZIP to extract the DKDEMO.EXE file, then run the SETUP.EXE program to install the demo

(Q4) The game pauses for a long time when you're playing multiplayer (seems like a lockup)
(A4) This is a bug in the demo only that occurs when you are attempting to connect to the Catacomb level (Greek time period). Just wait 20 seconds and you'll connect.

(Q5) The game is too dark
(A5) Check out the README.TXT file, it has some useful tips.





Comments

250 Threads* | 495 Comments



  • I've made the occasional joke about DK's lateness, but other than that, I've waited for it without bashing, and I've tried to have no preconceived notions about its quality, other than hoping that they'd used this time to make something really great, and I thought that maybe they could do it, and I hoped that I'd be able to experience the same kind of fascination as the first time I played Half-Life.

    So, what happened?

    I've played about 3/4 of the demo so far, and am I having fun? No. Will it be better at the very end? Maybe. Sure, why not, lets give it that much. Now, are you honestly telling me that if i've not had fun for at least 3/4 of the demo, that the little boost at the end is going to make me want to play the full version?

    Let's look at the Half-Life demo for a second. I've played it roughly 20 or 30 times. I'd play certain little parts of it over and over developing strategies (remember that part where soldier's are killing scientists, just before you go into the comm tower area? i played that part over and over until i worked out a way to save the last scientist, and *that* was fun). Even when not presented with a backstory and just dropped into the game, I felt like I had a purpose and a goal.

    Now, when I started the DK demo, I'm dropped into a swamp after a short paragraph of text for an introduction. Then... I guess I just wander and batter about some enemies that display no will to live. For some reason, there are weapons and ammo lying about, so I'll grab those. I kill some big flying thing that opens some door far out of sight that i'm then supposed to discover. Even though I'm sitting in front of what looks to be where I should be headed next. Ok. There is just nothing there that I can identify with or that logically "works".

    Speaking of the enemies, if there were mechanical rats as well, I would have felt like I was back in Everquest. Am I odd? I just happen to like fighting enemies that display at least some tactical knowledge and will to live. I mean, this was on par or worse than the AI in Quake2. Run at you and attack until they're dead. The skeletons and spiders and stuff were no better.

    I have waited for and anticipated this game for a long time. I have friends at Ion that I want to see succeed. I have not been an Ion basher, and I have not bought into all the hype. I am giving DK an honest and fair chance, and I will completely the last little bit of the demo, and if I am just blown away and change my opinion, I'll say so, but I think that's unlikely. I have been disappointed so far.

    .tas













  • Okay, I just played about two hours of Daikatana Multiplayer on a few different levels and servers.

    My opinion is unbiased, I entered with an open mind, not expecting Q3A or Quake 1 style deathmatch. I was merely looking for some fun.

    DAIKATANA MULTIPLAYER DEATHMATCH SUCKS RANCID FORESKIN.

    Holy shit, the weapons suck. Holy shit the net code sucks. Holy shit, it all feels wrong and completely unfun.

    This says nothing about co-op play or other multiplayer modes. This says nothing about single player. It simply means that Daikatana Deathmatch is a complete waste of time and totally devoid of any fun in my opinion. Yuck.

    *hawkeye*
    (the frisbee? omg...what a POS...)