gears of war....
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I don't think so, maybe I'm wrong, but I don't think it's like the original Xbox in that respect.
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SourceWhat’s In The Standard Box:
· Xbox 360 Console
· 20GB Detachable Hard Drive
· Component Audio/Video cable that supports both standard and high-definition TVs.
· One wireless controller with two AA batteries
· One media remote control with two AA batteries
· Wired headset (connects to wireless controller)
· Power brick and cables
· 18’ Ethernet cable
· Xbox Live starter kit
· Backwards Compatibility & HD Media preloaded on hard drive
· Manuals & Install Guide
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Not sure if that translates into free Xbox Live gold access for some specified amount of time. Whereas it did on the original Xbox when you bought a certain accessory.
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ok then, there you go
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I've already knocked one up mateandyman wrote:Can we start a Xblive acocunt FAQ thread already? this seriously gets asked everytime there is an xblive thread.
I'll make one later.
http://www.xbox.com/en-GB/support/xbox360/
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Depends on your fancy.tnf wrote:Which gameplay mode is the most fun online?
Warzone and Execution are both essentially team deathmatch. However, to get a kill in execution you must use a melee attack to finish them. Assassination is the only semi goal based mode where you have to kill the leader of the other team to win the match.
In the end, they are all pretty much team deathmatch. Hopefully this will changed soon with new modes.
It is ill advised to run off by yourself in any mode unless you know where the other team is and you are flanking (or whatever).
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Hrm, okay, I guess it might be more flexible:
"# Advanced Dynamic Shadowing. Unreal Engine 3 provides full support for four shadowing techniques:
* Dynamic stencil buffered shadow volumes supporting fully dynamic, moving light sources casting accurate shadows on all objects in the scene.
* Dynamic characters casting dynamic soft shadows on the scene using shadow buffers. Shadow buffer filtering takes samples on a jittered disc that are rotated per-pixel to detect shadow penumbras. Dynamic branching is then used to refine shadow coverage in penumbra regions.
* Ultra high quality and high performance pre-computed shadow masks allow offline processing of static light interactions, while retaining fully dynamic specular lighting and reflections.
* Directional Light Mapping enables the static shadowing and diffuse normal-mapped lighting of an unlimited number of lights to be precomputed and stored into a single set of texture maps, enabling very large light counts in high-performance scenes.
# All of the supported shadow techniques are visually compatible and may be mixed freely at the artist's discretion, and may be combined with colored attenuation functions enabling properly shadowed directional, spotlight, and projector lighting effects"
http://www.unrealtechnology.com/html/te ... ue30.shtml
"# Advanced Dynamic Shadowing. Unreal Engine 3 provides full support for four shadowing techniques:
* Dynamic stencil buffered shadow volumes supporting fully dynamic, moving light sources casting accurate shadows on all objects in the scene.
* Dynamic characters casting dynamic soft shadows on the scene using shadow buffers. Shadow buffer filtering takes samples on a jittered disc that are rotated per-pixel to detect shadow penumbras. Dynamic branching is then used to refine shadow coverage in penumbra regions.
* Ultra high quality and high performance pre-computed shadow masks allow offline processing of static light interactions, while retaining fully dynamic specular lighting and reflections.
* Directional Light Mapping enables the static shadowing and diffuse normal-mapped lighting of an unlimited number of lights to be precomputed and stored into a single set of texture maps, enabling very large light counts in high-performance scenes.
# All of the supported shadow techniques are visually compatible and may be mixed freely at the artist's discretion, and may be combined with colored attenuation functions enabling properly shadowed directional, spotlight, and projector lighting effects"
http://www.unrealtechnology.com/html/te ... ue30.shtml
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- Posts: 941
- Joined: Tue Dec 13, 2005 1:47 am