Comets have tails. Pluto doesn't have a tail. Also, it's alone and has a definable orbit. By most definitions it is a planet, but apparently these astronomers have no respect for small details, which is why most of them flunked astrophysics.
The podium sign with the:-( is a fake. Take a close look and you'll see what I mean; though the camera angle is straight-on, but the highlight is non-directional. Also, the stippling of the background is suspiciously aligned with the pixel grid of the.gif file. Care was obviously taken to hide this, but it just stuck out to me. Ever seen a real-life stippling pattern that just "happens" to align with the pixel grid? I didn't think so.
This article is just askin' for it!
on
Wet Venus?
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· Score: 1
Wet Venus?
If that title isn't flamebait, then I don't know what is.
I'll go to an automobile assembly plant that's powered by Linux, and I'll see the welding robots attacking the workers, the spraying robots dousing workers with clear-coat, and still other workers being dipped in the primer vats.
What could cause such a tragedy? I'd walk up to a terminal and see the words: Segmentation Fault. Core Dumped.
Ah-ha. So not only would Linus Torvalds be responsible for millions of lost hours and failed downloads, he would be responsible for the maiming of union auto workers.
All that being said, I don't think that Linux is ready for CAM yet.
Wow, and I thought my post was long. I'm not too surprised at your reaction; after all, Unreal's biggest fan base is in Europe (especially Sweden). Still, I did find out just why my friend said that Unreal sucks. As for my detailed reasons, wait until I put up my categorized "Unreal Sucks" webpages. I've already sent most of my grudges against Unreal to Tim Sweeney himself. On some of them, he admitted to something that could've been fixed.
As for the upcoming Unreal licensees, how many of them will score above 75% on PC Gamer? I'm forecasting only 4 of them will garner any good reviews (DNF's delay is its Achilles' heel). As for the upcoming Id licensees, they're all but guaranteed to be excellent. Daikatana was the only bad Id licensee, and we all know that it's John Romero's fault.
First off, that brownish tinge in Q2 (and original Quake, for that matter) was because of the colormap's bias toward brown and grey. Second of all, who's the blind one here? Take a look at all the textures in Unreal/Unreal Tournament. Of all the non-S3TC textures, are any of them better than 256x256x8bpp? NO! Furthermore, S3TC was a proprietary lossy (I repeat, LOSSY!) texture compression method that would only interface with the S3 MeTaL drivers, or the OpenGL extension GL_S3_S3TC (which, might I add, did not get released to the other companies' video chipset drivers until S3 dropped Diamond). Quake3 was the very first game to support textures larger than 256x256 in a standardized OpenGL setup. As for the Unreal engine, they remained in proprietary hell until 3dfx's financial troubles stirred them awake. However, I have yet to see the OpenGL renderer perform bug-free (even Tim Sweeney admits that the OpenGL renderer is just there for kicks; above all else, he loves Direct3D).
You want to know about licensees? Let's consider the original one: Raven Software. They licensed the DOOM engine for Heretic, and then again for Hexen (that game took the DOOM engine as far as it could possibly go). Back then, Tim Sweeney was "pimpin' his mad skillz" with Epic Pinball, a totally 2d shareware title.
Then the Quake engine came along. At first, there were no licensees for that, but then a largely unknown software company licensed it and started working on a totally different game. That company was Valve Software, and that game was Half-Life. Before they finished, though, Q2 was already released, and Raven put out Hexen II and later Heretic II. Unreal was released by then, but once Half-Life was released (with numerous optimizations from the Q2 engine), it became the best single-player FPS. Back then, I asked my friend if I should get Unreal, as my psychology teacher had suggested. He said, "Nah, get Half-Life. Unreal sucks." I'm glad that I did get Half-Life first and Unreal later, because I saw about a hundred things in Unreal that Half-Life did better.
Unreal did have a few licensees (the most notable ones created "Wheel of Time" and "Aeon Flux"), but they all bombed. Meanwhile, work was being done on Quake3. Epic worked on Unreal Tournament as well. Quake3 came out first, then UT. The UT netcode, improved over Unreal's original netcode, was still laggy (basically, all they did was have the weapon models twitch without the server's acknowledgement; the weapon firing was still delayed). Quake 3 was much better when it came to its network code (it was decently playable on a 56K modem, while UT would balk in its 2 fps haze). Soon, other engine licensees were released. Soldier of Fortune was released by Raven; it used the Q2 engine augmented with a model engine of their own design (GHOUL). Daikatana was FINALLY released; the engine was okay (Q2 augmented with visual effects), but the content was not. Still no decent Unreal engine licensee games in sight (well, Nerf ArenaBlast, but that was child's play, literally!). Raven made and released Star Trek Voyager: Elite Force (Q3 engine with improved model system and MUCH improved AI engine [ICARUS]). Rune was released afterward, but it was an RPG, not an FPS, so it didn't do as well.
Currently, Rogue/EA has Alice out; that's a Q3-engine RPG from American McGee, the former Id Software map designer of DOOM/Quake/Q2 fame. And another company (I don't remember which) is working on "Return to Castle Wolfenstein", which will use the Q3 engine. And Id Software is creating an entirely new engine for the next DOOM project; this engine will use real-time level lighting, which will eliminate the abominable lightmap-calculation process in mapmaking, and the lightmap-loading process that bogs down map loading for the client.
How many prominent Unreal licensees are there in the near future? None that I've heard of. How many future Id Software-engine titles? Two (including the next DOOM). The game designers all know that Unreal sucks, and Id Software makes great game engines as a base to build their own games. Which is why they'd rather be associated with Carmack and not Sweeney.
It's because the engine sucks. From its 256x256x8bpp texture restriction (yes, I know the new rehash of the Unreal engine extended that to 2048x2048, but that's VAPORWARE!), to the lackluster collision detection (in every deathmatch, I see some weapon just sitting up in the air near a wall; obviously, the bounding boxes are too big and the weapon's bounding box is sitting on a T-junction or something), to the problems with blast mark decals, to the problems of vanishing brushes, to the lack of a bezier patch system, to the abysmally low quality of the levels and character models themselves (creating higher-polycount models/maps is near impossible due to numerous constraints), the Unreal engine is just too outdated. In Q3TA, Id added tools for doing terrain; just look at the "mpterra?.bsp" maps sometime. Furthermore, 3dfx is dead; Tim Sweeney saw that one coming, so he defected from them and started leeching from NVidia (I'm surprised that OpenGL UT still sucks, though). Even worse, Unreal is barely cross-platform; even though Loki has stepped in with a Linux version of UT, it still pales in comparison to the Q3 client version of Q3 produced by Id themselves. Also, the netcode in UT still sucks (with a 300 ping, UT is absolutely unplayable, while Counter-Strike is decent to good, and Q3 is pretty good).
Even with these grudges I have against UT, I still play it; it's a nice escape from Quake and Half-Life when I start to get sick of them. However, about five minutes into each UT session, I see one or more of these problems pop up, and I exit UT. At that point, I'm ready to play Quake and Half-Life again. In a way, UT keeps me playing Quake.
...once they make a decent DDR chipset for it, shrink the die, and replace the FPU with a much faster one.
Those three changes alone will make the P4 a must-have. The NetBurst architecture was designed to be expanded for the future, and has a higher clock speed lifetime. We all saw how the P6 architecture reached its limit with the 1GHz P3 (and the failed 1.13GHz P3 that proved the limit!). The Athlon is being released at 1.3GHz, but probably not much higher before another redesign of the chip. I wouldn't be surprised to see the P4 (in its current architecture) soar as high as 3 or 4GHz. However, it's up to Intel to ditch the Rambus zombie, beef up the FPU, and once again prove that they make the best chipsets around.
I'm actually proud to be proven wrong; my fears have been alleviated. That's the advantage of being a pessimist: you're either proven right or pleasantly surprised.
That's a laugh. You have to have a piece of Tim Sweeney's brain installed in your cranium just to do anything productive with Unrealed (not to mention that the first Unrealed was programmed in Visual Basic, and the current Visual C++ version STILL does stupid things when viewing meshes). The Unreal Engine does very stupid things with decals, and sometimes entire brushes disappear from view at certain angles (this can be seen in dm-morpheus when sniping from tower to tower, and in dm-conveyor with the catwalks above the lavapit).
I still think that the british architects made a much better choice by using the Q2 engine, though I'd sure like to see that type of application on the Q3 engine. With the new terrain tools in Q3, you could photorealistically reproduce an entire neighborhood; just look at mpterra1 sometime.
None. For all the court cares, the lawyers representing the MPAA can wipe their collective butts with the paper the brief is printed on, and then hand it to Derek Fawcus.
Nah, I take that back. Nothing's worse than stupid people in large groups sharing their stupidity.
Spelling errors tainted your response. No karma for you.
Then kindly explain to me how a comet can have a moon (Charon).
Comets have tails. Pluto doesn't have a tail. Also, it's alone and has a definable orbit. By most definitions it is a planet, but apparently these astronomers have no respect for small details, which is why most of them flunked astrophysics.
The podium sign with the :-( is a fake. Take a close look and you'll see what I mean; though the camera angle is straight-on, but the highlight is non-directional. Also, the stippling of the background is suspiciously aligned with the pixel grid of the .gif file. Care was obviously taken to hide this, but it just stuck out to me. Ever seen a real-life stippling pattern that just "happens" to align with the pixel grid? I didn't think so.
If that title isn't flamebait, then I don't know what is.
...the best, most ridiculous, and most redundant graphical implementation of ASCII since textmode Quake.
What could cause such a tragedy? I'd walk up to a terminal and see the words:
Segmentation Fault. Core Dumped.
Ah-ha. So not only would Linus Torvalds be responsible for millions of lost hours and failed downloads, he would be responsible for the maiming of union auto workers.
All that being said, I don't think that Linux is ready for CAM yet.
Revel all you want, Linux-PDA lovers, but you still can't play Quake on a Linux PDA. And I doubt that you ever will at a decent framerate.
Just this one. I've had it ever since I was in the AFC Q3 clan (hence the AFC). I wouldn't get another /. account even if Rob Malda paid me to.
As for the upcoming Unreal licensees, how many of them will score above 75% on PC Gamer? I'm forecasting only 4 of them will garner any good reviews (DNF's delay is its Achilles' heel). As for the upcoming Id licensees, they're all but guaranteed to be excellent. Daikatana was the only bad Id licensee, and we all know that it's John Romero's fault.
They work for the Peace Corps.
Even though Team Arena is pretty much the same thing, but with 32-bit textures and true bezier patches?
I'd like to see you be brave enough to identify yourself, anonymous coward.
First off, that brownish tinge in Q2 (and original Quake, for that matter) was because of the colormap's bias toward brown and grey. Second of all, who's the blind one here? Take a look at all the textures in Unreal/Unreal Tournament. Of all the non-S3TC textures, are any of them better than 256x256x8bpp? NO! Furthermore, S3TC was a proprietary lossy (I repeat, LOSSY!) texture compression method that would only interface with the S3 MeTaL drivers, or the OpenGL extension GL_S3_S3TC (which, might I add, did not get released to the other companies' video chipset drivers until S3 dropped Diamond). Quake3 was the very first game to support textures larger than 256x256 in a standardized OpenGL setup. As for the Unreal engine, they remained in proprietary hell until 3dfx's financial troubles stirred them awake. However, I have yet to see the OpenGL renderer perform bug-free (even Tim Sweeney admits that the OpenGL renderer is just there for kicks; above all else, he loves Direct3D).
I didn't mention Deus Ex because I didn't know what engine that ran on. Unlike SOME people here, I don't like to assume anything.
Then the Quake engine came along. At first, there were no licensees for that, but then a largely unknown software company licensed it and started working on a totally different game. That company was Valve Software, and that game was Half-Life. Before they finished, though, Q2 was already released, and Raven put out Hexen II and later Heretic II. Unreal was released by then, but once Half-Life was released (with numerous optimizations from the Q2 engine), it became the best single-player FPS. Back then, I asked my friend if I should get Unreal, as my psychology teacher had suggested. He said, "Nah, get Half-Life. Unreal sucks." I'm glad that I did get Half-Life first and Unreal later, because I saw about a hundred things in Unreal that Half-Life did better.
Unreal did have a few licensees (the most notable ones created "Wheel of Time" and "Aeon Flux"), but they all bombed. Meanwhile, work was being done on Quake3. Epic worked on Unreal Tournament as well. Quake3 came out first, then UT. The UT netcode, improved over Unreal's original netcode, was still laggy (basically, all they did was have the weapon models twitch without the server's acknowledgement; the weapon firing was still delayed). Quake 3 was much better when it came to its network code (it was decently playable on a 56K modem, while UT would balk in its 2 fps haze). Soon, other engine licensees were released. Soldier of Fortune was released by Raven; it used the Q2 engine augmented with a model engine of their own design (GHOUL). Daikatana was FINALLY released; the engine was okay (Q2 augmented with visual effects), but the content was not. Still no decent Unreal engine licensee games in sight (well, Nerf ArenaBlast, but that was child's play, literally!). Raven made and released Star Trek Voyager: Elite Force (Q3 engine with improved model system and MUCH improved AI engine [ICARUS]). Rune was released afterward, but it was an RPG, not an FPS, so it didn't do as well.
Currently, Rogue/EA has Alice out; that's a Q3-engine RPG from American McGee, the former Id Software map designer of DOOM/Quake/Q2 fame. And another company (I don't remember which) is working on "Return to Castle Wolfenstein", which will use the Q3 engine. And Id Software is creating an entirely new engine for the next DOOM project; this engine will use real-time level lighting, which will eliminate the abominable lightmap-calculation process in mapmaking, and the lightmap-loading process that bogs down map loading for the client.
How many prominent Unreal licensees are there in the near future? None that I've heard of. How many future Id Software-engine titles? Two (including the next DOOM). The game designers all know that Unreal sucks, and Id Software makes great game engines as a base to build their own games. Which is why they'd rather be associated with Carmack and not Sweeney.
However, I do think that the story is funny, even more so than the battle between the robotic arms in the tape backup closet from "Hackers."
Even with these grudges I have against UT, I still play it; it's a nice escape from Quake and Half-Life when I start to get sick of them. However, about five minutes into each UT session, I see one or more of these problems pop up, and I exit UT. At that point, I'm ready to play Quake and Half-Life again. In a way, UT keeps me playing Quake.
Those three changes alone will make the P4 a must-have. The NetBurst architecture was designed to be expanded for the future, and has a higher clock speed lifetime. We all saw how the P6 architecture reached its limit with the 1GHz P3 (and the failed 1.13GHz P3 that proved the limit!). The Athlon is being released at 1.3GHz, but probably not much higher before another redesign of the chip. I wouldn't be surprised to see the P4 (in its current architecture) soar as high as 3 or 4GHz. However, it's up to Intel to ditch the Rambus zombie, beef up the FPU, and once again prove that they make the best chipsets around.
I'm actually proud to be proven wrong; my fears have been alleviated. That's the advantage of being a pessimist: you're either proven right or pleasantly surprised.
Hemos and Taco (and every stereotypical slashdotter, for that matter), you watch too much Battlebots.
I still think that the british architects made a much better choice by using the Q2 engine, though I'd sure like to see that type of application on the Q3 engine. With the new terrain tools in Q3, you could photorealistically reproduce an entire neighborhood; just look at mpterra1 sometime.
None. For all the court cares, the lawyers representing the MPAA can wipe their collective butts with the paper the brief is printed on, and then hand it to Derek Fawcus.