Revogamers

Wii

Call Of Duty: Black Ops

Abierto por agente_smithx el 4 de octubre de 2010 · 1.161 mensajes · 80.556 visitas · ★★★★★

#791
Yo en skype agente_smithx

Un saludo.
#792
skype power, a falta de headset, nada como el skype, aunque viendo como se oye a los ke juegan con el head set, me kedo con el skype, que se oye mucho mejor.
#793
Vegih escribió:
Bueno chicos tendremos que volver a retomarlo entre nosotros y hacer las quedadas de antes, ahora que ya tengo un pc en mano y puedo hablar pos Skype, podriamos volver animarnos a menudo :D

Y ya que tienes el ordenador, podrias subir el video aquel de nuestra partida del torneo de CoD, recuerdas? :D
#794
Si luego despues lo ire subiendo. Me meto al juego con Ferclall, si alguno se quiere unir estamos ahi y en Skype.
#795
Vegih escribió:
Si luego despues lo ire subiendo. Me meto al juego con Ferclall, si alguno se quiere unir estamos ahi y en Skype.

Ayer vi tu mensaje tarde, cuando entré por la tarde. Creo que no avisa el juego de nuevos mensajes.

Por cierto, en este hilo (http://www.callofduty.com/board/viewtopic.php?f=74&t=241940&sid=eb6gkt9ooqpef0dse30hivn9l6) hay varias FAQ:
Q: Why is the Wii missing the zombie map "five"?

A: This map was added very late in the development cycle to the HD versions. The Wii team is not able to even begin work on these maps until they are finished for the main consoles. It takes months to convert an HD map to work on the Wii. With the release date coming close, the game needs to be sent out for approval and finalized, regardless if it has everything the Wii team wants in it or not.


Q: Will we get the missing Zombie map as DLC?

A: Most likely, yes, wee will see the zombie map, and perhaps the 4 WaW zombie maps as well in our first DLC installment.


Q: Will the Wii community have to pay for DLC on the Wii, including the missing zombie map?

A: Nintendo charges for all bandwidth used through their network, therefore it is out of the control of Activision as to whether or not wii users will have to pay for DLC content. To avoid unnecessary speculation about this issue, it is best we wait until it happens see.


Q: Why is there no "Dead Ops" Game mode on the Wii?

A: Contrary to most peoples beliefs, this game mode is very hardware intensive, especially towards the later levels, even on the HD consoles.


Q: Why are we missing Kill streaks?

A: Black Ops on the Wii uses new tech in the game engine. you may notice that your Wii's disk drive is constantly working in overdrive while playing the game. This is because the map data is streamed off the disk as you walk through the map. The maps are too large to load into RAM all at once. This has two affects, it lets the Wii have all the MP maps that the PS360 has, even the largest maps, but at the cost of having the ability to see the whole map all at the same time. This is why we are missing the kill streaks which would display the entire map, because there is not enough RAM to display the map all at once.


Q: Where is the Flam thrower? It was in WaW and that game is two years old!

A: Two things you need to look at and you can see the answer to this question yourself. If you were ever host in WaW, and someone used a flamethrower in front of you, you would notice a large amount of lag. WaW only supported 8 players. With the player limit now at ten, combined with the host frame rate issues already present due the amount of data being processed, a flamethrower in this situation would completely kill the host.


Q: Why do we not have split screen or the camera spike?

A: Both of these things require two screens to be rendered at the same time. There is not enough RAM on the Wii to carry two streams of maps data at the same time.


Q: But Goldeneye 007 has split screen, why not the Wii?

A: Goldeneye was built from he very beginning knowing that split screen had to be supported. Unlike CoD, split screen was the biggest feature of that game, and things were designed around that fact from the beginning. Even with this information, if you look at split screen on goldeneye, you will see that the maps and detail have been extremely stripped back to work. CoD levels were designed to work on an HD platform, not on the Wii. While Split screen is possible on the Wii, it is not possible using the HD consoles maps.


Q: Why is there no Clan tag, custom reticles, face paint or emblems?

A: This is a lot more complicated than just saying "it is only a picture, or a couple letters". There is actually a lot of tech going on behind the scenes to make these things work. While it may have been possible with a lot more time and resources in development to bring some of these things to the Wii, the cost to do these things things out weigh what they give to the game. Those resources were much better placed in other areas of the game to give you what you have now. Ask yourself, would you have been willing to give up something like voice chat or zombies to have those customizations?


Q: Why is there no kill cam or theater mode?

A: These things require additional storage in the RAM to work, which there is none available on the Wii.
Q: Why didnt they use a dual layered disk so we could have better graphics and more features?

A: (taken from a post I made in response to the above question)

Clearly, there are still a lot of people here who do not understand the difference between ROM and RAM, or how things are processed through the hardware. First things first, the map FIVE was not left out due to lack of disc space. The same thing goes for clan tags and emblems, or custom reticles on your gun. All of these thing are ALOT more involved than just "putting an image" on the gun.

To use an example that someone else tried to use, lets say a disc holds 1 mb. The disc is filled with a 1 mb texture, and so that is the limiting factor to what is able to be displayed and rendered on the screen. Now, if there was a bigger disk, one that holds 5mb, you can then use a texture that is 5mb. Bigger texture means more detail, that is not in dispute. The problems lies with here... What if the Wii is only able to display one, 1mb texture at a time? It dont matter is you have a 5mb texture available, because the hardware is not fast enough, and does not have enough storage (RAM) to load it.

It is no different than suggesting that if you put a bigger fuel tank in your car, you will be able to go faster. It dont matter how much fuel you can hold, the car still delivers the same amount of fuel to the engine. Bottom line is, Disc Size (fuel tank) does not = texture quality or features because the amount of data the game can use (the engine) at once has not changed, and is only able to do so much at a time. Without upgrading the engine (The Wii) to allow it to handle more fuel (by adding more RAM and CPU power) all you are going to do is stall the car (freeze the Wii)

This is a very simplified example, there are many many other things going on under the hood. You could have put this game on ten discs, but it wouldnt have made any difference, because the texture are already at the highest detail/quality they can be, and still run smoothly through the hardware.

If you do not understand the difference between Disc Space ( ROM "the gas tank" ) and storage space used while the game is being played (RAM "the amount of fuel that can go to the engine at one time";) then you are a lost cause. You really need to look this stuff up and understand it for yourself.



Now that we have seen why there is missing content, and what that content is, go back to the top of the list, and look at all the new things that have been implemented into the game. Now that you have done the comparison, tell me if the new features outweigh the small amount of missing content. This game has surpassed every other game on the Wii in regards to its tech and online features. Treyarch has set a new standard on the Wii, a console that it 15 years behind in tech. If after reading this, you are unable to appreciate what the Wii development team has done here, I suggest you sell the game, and buy The conduit, or Goldeneye, as you would clearly be happier with those games, even with the massive lack of content compared to this one.


TECH SUPPORT QUESTIONS

Q: I just bought Black Ops, and cannot connect to multi player, can you help?

A: First thing to try is making a second profile. If that does not work, try connecting to zombies, and see if that works. If you are able to play zombies with no problem, it should have told you to go to MP and download a patch. After downloading the patch, you should be able to play online MP. If you are still unable to connect, and you are using a LAN adapter for your Wii, try connecting via wireless, just long enough to get the patch. Make sure you have an account set up for the Wii shop channel, or you will not be able to get the patch. Refer to the stickies in this forum for more information.

Q: I have been having problems connecting to multilayer now, but did not have the problem before.

A: There have been several cases of people reporting problems connecting when they are using a wireless keyboard. If you have a wireless keyboard connected, try removing it and see if that helps. Please review this thread for more information.
#796
En conclusión, que falta RAM.
#797
Excelente!

Muchas gracias por la info dornop la leí entera :)
#798
NinteenBoy escribió:
En conclusión, que falta RAM.

Y por eso ha salido como ha salido. Les debían entregar una versión, la "traducían", y si se daban cuenta que en las otras había un error, les volvían a mandar otra versión de lo mismo pero corregida. Siempre dependiendo de lo que hicieran con las otras versiones.
#799
Información sobre el siguiente parche (Fuente), ya se puso, pero por si ha habido cambios:

18/01/11: Recordatorio, el último parche para el Wii ha sido enviado a Nintendo para su aprobación e incluye correcciones para la lista mencionada abajo como "EN PROGRESO". Una vez que el parche sea aprobado, entrará en FUNCIONAMIENTO. Favor de leer este hilo para actualizaciones.

EN PROGRESO
    * Explosivos no son visibles a través de las paredes cuando se usa el perk Hacker
    * El perk Ninja no es efectivo algunas veces
    * Mejora en el sonido para los usuario del perk Ninja Pro - Aumentar el rango y volumen del sonido de los pasos de enemigos, y remover el sonido de los pasos del jugador en concreto.
    * Aumentar los multiplicadores de tiro en la cabeza para rifles sniper. Rifles sniper equipados con silenciador garantizarán muertes de un solo tiro a la cabeza.
    * Agregar un influyente negativo a todos los puntos de spawn para disminuir las probabilidades de de aparecer cerca de un enemigo. Esto mejorará la protección spawn por encima de las de actualizaciones previas.
    * Spamming del Mapa anterior - actualmente los jugadores pueden votar ilimitadamente por el mapa previamente jugado.
    * Emblemas incorrectos de Prestige aparecen en ciertos niveles.
    * Enviar mensajes de texto a grupos muy grandes puede causar que el juego se congele.
    * Demolition - obtener una pérdida a pesar de haber ganado.
    * Algunos jugadores experimentan cuelgues cuando visualizan las tablas de posiciones con un alto número de Aliados.
    * Corregir punto de spawn en el mapa Cracked
    * El chat por voz se interrumpe algunas veces.
    * Más reportes de controles "no consolidados"
    * Glitch de invencibilidad con el perk Second Chance
    * Varias correcciones que deben mejorar el rendimiento/lag para el host y los clientes
    * Tiempo de re-spawn (pantalla negra) más cortos en partidas MP.
    * Zombies que se arrastran - detalle al volarle las piernas a loz zombies
ACTUALIZACIONES ANTERIORES

14/12/2010
    * Corregidos los puntos de spawn en Villa y Nuketown
    * Glitch de zombies que desaparecen
    * Problema con las nubes de gas en el modo de Zombies
    * Problema en el que algunos jugadores son sacados en niveles altos en el modo Zombies después de experimentar lag o el problema de zombies que desaparecen.
    09/12/2010
      * Solucionado el problema "an error occurred while connecting to the server".
      * Solucionado el problema de mantener el zoom en armas con scope.
      * Para los Controles Clásicos con el esquema de botones Sierra, se soluciona el problema de tener asignado el mismo botón para lanzar las Granadas tácticas y Mantener la respiración en armas con scope.
      * Los mapas Radiation y Grid regresan a las partidas públicas.
      07/12/2010
        * Solucionados los problemas en los mapas Jungle y Villa que permitían exploits.
        30/11/2010
          * WMD: se corrigió el problema que ocasionaba que los jugadores se salieran de los límites del mapa
          * Havana: el mini-mapa refleja correctamente los límites del mapa
          * Solucionado el problema que permitía a los enemigos crear un nombre de perfil verde para usarlo en las partidas.
          23/11/2010
            * Solucionado el problema de conexión al multijugador sin cambiar de perfiles
            * Solucionados los congelamientos durante el matchmaking usando el adaptador LAN
            * Solucionado el problema donde los jugadores eran sacados de las partidas justo después de empezar
            * Cambios a los controles y opciones personalizados no se salvaban correctamente
            * Solucionado el problema que causaba que los jugadores muertos se teletransportaran en las partidas Wager en el mapa Radiation
            * Solucionado el "Care Package Glitch" que permitía a un jugador tener un número infinito de killstreaks "Sam Turret", "Care Package" y "Sentry Gun".
          #800
          Supongo que ya lo habeis visto, pero para los que no, aqui los nuevos mapas que no saldran para la blanquita.

          Hilo del archivo del foro: ya no admite respuestas.

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