Where did you find this info about "the ATI card has the chip to handle QAM but unfortunatenly it is disabled"? I don't see that on the product page.
And I never said it was of any use for digital cable. I said ANALOG cable. You can still record digital cable with it, just send the rca outputs from the cable box into the ati card and change the channel on the cable box to whatever you want to record.
http://shop.ati.com/product.asp?sku=2546404 ATI has had this card out for a while. I don't own it, but I do have one of their regular all-in wonder cards. I've got no problems recording and time shifting video.
On another note, many people have been talking about cable companies scrambling their HDTV cable channels. These cards aren't for receiving digital cable HDTV channels; they are for receiving OVER THE AIR HDTV broadcast channels (as well as regular analog cable channels).
I have mulled over a similar idea. Let's say that instead of a pan, you have 2 layers of metal (or whatever) with many holes in them, one for each sphere. Now, the holes would be small enough to keep the spheres from falling through them but big enough to let, say, one-third of the diameter of the sphere to come out on the other side. Now, sandwich the spheres between the two layers of metal. The harder you clamp the metal layers together, the more friction they place on the spheres. Of course, there will be friction also from your weight on the spheres as you push them into the lower layer. So, what if you remove the lower layer and replace it with a magnetic field? Now the spheres are suspended in air by the magnetic force from below and the more you push down on the upper layer, the more friction on the spheres. But, since the spheres are poking through the holes in the upper layer, you can still move your feet over them and cause the spheres to turn (provided the upper layer isn't clamped down on them to hard).
Of course, now the problem becomes generating a magnetic field large enough to support your weight.
And I haven't even begun to think about how to traslate the analog movement of your feet into the digital world of VR.
I can't say that this looks like it can take the place of a keyboard/mouse combo; at least, not for FPS games. It looks like it'll behave much like a console controler.
This may be off topic but I ache for the day someone will make a crossplatform (console/computer) FPS so that I can finally prove to my disbeleiving pals (and myself) that a good computer FPS player will always dominate a great console FPS player (each using their respective platforms). Sure you could hook up a gamepad to a computer and just play PC halo but then the console guys always fall back to "it doesn't have the same feel as an Xbox."
http://www.virtusphere.com/ It's basicaly a human sized version of those small plastic spheres you could put your hampster in to let them run around on the floor. The virtusphere apears to sit on top of some wheels. This is where we need to go with VR. I want a game that lets me: 1) walk/run to control character movement 2) Move my head to control view point and 3) Move a gun or other pointer device to control reticle movement. I want to be able to run forward while looking left and at the same time, shoot behind me. Imagine arcades with, say, six of these virtusphere things as well as modded versions of Battlefield 1942 or Counterstrike hooked up to them.
Also, apparently it wasn't as much fun to work with as the original series because all the voice talent recorded their lines separately to each other, in their own booths, and often not even at the same time. How an actor is supposed to build up any sense of timing or interrelation in a scenario like that I can't even begin to guess.
Did you get this from Mr. Takei's interview or did you hear it somewhere else? I ask because according to the Animated Star Trek FAQ:
QUESTION 16:
I heard that the actors never worked together while recording the voices for the show's characters. Is this true?
ANSWER:
No. Due to the demanding schedules of the voice actors during the show's production, it was sometimes necessary for actors to record their dialog alone away from the other actor's and then send tapes of their performances to the studio where they could be mixed together with the other dialog to form the show's soundtrack. There was even an occasion in which voice recordings had to be sent in from actors all across the country in order to piece together a particular episode. This was the exception rather than the rule, however, as William Shatner, Leonard Nimoy, De Forest Kelley and all the rest of the cast voiced the majority of the episodes together as an ensemble at the recording studio
Will this "Custom Edition" include the ability to change the FOV? Or at least increase it to 90? I stopped playing Halo when I realised the field of view was only 70 degrees.
From the Skype FAQ: Which protocols does Skype use? Skype uses a proprietary protocol which we have developed. We looked at many available protocols when designing Skype and none were good enough for us. We hope you agree!
I reiterate that syncronization doesn't have to occur on a single system that is touting co-op play because both players are using the same resources. They are already syncronized within a matter of nanoseconds or at worst a microsecond. Syncronizing such events over a network is a sizeable effort.
The section of my last post that you quoted doesn't apply to your above statement. You seem to be talking about network syncronization but you quoted me when I was talking about plot syncronization.
I restate here what I said previously in regards to that point: This isn't any different than what would already be required for multiplayer. Again: already been completed. Once you've implemented controls to keep multiple players on a network from going out of sync, it doesn't make much difference if you have to apply it to the "single player" or "multiplayer" aspect of a game. iD (or someone) has already built networked, multiplayer, deathmatch. The syncronization inherent to that system would seamlessly apply to networked, multiplayer, co-op.
Adding co-op is an ad hoc effort by another company that is focusing on a different platform and does not necessarily have to worry about some of the more gory details of how the game is implemented
Not so. I think it's important to iD that VV get their AAA title completely correct. Gameplay implementation is surely high on their list. I can't see them wanting their image of DooM tarnished, even if it is the console version.
I still believe that implementing co-op on the PC version would not be difficult given that the bulk of the work is being completed by the Xbox and Deathmatch teams. Even if it was released later as an add-on or expansion it would only serve to benefit iD and their fan base.
No, again I completely disagree with you. iD may not have solved them, but it's a poor assumption to think that iD and VV cannot share information and ideas with eachother. None of the issues you mention are show-stoppers in any way.
I don't want to have to sit next to my friend to play co-op with him on one monitor. Ok, so iD will have to disable split screen. Removing code isn't too much trouble. They will have to enable dual screens, but since they have multiplayer already planned for the PC this is something they've already done
the proper network communication protocols would have to be derived for syncronization This isn't any different than what would already be required for multiplayer. Again: already been completed. Once you've implemented controls to keep multiple players on a network from going out of synch, it doesn't make much difference if you have to apply it to the "single player" or "multiplayer" aspect of a game.
"Script syncronization" just boils down to properly timing scripted sequences and level transitions so that one player dosen't miss out on something important or get stuck somewhere. No problem for iD because VV will have already figured that out.
In fact, there are other things that iD would actualy have to implement, such as optomizing the levels for 2 or more "physics initiating entities" (for lack of a better term) as well as ammo/armor placement and distribution. It's just as well, because these are being worked out already by the Xbox team which is freely able to share its ideas and solutions with the PC team.
You're missing the point. You point out all these problems that have to be solved in order to add co-op to a single player fps. Since they are adding co-op to the Xbox version they have already solved these problems. It would be trivial to implement them in the PC version.
Are you sure the far left box has Svideo? The center box definately looks like it has svideo, but the black circle on the left looks too small to be svideo. Perhaps it's a power connector?
SHUT YO MOUTH! The SuperScope was GREAT, I LOVED it. Sure, everytime you played with it you inevitibly forgot to turn it off (6 AAs down the drain) but other than that it was great fun. The damn thing perched on your shoulder like a BAZOOKA for chrissakes! The puzzle and space games that came with it were fun and BATTLECLASH (and it's sequel) were GREAT!
According to the article, it seems like they are only going to release contact info that is in the actual text of the email message, for example, if your.sig includes your address. It's easy to separate email messages from email headers; the hard part is catching the contact info that might be in the message itself.
However, you'd think they'd be able to catch that stuff as they read each email... they do read all the email comments they get, right?
Anway, unless you include your email address in the body of your email messages you're probably safe. Not good enough in my opinion, but still not as bad as it sounds.
It's hard to RTFA when TFA gets creamed after 6 posts.
Where did you find this info about "the ATI card has the chip to handle QAM but unfortunatenly it is disabled"? I don't see that on the product page.
And I never said it was of any use for digital cable. I said ANALOG cable. You can still record digital cable with it, just send the rca outputs from the cable box into the ati card and change the channel on the cable box to whatever you want to record.
http://shop.ati.com/product.asp?sku=2546404 ATI has had this card out for a while. I don't own it, but I do have one of their regular all-in wonder cards. I've got no problems recording and time shifting video.
On another note, many people have been talking about cable companies scrambling their HDTV cable channels. These cards aren't for receiving digital cable HDTV channels; they are for receiving OVER THE AIR HDTV broadcast channels (as well as regular analog cable channels).
I have mulled over a similar idea. Let's say that instead of a pan, you have 2 layers of metal (or whatever) with many holes in them, one for each sphere. Now, the holes would be small enough to keep the spheres from falling through them but big enough to let, say, one-third of the diameter of the sphere to come out on the other side. Now, sandwich the spheres between the two layers of metal. The harder you clamp the metal layers together, the more friction they place on the spheres. Of course, there will be friction also from your weight on the spheres as you push them into the lower layer. So, what if you remove the lower layer and replace it with a magnetic field? Now the spheres are suspended in air by the magnetic force from below and the more you push down on the upper layer, the more friction on the spheres. But, since the spheres are poking through the holes in the upper layer, you can still move your feet over them and cause the spheres to turn (provided the upper layer isn't clamped down on them to hard).
Of course, now the problem becomes generating a magnetic field large enough to support your weight.
And I haven't even begun to think about how to traslate the analog movement of your feet into the digital world of VR.
http://www.virtusphere.com/Virtusphere has been around for awhile, but the guys doing it are in Russia somewhere I think.
Sure you can HOOK a mouse up to it, heck they made a mouse for the SNES. But does Quake 3 support the mouse on the Dreamcast for aiming?
Yeah, but only if console games would support them. I'm aware of zero console games that support mouse input for control of the targeting reticle.
This may be off topic but I ache for the day someone will make a crossplatform (console/computer) FPS so that I can finally prove to my disbeleiving pals (and myself) that a good computer FPS player will always dominate a great console FPS player (each using their respective platforms). Sure you could hook up a gamepad to a computer and just play PC halo but then the console guys always fall back to "it doesn't have the same feel as an Xbox."
http://www.virtusphere.com/ It's basicaly a human sized version of those small plastic spheres you could put your hampster in to let them run around on the floor. The virtusphere apears to sit on top of some wheels. This is where we need to go with VR. I want a game that lets me: 1) walk/run to control character movement 2) Move my head to control view point and 3) Move a gun or other pointer device to control reticle movement. I want to be able to run forward while looking left and at the same time, shoot behind me. Imagine arcades with, say, six of these virtusphere things as well as modded versions of Battlefield 1942 or Counterstrike hooked up to them.
nt
What if someone walks into your unlocked house and takes a gun from your unlocked gun cabinet and THEN shoots someone? I think you'd be in trouble.
Did you get this from Mr. Takei's interview or did you hear it somewhere else? I ask because according to the Animated Star Trek FAQ:
Will this "Custom Edition" include the ability to change the FOV? Or at least increase it to 90? I stopped playing Halo when I realised the field of view was only 70 degrees.
From the Skype FAQ:
Which protocols does Skype use?
Skype uses a proprietary protocol which we have developed. We looked at many available protocols when designing Skype and none were good enough for us. We hope you agree!
I'll be spending my money on this http://farcry.ubi.com/ Check out the demos if you haven't seen them; you owe yourself that much.
I reiterate that syncronization doesn't have to occur on a single system that is touting co-op play because both players are using the same resources. They are already syncronized within a matter of nanoseconds or at worst a microsecond. Syncronizing such events over a network is a sizeable effort.
The section of my last post that you quoted doesn't apply to your above statement. You seem to be talking about network syncronization but you quoted me when I was talking about plot syncronization.
I restate here what I said previously in regards to that point: This isn't any different than what would already be required for multiplayer. Again: already been completed. Once you've implemented controls to keep multiple players on a network from going out of sync, it doesn't make much difference if you have to apply it to the "single player" or "multiplayer" aspect of a game. iD (or someone) has already built networked, multiplayer, deathmatch. The syncronization inherent to that system would seamlessly apply to networked, multiplayer, co-op.
Adding co-op is an ad hoc effort by another company that is focusing on a different platform and does not necessarily have to worry about some of the more gory details of how the game is implemented
Not so. I think it's important to iD that VV get their AAA title completely correct. Gameplay implementation is surely high on their list. I can't see them wanting their image of DooM tarnished, even if it is the console version.
I still believe that implementing co-op on the PC version would not be difficult given that the bulk of the work is being completed by the Xbox and Deathmatch teams. Even if it was released later as an add-on or expansion it would only serve to benefit iD and their fan base.
No, again I completely disagree with you. iD may not have solved them, but it's a poor assumption to think that iD and VV cannot share information and ideas with eachother. None of the issues you mention are show-stoppers in any way.
I don't want to have to sit next to my friend to play co-op with him on one monitor.
Ok, so iD will have to disable split screen. Removing code isn't too much trouble. They will have to enable dual screens, but since they have multiplayer already planned for the PC this is something they've already done
the proper network communication protocols would have to be derived for syncronization
This isn't any different than what would already be required for multiplayer. Again: already been completed. Once you've implemented controls to keep multiple players on a network from going out of synch, it doesn't make much difference if you have to apply it to the "single player" or "multiplayer" aspect of a game.
"Script syncronization" just boils down to properly timing scripted sequences and level transitions so that one player dosen't miss out on something important or get stuck somewhere. No problem for iD because VV will have already figured that out.
In fact, there are other things that iD would actualy have to implement, such as optomizing the levels for 2 or more "physics initiating entities" (for lack of a better term) as well as ammo/armor placement and distribution. It's just as well, because these are being worked out already by the Xbox team which is freely able to share its ideas and solutions with the PC team.
You're missing the point. You point out all these problems that have to be solved in order to add co-op to a single player fps. Since they are adding co-op to the Xbox version they have already solved these problems. It would be trivial to implement them in the PC version.
Plant?? There's plants on Mars?!
Wow, that does suck. I imagine there must be places online that resell older or discontinued cell phones. . .
Great little phone. It's NOT a flip phone and it's very slim (.46 inches thick) I've had mine for months, no problems.
http://www.sanyo.com/wireless/demo_6400.htm
Are you sure the far left box has Svideo? The center box definately looks like it has svideo, but the black circle on the left looks too small to be svideo. Perhaps it's a power connector?
SHUT YO MOUTH! The SuperScope was GREAT, I LOVED it. Sure, everytime you played with it you inevitibly forgot to turn it off (6 AAs down the drain) but other than that it was great fun. The damn thing perched on your shoulder like a BAZOOKA for chrissakes! The puzzle and space games that came with it were fun and BATTLECLASH (and it's sequel) were GREAT!
According to the article, it seems like they are only going to release contact info that is in the actual text of the email message, for example, if your .sig includes your address. It's easy to separate email messages from email headers; the hard part is catching the contact info that might be in the message itself.
However, you'd think they'd be able to catch that stuff as they read each email... they do read all the email comments they get, right?
Anway, unless you include your email address in the body of your email messages you're probably safe. Not good enough in my opinion, but still not as bad as it sounds.
Can't any of the various orbiting probes (like the Mars Express for instance) take pictures of the area in which Beagle 2 was supposed to have landed?