Domain: gamers.org
Stories and comments across the archive that link to gamers.org.
Comments · 56
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If you can't beat us, let us join you.
Well, the problem is the same as in securing your hardware: Physical access = Game Over.
You've got folks running software on their hardware, they're going to be able to do whatever they want with that. I can see the ethics behind punishing people who cheat against other non consenting folk, but this statement bugs me:
I told Gibson that I found [repetitive cheating] behavior mind-boggling. He isn’t confused by it. He’s just angry. “Give me five minutes alone with a hacker or a hack writer,” he laughed. “That’s what I think about that mindset.”
If it wasn't for hacking and cheating in games I wouldn't have taught myself how to program as a child. In fact, the first thing I did when I got any new game was save the game, do some action, save it again and do a hex-diff to scan for the change, and edit the byte values to give myself more ammo or items or money, etc. I'd still take pride in beating the games without cheats, and in competitive servers I wouldn't cheat, but amongst other hacker friends, or on my own servers I see nothing wrong with cracking games. I've added new game modes, weapons, and levels to games via patching the EXE and data files.
Lots of folks bought Doom when they already had Duke3D and Quake just to play with new weapons I added to the game: Flame Thrower: Replace rocket launcher projectile with imp fire ball frames, limit its range by making it disappear after a duration [use the frame tables], increase ammo counts, reduce the damage and reload for VERY rapid fire, replace the projectile's death frame with Archvile flame attack, FIX the damn Archvile flame animation sequence so it animates smoothly. The sound effects preempted itself, so rapid fire would make a great whooshing sound as big beautiful gouts of fire shot out and went crackling up the walls. It was beautiful and all done with just a hex editor using in-game graphics, and I couldn't for the life of me imagine why the game makers didn't have it in the game already... High Explosive Ammo: Set the bullet puff / bleed frame to be the rocket launcher explosion, great fun in co-op w/ specially designed insane difficulty levels. Then there was the Tactical Force Gun: Plasma rifle bolts w/ no damage, high HP, partial invisibility, and high mass, but slow speed. You could make a time-limited wall of force by strafing. You could maintain a barricade, trap folks against walls or via encircle them, great for escape. BFG mines: Zero speed BGF blasts, without the bright bit set - they look small but have a big radius for hit-detection, and just twinkle as a little dot until someone walks into the detection range and they explode -- When these mines go off, invisible kill rays shoot from the "owning" player's current location even elsewhere in the map, but aimed in the original direction the blast was fired at (because that's how the BFG code worked, yep, the biggest and "best" weapon is/was fucking buggy as all hell, ruined would be a better word for it, come the fuck on Carmack, do you even algebra?). So, I'd do a binary diff and produce a binary patch that worked against a certain executable version to avoid distributing modded EXEs themselves so as not to break copyright. Soon DEHACKED came out, and even more folks were able to mod the EXEs. Thus when Doom2 just gave us one more shotgun barrel, everyone was fucking pissed! The hackers had shown off what the engine was capable of, so the game felt like a half-assed attempt to monetize the same game twice.
My most successful hack was when I finally managed to fix the BFG in Doom2.exe by having the rays shoot out from the blast instead of the player and gave the ray direction the reflection vector of the surface it struck or reversed it if it was a player. This required reverse engineering the fixed point math format, and I had to find some unused area for my machine code to be inserted -- which was easy because Carmack
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Re:Not bad
but DOS versions had unusable mouse anyway
Here's the troubleshooting section for the mouse in DOS DOOM.
http://www.gamers.org/docs/FAQ/doomfaq/sect4.html#19-1 -
Crack instructions, 1994
There is something to be said about the Net never forgetting. This is the oldest file I can think of and it was originally uploaded amongst others to the crack section at WUArchive: http://www.gamers.org/pub/games/uwp-uml/romulus/cracks/dark-legions-crack.txt I am surprised it has survived this long.
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Re:I'll just wait for Real-Life BFG9000 ...
Actually it's more like "all the enemies in the direction you were facing when you fired it from the position you're standing when it hits".
Yep. A picture for illustrative purposes. (From the BFG FAQ.)
Not really something you can build in real life.
Alas, life does not let us shortcut the laws of physics with a code patch.:)
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Re:I'll just wait for Real-Life BFG9000 ...
Actually it's more like "all the enemies in the direction you were facing when you fired it from the position you're standing when it hits".
Yep. A picture for illustrative purposes. (From the BFG FAQ.)
Not really something you can build in real life.
Alas, life does not let us shortcut the laws of physics with a code patch.:)
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More pixel bytes in the cameras than the game!
DOOM shipped on diskette (~2.8Mb) but DOOM needed about 4.8mb of hard drive space, which is a fraction of the number of pixels on the cameras in the article. In fact the image size per frame will be bigger than the entire game. See this site for all your DOOM info needs. http://www.gamers.org/docs/FAQ/doomfaq/sect1.html
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Re:Quake 2 Map
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Re:Logical conclusion
It did not, but the number of invisible "rays" that hit you would be smaller the farther you are. Also, they only spread roughly in direction where firing player was heading at the time of initial trigger pull. http://www.gamers.org/pub/archives/doom/periodic/bfg_faq for a detailed explanation of how does the original BFG9000 work.
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Re:Hrm
Amen. And why is it "battle-worn?" Has it been plowing its way through imps, zombies and cacodemons?
I hope the solar cells are still clear enough to charge up the BFG 9000.
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Re:Hrm
Amen. And why is it "battle-worn?" Has it been plowing its way through imps, zombies and cacodemons?
I hope the solar cells are still clear enough to charge up the BFG 9000.
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Re:I guess you all just don't understand...
They also had a mod similar to this for one of the Quake games, although which name escapes me at the moment. In fact, it was a strictly two players RTS, just using quake assets. It was a neat proof-of-concept, but I don't believe it ever really caught on.
On a side note, and I know hell would have frozen over at this point, but I would love to see them bring back the people from the Doom days. Obviously it would be in a limited fashion. I fired up Doom II the other day just to goof off with a friend that I used to play with through the BBS's that allowed this type of play. It was still fun. It was definitely mindless and had no where near as much depth as most blockbuster FPS games that are out there today, but the level design was still fun and the satisfaction of watching your pixelated buddy start going berserk is still a treat.
This desire to see the old guys reunite may be because to this day, I'm still disappointed that the game that was hyped up to be Quake never materialized. -
A "serious" side.
Well everyone's thrown in their two cents. Now while I can't tell you what degree to get. I can add another perspective to the issue.
Serious Games: Games That Educate, Train, and Inform and Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences
Most of the advice here about games (and anything related) is shaped by people's exposure to them. But games and the technology surrounding them has a serious side as well as serious applications. You can even tour Notre Dame.
I have plenty of PDF's related to the application of games outside peoples narrow view of them. e.g. Urban planning, virtual tours, architecture, etc. -
You ask, Why bother?
You seem to think that running Linux on the XBox is some sort of value proposition for geeks. I think you misunderstand it.
As a close parallel, I would suggest reading http://www.gamers.org/~quinet/lilo/ for a close parallel.
In essence, why bother? Because the XBox was not supposed to run Linux. It is the thrill and challenge, not the idea of a cheap web server... -
Re:Of course it isn't necessaryIt was a LOT LESS THAN 30. It was basically a two person job, which means that even for a game like Doom 3, the team size has gone up an entire order of magnitude.
I wouldn't say 9 people is a lot less than 30. And I certainly wouldn't say that the difference between 9 and 30 people is an order of magnitude. Here is my reference. Granted, the people that make up id Software are some of the brightest and most talented in the industry.
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Will it have the hidden level?
I think it'd be cool to have the Rock and Eomer turn a corner and suddenly be confronted by Gestapo.
Maybe they could access the area by typing the password "idclev31" into a computer on the base. -
MirrorIt seems only I am having problems downloading from ftp.idsoftware.com (it asks for a username/password). In any case, here's a mirror that actually seems to have the stuff:
http://www.gamers.org/pub/games/idgames/idstuff/d
o om3/linux/ -
SLIIs it too much to ask to define, or at least hyperlink, the acronyms you use?
SLI stands for Scan Line Interleave.
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What about this one?
They can brag all they want, I won't be impressed until they get the BFG 9000.
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Re:Help Me Here--some novice Questions
> You create a theory, which you test, and from those results you come up with more theories.
You left off the first bit! You *first* observe. Theory did not come first! It came from observations, and wondering how the universe works.
e.g.
1. Observe (natural, or man-made expirements)
2. Theorize
3. Test
repeat
> Truth is only as good as the information you have.
Physical truth, yes. Meta-physical truth, I disagree. But that is a discussion for another time.
Truth doesn't change, but your perception and knowledge of it does.
Cheers
--
"I want to move to theory, everything works in theory." - John Cash -
Top 3 Things
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Re:Dave Taylor
Okay, I asked a serious question. What gives!?
Linux port of Doom, as in the id software game.
http://www.gamers.org/dhs/helpdocs/Linux-DOOM-FAQ. html
He had quite a UNIX history, but I'm guessing it's not the same guy. After all, it's not like Dave Taylor is an uncommon name. -
Re:Reverse it and feel your dinner come back up
Remember what does acronym BFG meant in doom?
Damn... That's something I think has never been 100% decided ;). According to the manual it's "Big Fragging Gun", as well as on the BFG FAQ (yes, it does have one...). -
Re: neat
Well, I use a SUSE version of LILO for cool animations at bootup. I have a few kernels in the startup menu - the version installed by Debian, and various versions of 2.2 & 2.4 (in case the new one, say, doesn't properly load sound, apm, or pcmcia drivers). But I do tend to keep a rescue cd or two around anyway.
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Re:animated LILO
As per the linked page in the article...
"these boot screens will not be so useful for those who keep their Linux server running for several months without rebooting (some of my servers have been running for more than a year). But these animations were not designed for these servers: they are more interesting for desktop computers that are rebooted from time to time. "
Perhaps reading the article/links prior to posting will help explain things!!! ;-)
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Re:Getting your own Xray scans?
It's a pity that you were moderated offtopic, because this was very much related to the LILO boot sreens.
Short explanation for those who haven't looked at my pages yet: the first two animated boot screens that I created were based on an X-Ray scan of an Apple Titanium G4 (because this was the only X-Ray image of a laptop that I could find). It would be nice to be able to animate the X-Ray scan of some x86 laptop because that would be more appropriate than the Apple Tibook, which does not use LILO.
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copy paste of the main page
The site is slashdotted, so here are the link to the pictures and the text from the main page.
pictures
green
blue
penguins
game
text
Animated splash screens for LILO
Introduction
Since mid-2001, most Linux distributions include some patched versions of LILO (the LInux LOader) that support VGA or VESA graphical modes and make it possible to have a nice background image while booting. Starting with SuSE Linux 7.2, the SuSE distribution includes an interesting extension to LILO that allows a programmer to define some callback functions that are triggered when some events occur (key pressed, timeout, ...). It gives a much greater flexibility than the other extensions that are provided by most of the other Linux distributions, including the new graphical modes that have recently been added to the official version of LILO 22.x.
While testing the SuSE version of LILO and the helper program mkbootmsg, I was wondering if the timer callbacks together with the function that copies parts of the image to the screen could be used for creating animations. I quickly found out that it was indeed possible to enhance the boot screen with animations. Since my friends liked the results, I decided to share them on this web site.
These animated boot screens have been tested with SuSE Linux 7.2 and 7.3. They should also work with other Linux distributions, as long as you install the appropriate version of LILO. This is explained on my help page.
Why?
Several people told me that LILO was not designed to do this kind of things and asked me why I did this. So here are some reasons: because LILO was not designed to do this kind of things, because it is fun, because some people like to waste their time looking at pretty animations when their computer is booting.
Of course, these boot screens will not be so useful for those who keep their Linux server running for several months without rebooting (some of my servers have been running for more than a year). But these animations were not designed for these servers: they are more interesting for desktop computers that are rebooted from time to time. I created the first boot screens for a laptop that I boot and shut down at least once a day.
Animated boot screens
Click on one of these images to go to a separate page from which you can download the file to use with LILO as well as all source files.
xray-green
640x480, 256 colors (VESA)
Animations:
- progress bar (timeout)
- hard disk motor
- two flashing lights
xray-blue
640x480, 256 colors (VESA)
Animations:
- progress bar (timeout)
- hard disk motor
- two flashing lights
- rotating fan
penguins
640x480, 256 colors (VESA)
Animations:
- walking penguin at the bottom of the screen
- walking X-Mas penguin on top of the menu
- falling penguin (tumbler) for the LILO timeout
Special keys: F1, F2, F3 influence the penguins
breakout
640x480, 256 colors (VESA)
This is a full, playable game, not a simple animation.
Special keys:
- F1 for help
- F2 starts a game
- Shift and Ctrl control the bat
Copyright
I am releasing these animated boot screens under the GNU General Public License (GPL), version 2 or later (at your option).
This means that you are allowed to use, modify, copy and distribute them freely. You can even sell your own version if you want. But if you distribute them to others, then you must also distribute the source code for these boot screens. In this case, the "source code" ("the preferred form of the work for making modifications to it") means the configuration file(s) and the source of the image(s), including all layers and masks if applicable. It should be possible for those who get the source code to modify the animation easily, so distributing only the final PCX image is usually not sufficient because that would not be the the preferred form for making modifications to the image (unless you worked only on that bitmap file and painted it pixel by pixel, but then I pity you).
For more details, see the full text of the GPL (also available in HTML version from www.gnu.org). -
copy paste of the main page
The site is slashdotted, so here are the link to the pictures and the text from the main page.
pictures
green
blue
penguins
game
text
Animated splash screens for LILO
Introduction
Since mid-2001, most Linux distributions include some patched versions of LILO (the LInux LOader) that support VGA or VESA graphical modes and make it possible to have a nice background image while booting. Starting with SuSE Linux 7.2, the SuSE distribution includes an interesting extension to LILO that allows a programmer to define some callback functions that are triggered when some events occur (key pressed, timeout, ...). It gives a much greater flexibility than the other extensions that are provided by most of the other Linux distributions, including the new graphical modes that have recently been added to the official version of LILO 22.x.
While testing the SuSE version of LILO and the helper program mkbootmsg, I was wondering if the timer callbacks together with the function that copies parts of the image to the screen could be used for creating animations. I quickly found out that it was indeed possible to enhance the boot screen with animations. Since my friends liked the results, I decided to share them on this web site.
These animated boot screens have been tested with SuSE Linux 7.2 and 7.3. They should also work with other Linux distributions, as long as you install the appropriate version of LILO. This is explained on my help page.
Why?
Several people told me that LILO was not designed to do this kind of things and asked me why I did this. So here are some reasons: because LILO was not designed to do this kind of things, because it is fun, because some people like to waste their time looking at pretty animations when their computer is booting.
Of course, these boot screens will not be so useful for those who keep their Linux server running for several months without rebooting (some of my servers have been running for more than a year). But these animations were not designed for these servers: they are more interesting for desktop computers that are rebooted from time to time. I created the first boot screens for a laptop that I boot and shut down at least once a day.
Animated boot screens
Click on one of these images to go to a separate page from which you can download the file to use with LILO as well as all source files.
xray-green
640x480, 256 colors (VESA)
Animations:
- progress bar (timeout)
- hard disk motor
- two flashing lights
xray-blue
640x480, 256 colors (VESA)
Animations:
- progress bar (timeout)
- hard disk motor
- two flashing lights
- rotating fan
penguins
640x480, 256 colors (VESA)
Animations:
- walking penguin at the bottom of the screen
- walking X-Mas penguin on top of the menu
- falling penguin (tumbler) for the LILO timeout
Special keys: F1, F2, F3 influence the penguins
breakout
640x480, 256 colors (VESA)
This is a full, playable game, not a simple animation.
Special keys:
- F1 for help
- F2 starts a game
- Shift and Ctrl control the bat
Copyright
I am releasing these animated boot screens under the GNU General Public License (GPL), version 2 or later (at your option).
This means that you are allowed to use, modify, copy and distribute them freely. You can even sell your own version if you want. But if you distribute them to others, then you must also distribute the source code for these boot screens. In this case, the "source code" ("the preferred form of the work for making modifications to it") means the configuration file(s) and the source of the image(s), including all layers and masks if applicable. It should be possible for those who get the source code to modify the animation easily, so distributing only the final PCX image is usually not sufficient because that would not be the the preferred form for making modifications to the image (unless you worked only on that bitmap file and painted it pixel by pixel, but then I pity you).
For more details, see the full text of the GPL (also available in HTML version from www.gnu.org). -
copy paste of the main page
The site is slashdotted, so here are the link to the pictures and the text from the main page.
pictures
green
blue
penguins
game
text
Animated splash screens for LILO
Introduction
Since mid-2001, most Linux distributions include some patched versions of LILO (the LInux LOader) that support VGA or VESA graphical modes and make it possible to have a nice background image while booting. Starting with SuSE Linux 7.2, the SuSE distribution includes an interesting extension to LILO that allows a programmer to define some callback functions that are triggered when some events occur (key pressed, timeout, ...). It gives a much greater flexibility than the other extensions that are provided by most of the other Linux distributions, including the new graphical modes that have recently been added to the official version of LILO 22.x.
While testing the SuSE version of LILO and the helper program mkbootmsg, I was wondering if the timer callbacks together with the function that copies parts of the image to the screen could be used for creating animations. I quickly found out that it was indeed possible to enhance the boot screen with animations. Since my friends liked the results, I decided to share them on this web site.
These animated boot screens have been tested with SuSE Linux 7.2 and 7.3. They should also work with other Linux distributions, as long as you install the appropriate version of LILO. This is explained on my help page.
Why?
Several people told me that LILO was not designed to do this kind of things and asked me why I did this. So here are some reasons: because LILO was not designed to do this kind of things, because it is fun, because some people like to waste their time looking at pretty animations when their computer is booting.
Of course, these boot screens will not be so useful for those who keep their Linux server running for several months without rebooting (some of my servers have been running for more than a year). But these animations were not designed for these servers: they are more interesting for desktop computers that are rebooted from time to time. I created the first boot screens for a laptop that I boot and shut down at least once a day.
Animated boot screens
Click on one of these images to go to a separate page from which you can download the file to use with LILO as well as all source files.
xray-green
640x480, 256 colors (VESA)
Animations:
- progress bar (timeout)
- hard disk motor
- two flashing lights
xray-blue
640x480, 256 colors (VESA)
Animations:
- progress bar (timeout)
- hard disk motor
- two flashing lights
- rotating fan
penguins
640x480, 256 colors (VESA)
Animations:
- walking penguin at the bottom of the screen
- walking X-Mas penguin on top of the menu
- falling penguin (tumbler) for the LILO timeout
Special keys: F1, F2, F3 influence the penguins
breakout
640x480, 256 colors (VESA)
This is a full, playable game, not a simple animation.
Special keys:
- F1 for help
- F2 starts a game
- Shift and Ctrl control the bat
Copyright
I am releasing these animated boot screens under the GNU General Public License (GPL), version 2 or later (at your option).
This means that you are allowed to use, modify, copy and distribute them freely. You can even sell your own version if you want. But if you distribute them to others, then you must also distribute the source code for these boot screens. In this case, the "source code" ("the preferred form of the work for making modifications to it") means the configuration file(s) and the source of the image(s), including all layers and masks if applicable. It should be possible for those who get the source code to modify the animation easily, so distributing only the final PCX image is usually not sufficient because that would not be the the preferred form for making modifications to the image (unless you worked only on that bitmap file and painted it pixel by pixel, but then I pity you).
For more details, see the full text of the GPL (also available in HTML version from www.gnu.org). -
copy paste of the main page
The site is slashdotted, so here are the link to the pictures and the text from the main page.
pictures
green
blue
penguins
game
text
Animated splash screens for LILO
Introduction
Since mid-2001, most Linux distributions include some patched versions of LILO (the LInux LOader) that support VGA or VESA graphical modes and make it possible to have a nice background image while booting. Starting with SuSE Linux 7.2, the SuSE distribution includes an interesting extension to LILO that allows a programmer to define some callback functions that are triggered when some events occur (key pressed, timeout, ...). It gives a much greater flexibility than the other extensions that are provided by most of the other Linux distributions, including the new graphical modes that have recently been added to the official version of LILO 22.x.
While testing the SuSE version of LILO and the helper program mkbootmsg, I was wondering if the timer callbacks together with the function that copies parts of the image to the screen could be used for creating animations. I quickly found out that it was indeed possible to enhance the boot screen with animations. Since my friends liked the results, I decided to share them on this web site.
These animated boot screens have been tested with SuSE Linux 7.2 and 7.3. They should also work with other Linux distributions, as long as you install the appropriate version of LILO. This is explained on my help page.
Why?
Several people told me that LILO was not designed to do this kind of things and asked me why I did this. So here are some reasons: because LILO was not designed to do this kind of things, because it is fun, because some people like to waste their time looking at pretty animations when their computer is booting.
Of course, these boot screens will not be so useful for those who keep their Linux server running for several months without rebooting (some of my servers have been running for more than a year). But these animations were not designed for these servers: they are more interesting for desktop computers that are rebooted from time to time. I created the first boot screens for a laptop that I boot and shut down at least once a day.
Animated boot screens
Click on one of these images to go to a separate page from which you can download the file to use with LILO as well as all source files.
xray-green
640x480, 256 colors (VESA)
Animations:
- progress bar (timeout)
- hard disk motor
- two flashing lights
xray-blue
640x480, 256 colors (VESA)
Animations:
- progress bar (timeout)
- hard disk motor
- two flashing lights
- rotating fan
penguins
640x480, 256 colors (VESA)
Animations:
- walking penguin at the bottom of the screen
- walking X-Mas penguin on top of the menu
- falling penguin (tumbler) for the LILO timeout
Special keys: F1, F2, F3 influence the penguins
breakout
640x480, 256 colors (VESA)
This is a full, playable game, not a simple animation.
Special keys:
- F1 for help
- F2 starts a game
- Shift and Ctrl control the bat
Copyright
I am releasing these animated boot screens under the GNU General Public License (GPL), version 2 or later (at your option).
This means that you are allowed to use, modify, copy and distribute them freely. You can even sell your own version if you want. But if you distribute them to others, then you must also distribute the source code for these boot screens. In this case, the "source code" ("the preferred form of the work for making modifications to it") means the configuration file(s) and the source of the image(s), including all layers and masks if applicable. It should be possible for those who get the source code to modify the animation easily, so distributing only the final PCX image is usually not sufficient because that would not be the the preferred form for making modifications to the image (unless you worked only on that bitmap file and painted it pixel by pixel, but then I pity you).
For more details, see the full text of the GPL (also available in HTML version from www.gnu.org). -
English versionThe page is also available in english.
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SuSE LILO required (was Re:Breakout suggestion)
Yes, you do need the SuSE version of LILO because this is the only version that includes support for callback functions and timer events. This is mandatory for making the animations work. All other versions of LILO can only display static images and do not let you choose where the menu is displayed, how the keyboard input should be handled, and so on.
This is explained on my help page.
By the way, if you go to a SuSE mirror site to download the required packages, you will find:
- LILO in
.../i386/7.3/suse/a1/lilo.rpm - LILO sources in
.../i386/7.3/suse/zq1/lilo.spm - the program mkbootmsg in
.../i386/7.3/suse/ap1/gfxboot.rpm and .../i386/7.3/suse/ap2/gfxboot-devel.rpm - mkbootmsg sources in
.../i386/7.3/suse/zq1/gfxboot.spm.
Have fun, but please read the warnings on my help page before playing with LILO.
- LILO in
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Re:English Version
Oops, sorry.... The third link should have been:
And I even looked at the Preview before posting... X-)
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Re:English Version
I have quickly edited my web pages to add the correct links. My web pages were designed to automatically give you the most appropriate version (depending on the language settings in your browser, as explained on this page). It's a pity that thimoty has posted the links that go to the French-only version of my pages.
The correct links should have been:
- http://www.gamers.org/~quinet/lilo/
- http://www.gamers.org/~quinet/lilo/penguins.html
- http://www.gamers.org/~quinet/lilo/penguins.html
The site is hit rather badly by the Slashdot effect... You will have to be patient...
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Re:English Version
I have quickly edited my web pages to add the correct links. My web pages were designed to automatically give you the most appropriate version (depending on the language settings in your browser, as explained on this page). It's a pity that thimoty has posted the links that go to the French-only version of my pages.
The correct links should have been:
- http://www.gamers.org/~quinet/lilo/
- http://www.gamers.org/~quinet/lilo/penguins.html
- http://www.gamers.org/~quinet/lilo/penguins.html
The site is hit rather badly by the Slashdot effect... You will have to be patient...
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Re:English Version
I have quickly edited my web pages to add the correct links. My web pages were designed to automatically give you the most appropriate version (depending on the language settings in your browser, as explained on this page). It's a pity that thimoty has posted the links that go to the French-only version of my pages.
The correct links should have been:
- http://www.gamers.org/~quinet/lilo/
- http://www.gamers.org/~quinet/lilo/penguins.html
- http://www.gamers.org/~quinet/lilo/penguins.html
The site is hit rather badly by the Slashdot effect... You will have to be patient...
-
Re:English Version
I have quickly edited my web pages to add the correct links. My web pages were designed to automatically give you the most appropriate version (depending on the language settings in your browser, as explained on this page). It's a pity that thimoty has posted the links that go to the French-only version of my pages.
The correct links should have been:
- http://www.gamers.org/~quinet/lilo/
- http://www.gamers.org/~quinet/lilo/penguins.html
- http://www.gamers.org/~quinet/lilo/penguins.html
The site is hit rather badly by the Slashdot effect... You will have to be patient...
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English link
The english link of the story is here.
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Re:English Version
All pages seem to have english equivalents. Just erase the -fr to obtain it in english: http://www.gamers.org/~quinet/lilo/index-fr.html becomes http://www.gamers.org/~quinet/lilo/index.html
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Re:English Version
All pages seem to have english equivalents. Just erase the -fr to obtain it in english: http://www.gamers.org/~quinet/lilo/index-fr.html becomes http://www.gamers.org/~quinet/lilo/index.html
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English Links
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English Links
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Re:English VersionActually, go one better - here's the page in the preferred language of your browser: http://www.gamers.org/~quinet/lilo/penguins.html
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Re:English VersionActually, go one better - here's the page in the preferred language of your browser: http://www.gamers.org/~quinet/lilo/penguins.html
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Re:English VersionActually, go one better - here's the page in the preferred language of your browser: http://www.gamers.org/~quinet/lilo/penguins.html
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english version
there's also an english version here....
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English Version
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Robot attack insurance
When the robot hordes come for us, the ones who only have insurance will be first to fall.
All I need is my trusty BFG9000.
SD
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Re:Doom expandability (history corrections)
The statement about the DOOM file format being "more or less officially documented" is mentioned in several books and web sites that attempt to (re-)write the history of 3D games, but this is wrong. When DOOM was released, the WAD file format was not documented at all. It is only with the release of DOOM II that we got two useful pieces of information from John Carmack: a list of new LINEDEF types used in Doom II, and the source code for the BSP compiler in Objective-C. Several people (including myself) had decoded the WAD file format and written their own BSP compilers in the meantime, but the release of id's code allowed the developers of DOOM editors to compare different algorithms and to improve their editors.
I was a contributor to the "Unofficial Doom Specs" and the main author of DEU (Doom Editing Utilities). From December 1993 to April/May 1994, I spent a large amount of time reverse-engineering the WAD file format until I got the first working editor. To the credit of id Software, I must add that several things changed after the release of DOOM II: the unofficial level editors that were initially frowned upon (maybe not by John Carmack, but at least by Jay Wilbur, the biz guy) were allowed and even encouraged.
When Quake was released (first the QTest1 demo, then the full game), the same things happened, but a bit faster: initially, no information was released about the PAK file format, so I cooperated with Olivier Montannuy and others to write the "Unofficial Quake Specs". But soon after the game was released, John Carmack provided more information about the game, which allowed several good editors to be developed in a relatively short time. The usage of Quake-C allowed a lot of modifications without having to modify the executable, so that was another nice move.
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Re:Doom expandability (history corrections)
The statement about the DOOM file format being "more or less officially documented" is mentioned in several books and web sites that attempt to (re-)write the history of 3D games, but this is wrong. When DOOM was released, the WAD file format was not documented at all. It is only with the release of DOOM II that we got two useful pieces of information from John Carmack: a list of new LINEDEF types used in Doom II, and the source code for the BSP compiler in Objective-C. Several people (including myself) had decoded the WAD file format and written their own BSP compilers in the meantime, but the release of id's code allowed the developers of DOOM editors to compare different algorithms and to improve their editors.
I was a contributor to the "Unofficial Doom Specs" and the main author of DEU (Doom Editing Utilities). From December 1993 to April/May 1994, I spent a large amount of time reverse-engineering the WAD file format until I got the first working editor. To the credit of id Software, I must add that several things changed after the release of DOOM II: the unofficial level editors that were initially frowned upon (maybe not by John Carmack, but at least by Jay Wilbur, the biz guy) were allowed and even encouraged.
When Quake was released (first the QTest1 demo, then the full game), the same things happened, but a bit faster: initially, no information was released about the PAK file format, so I cooperated with Olivier Montannuy and others to write the "Unofficial Quake Specs". But soon after the game was released, John Carmack provided more information about the game, which allowed several good editors to be developed in a relatively short time. The usage of Quake-C allowed a lot of modifications without having to modify the executable, so that was another nice move.
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nitpick: errors in article
right at the start:
The first real-time 3D environments were pioneered by the house of id...
um ... no ... that would have been Descent by Parallax.
And with Quake's robust networking code, action gamers went head-to-head on the Net for the first time.
um ... no ... many people played Doom over the 'net (it was an ugly hack, especially compared with 'net games today, but it did work).