Way back in the original Warcraft days, Blizzard and Games Workshop (I think they were GW at the time) were in negotiations for Warhammer rights. It fell through and thus Warcraft was born.
Umm, I hate to be the damper in evil plans for Code Red...
... but according to incidents.org and other virus websites, Code Red uses non-blocking socket connections "uses a nonblocking socket to connect
to each target. Specifically this means that if one thread is stuck waiting for a slow connection to a particular target, the wait will not slow down the rest of the threads from continuing
their scanning function."
Any servers which "wait" are just wasting their own processor and memory.
Did anyone else laugh with their friends and say "Look, Carvers!" when those little pygmie guys showed up? We kept looking for the Carver Shaman who should be ressing them.
This would inconvenience the programmers. I can't see them adding this
feature without a disabling option. Freshly compiled programs or consumer
versions of their compilers would have to have some type of "debugging"
private key for signing... and that would negate the whole purpose of
"forcing" this feature.
Scott.
I'm going to put aside your usage of terms such as "musical moron" or
"slashdolt" and assume you're not just a troll with a bit of content...
Let me point out two problems with your arguments. "Stairway to Heaven" is
an older piece and no longer popular music. "Popular music." There is a
reason it is called this. You may dislike Moby and the Backstreet Boys, but
the people who are funding the Recording Industry do. You are not their
target. Now, you can almost certainly purchase "Stairway to Heaven" on a
single, or more likely on a CD with the "Greatest Hits" from when Stairway
was popular... it will have other song that the industry is fairly certain
you will like.
The same cannot be done for Popular Music. They release albums (note: AOR is
not a standard radio industry "format." Stop BS'ing about an industry you
are not in.) for a particular artists NOT KNOWING how well it will be
received by their market. Surveys and marketing research only takes a
company so far, then it must release to the public.
Many of the companies sued by the RIAA are providing a service that is
*obviously* wanted by the market; wanted, whether it is legal or not. The
RIAA is trying to use the law against market forces. There is no further
argument than that.
Scott.
The best part is, I'm so far down, I can't karma whore.;-)
Obviously, the older games can be just as much fun to as wide an audience.
It's not a matter of whether the recent games are considered "more fun" than
the older ones, what we're really focusing on is the 3D-ness of them. Many
FPSs are turning 3D for the sake of being 3D.
I'll start with the obvious example of the Quake series. Quake was built on
top of the successes of Wolfenstein 3D and the Doom series. It was one of
the first recognizably truly 3D FPSs. Moreover, unlike many other 3D games
before and after it, it wasn't 3D for the sake of being 3D. Features we take
for granted, such as strafing, true looking up and down, jumping, and
multi-leveled areas, were all introduced in the Quake series. It added
another level of strategy and gameplay.
However, there are games (watch me take the whipping boy) such as Daikatana.
No real innovation or new involvement in gameplay, Daikatana was "just
another" FPS. This has become a new genre, the "just another" FPS collection
where a designer takes an available engine (*cough*ID's*cough*) and hires a
group of level designers and marketers. Apparently this genre is extremely
popular because people have a craving for FPSs; the same people who
immediately turn around and complain most FPSs are all the same.
Games like Quake, Half-Life, and (my personal favorite for the non-PC world)
the Virtual-On series purposefully pioneer new elements and gameplay
paradigms to the 3D simulation genre. There is a reason they're #1.
I care about console games! Games whose ROMs have
never been even dumped to computer because
they're to large (Model 1-3) and whose source
code will probably never be seen.
It is my hope that someday in the long-term
future I'll be able to purchase the rights, or at
least the privledge to take a good look at the
source code those programmers wrote for the early
games. Sega in particualr! Optimization, working
under very restrictive systems to create (most of
the time) large, beautiful, and intelligent
games.
However, since Sega, and all other classic gaming
companies, are large profit-motivated
corporations, I doubt I, or anyone else, will
ever get the opportunity to see the masterpieces
as they were ment to be seen.
Video game consoles are sold at a loss because the software licensing makes them much more profit.
Sell the razors cheap, make the money on the razor blades.
Dan had one running over a year go. Heck, I think KOS still comes with the code for it.
That's interesting... what makes you think "terrorists" don't code?
Haven't we seen previous articles discussing "patriotic hackers"? They would most certainly fall into the newly broadened category of terrorist...
Scott.
I too received the Wallops message on carter.openprojects.net. It seems to be the real deal.
Anyway, I wonder if it would be possible to put end-to-end encryption on OpenProjects links?
I realize that they just went through a rather massive server upgrade, but with talk of Carnivore I wonder if wouldn't be reasonable...
Scott.
Perl Foundation Awards Perl Development Grant to Perl Creator
Scott.
When I upgraded to 2.4.17, my machine has since begun experiencing random (and quite violent) crashes.
The kernel OOPS is different every time, but it almost always ends on talking about how the interrupt handler has died.
I'm running on a VIA motherboard with an K7 - but it worked fine under 2.2 so I believe it's the kernel.
Quite depresssing. I started using ext3 because I could reboot quicker after the crash. I need to run v2.4 for the improved driver support.
Scott.
- Toys N Joys
- Hyper Game Action.
Scott.May I suggest your perusal of this website in which a netplay system for VOOT is being developed.
Scott.
How about you tell us what those relevant sections and codes are, if they exist? This says otherwise.
Scott.
Way back in the original Warcraft days, Blizzard and Games Workshop (I think they were GW at the time) were in negotiations for Warhammer rights. It fell through and thus Warcraft was born.
Scott.
Minus those seasonal storms? Or that whole state sized hurricane/tornado?
Oh, I remember laughing at Red Planet with the tents on Mars! That whole atmospheric pressure thing...
Scott.
Why is this article indexed under "AMD"?
Scott.
Now don't you feel stupid?
Scott.
I would suggest to cry the RC1 (latest) release of the encoder.
;-)
The Ogg Vorbis team has been very public about their audio problems, in the past. They've been in development, what do you expect?!
However, it has gotten much better at both high ("backup") and low (streaming) bitrates.
Scott.
I actually have used VQF. The problem with it is that is was very closed.
VQF is patented and owned by NTT. Last I checked, and this may have changed, the only encoder and decoder for the codec is available for Windows.
However, It's audio quality is definately about MP3. But, the premise behind its codec has been implemented in MPEG4 and Ogg Vorbis too.
Scott.
Umm, I hate to be the damper in evil plans for Code Red ...
Any servers which "wait" are just wasting their own processor and memory.
Scott.
Converting from MP3 to Ogg Vorbis would defeat the purpose of both the codecs - lossy compression of audio.
I, and many of my friends, encode all our new rips into Ogg Vorbis RC1 because it sounds better and is smaller. Simple fact.
However, we also keep all our old MP3s. There is no reason to either re-rip or re-encode.
Scott.
Did anyone else laugh with their friends and say "Look, Carvers!" when those little pygmie guys showed up? We kept looking for the Carver Shaman who should be ressing them.
Scott.
This would inconvenience the programmers. I can't see them adding this feature without a disabling option. Freshly compiled programs or consumer versions of their compilers would have to have some type of "debugging" private key for signing... and that would negate the whole purpose of "forcing" this feature. Scott.
I'm going to put aside your usage of terms such as "musical moron" or "slashdolt" and assume you're not just a troll with a bit of content...
Let me point out two problems with your arguments. "Stairway to Heaven" is an older piece and no longer popular music. "Popular music." There is a reason it is called this. You may dislike Moby and the Backstreet Boys, but the people who are funding the Recording Industry do. You are not their target. Now, you can almost certainly purchase "Stairway to Heaven" on a single, or more likely on a CD with the "Greatest Hits" from when Stairway was popular... it will have other song that the industry is fairly certain you will like.
The same cannot be done for Popular Music. They release albums (note: AOR is not a standard radio industry "format." Stop BS'ing about an industry you are not in.) for a particular artists NOT KNOWING how well it will be received by their market. Surveys and marketing research only takes a company so far, then it must release to the public.
Many of the companies sued by the RIAA are providing a service that is *obviously* wanted by the market; wanted, whether it is legal or not. The RIAA is trying to use the law against market forces. There is no further argument than that.
Scott. ;-)
The best part is, I'm so far down, I can't karma whore.
Obviously, the older games can be just as much fun to as wide an audience. It's not a matter of whether the recent games are considered "more fun" than the older ones, what we're really focusing on is the 3D-ness of them. Many FPSs are turning 3D for the sake of being 3D. I'll start with the obvious example of the Quake series. Quake was built on top of the successes of Wolfenstein 3D and the Doom series. It was one of the first recognizably truly 3D FPSs. Moreover, unlike many other 3D games before and after it, it wasn't 3D for the sake of being 3D. Features we take for granted, such as strafing, true looking up and down, jumping, and multi-leveled areas, were all introduced in the Quake series. It added another level of strategy and gameplay. However, there are games (watch me take the whipping boy) such as Daikatana. No real innovation or new involvement in gameplay, Daikatana was "just another" FPS. This has become a new genre, the "just another" FPS collection where a designer takes an available engine (*cough*ID's*cough*) and hires a group of level designers and marketers. Apparently this genre is extremely popular because people have a craving for FPSs; the same people who immediately turn around and complain most FPSs are all the same. Games like Quake, Half-Life, and (my personal favorite for the non-PC world) the Virtual-On series purposefully pioneer new elements and gameplay paradigms to the 3D simulation genre. There is a reason they're #1.
Is it just me, or does anyone else see DDR as "Dance Dance Revolution"?
Scott.Forget about DVDs, what about things like the SegaNet rebate for Dreamcasts
or Netpliances and freePCs?
Scott.
I care about console games! Games whose ROMs have
never been even dumped to computer because
they're to large (Model 1-3) and whose source
code will probably never be seen.
It is my hope that someday in the long-term
future I'll be able to purchase the rights, or at
least the privledge to take a good look at the
source code those programmers wrote for the early
games. Sega in particualr! Optimization, working
under very restrictive systems to create (most of
the time) large, beautiful, and intelligent
games.
However, since Sega, and all other classic gaming
companies, are large profit-motivated
corporations, I doubt I, or anyone else, will
ever get the opportunity to see the masterpieces
as they were ment to be seen.
Scott.
Were you alive for the "sensationalized media event" around Neil Armstrong, or are we reading from the history books?