> This isn't a flame against Microsoft, it makes > sense to fully test anything like this, be it OSX, > Redhat, Windoze, whatever. Those that are > deploying without testing are doing SysAdmin's in > general a complete disservice-- it makes us all > look bad when something goes wrong.
Or look like Chicken Little (aka "The sky is falling!" when it's not) when it ends up it's just fine, which I'd be willing to bet a certain amount of public humiliation that it will be.
Come on people. There's a lot of crappy software out there, but more importantly a lot that's pretty good. And believe it or not, Microsoft actually is one of the companies that creates both kinds. BOTH kinds.
Next thing you know we'll hear "Yea B3 (book not beta) was best. In B4 they totally nerfed the bludger.
Amuse oneself with the redphive rant-o-matic as it gives you it's view on Quidditch....
"Among other things, the protesters claim that SCO employes came out and joined the event holding pre-prepared signs saying things like 'I love software piracy' and 'Try communism - use Linux.'"
Erm, what other kinds are there? Ones that spontaneously draw themselves? I bet the protestors showed up with pre-prepared signs as well:^)
It's interesting to see the changing styles of game companies as they begin to view their community as a resource for continuing the viability of their games. Can you imagine a company creating a computer language and then making themselves the only source of applications written in this language? Possible, but pretty foolish in this day and age.
Valve Software started it early on with Half-Life, creating and releasing editing tools, an SDK, and more importantly a real community for the development of mods and conversions to their game Half-Life. Valve's been by far the most successfull company at leveraging this to their advantage. I dare say they would not be the same company at all if it were not for the popularity of Half-Life mods such as Counter Strike, Team Fortress Classic and Day of Defeat.
It's great to see other companies getting on the ball to continue this trend.
Seriously though, sounds like a lot of fun (and money). Now maybe I need to get a Sherman tank or a King Tiger in my back yard as a Day of Defeat simulator!
Don't forget it is the density of the vehicle that counts, not it's weight. So instead of changing it's weight, you change it's volume. Easy to do if you have some kind of piston which has one end open to the water. Move the piston out, you increase the volume of the vehicle. Move it in, decrease the volume.
I've never gotten spam on my phone either, nor have I ever heard anyone complain about getting it. You can quote me on that and perhaps base an article on it if you'd like. I confess my methodologies are not very scientific or statistically sound.
Yea right. Call me a troll, but this guy knew what he was doing was illegal. Don't give me that "it was just a search engine!" argument. I'm sure before the legal stuff began to fly there was lots of sniggering and winking along with, "Oh gosh we didn't know people were using it to find files they didn't have rights to! (wink wink nudge nudge)."
Oh, and the irony that now P2P file sharing proponents are now are using the same defense used by the NRA and gun salesmen. Imagine some guy with a gun shop selling semi-automatics getting sued for selling guns to criminals. "Hey!" he says, "I just sell them. I can't make people not use them for crimes. Is it a crime to sell them?"
Am I supporting the RIAA? Nope. Just saying this guy was dancing around in front of the bull in red pants. Did the RIAA overreact? Probably. Do smart people dance in front of bulls while wearing red pants? No.
Not sure what you mean. Are you suggesting DoD is not original, or that Valve can't make original products on it's own so it gets mods, or something else?
I'm one of the developers of the now retail Half-Life MOD called Day of Defeat. We developed a free Half-Life MOD, had it become successfull, and now are regular developers for Valve, and the game is a retail product.
First, don't look for developers, become one. A really common joke in the MOD community is some guy that says something like, "I got a great idea for a MOD! It's gonna have lots of guns, and models and explosions and stuff. I've got it 90% done but just need a coder and a modeler and a skinner and a mapper and a sound guy. As soon as I get them we'll finish the last 10%!" Basically, "idea guys" who can't actually contribute content are worthless for a MOD team. Everyone must contribute real value and content. No dead wood.
Second, the best way to get a MOD on the road to success is to be successful. By that I mean release it to the public (even in a crude beta format) and get the world to check it out. There is a new Half-Life mod called Battle Grounds that's come out recently. It's a US Revolutionary War game. Very crude in some ways, but it's already got some people playing it. 32 servers and 66 players in the last hour. That's not many, but if you look at the stats for a lot of other mods, it's doing pretty well. Anyway, the makers of that game are learning something and evolving their game because it is being played. Not just "conceptualized" on a piece of paper.
Third, don't think you need to be a game developer to develop a game. None of us that made Day of Defeat were. Sure we had some skills but none of us were professionals. But we learned quite a bit and came pretty far in the process of creating and reviving our game.
GM installed data recording loops that included recording the ambient sounds in the cabin of the car, including voices.
After using it for a year, they did some statistical analysis and study of what kind of things people usually said when an accident was going to happen. Mostly it was what you'd expect, things like "Oh shit!", "Oh my god!", "Damn!", etc. Except they did see one really weird statistical anomaly. Almost all the car wrecks from more poor rural areas were precluded by, "Hey watch this!":^)
It would be interesting to have a multiplayer (over the net) extension to this. Non-trivial I know, but none the lest interesting. Has anyone ever done a 2d scroller type multiplayer game?
Racers have to cross a vast gulf of 1 foot deep mud, go miles on the hard pavement, climb sand hills, and go down the Willamette River for the length of town. And keep their sense of humor at all times!
I can honestly say that it baffles me as to why Microsoft continues to hold such a huge stake in most of the computing world. I don't understand why people continue to digest what is carelessly tossed out of Redmond, WA.
Which is why Bill and Co. are insanely rich, and you're not:^P
> This isn't a flame against Microsoft, it makes
> sense to fully test anything like this, be it OSX,
> Redhat, Windoze, whatever. Those that are
> deploying without testing are doing SysAdmin's in
> general a complete disservice-- it makes us all
> look bad when something goes wrong.
Or look like Chicken Little (aka "The sky is falling!" when it's not) when it ends up it's just fine, which I'd be willing to bet a certain amount of public humiliation that it will be.
Come on people. There's a lot of crappy software out there, but more importantly a lot that's pretty good. And believe it or not, Microsoft actually is one of the companies that creates both kinds. BOTH kinds.
Next thing you know we'll hear "Yea B3 (book not beta) was best. In B4 they totally nerfed the bludger. Amuse oneself with the redphive rant-o-matic as it gives you it's view on Quidditch....
This monitor apparently doesn't have sections. It doesn't fold in the middle. /me ranks post as "troll" and "overranked"
"Among other things, the protesters claim that SCO employes came out and joined the event holding pre-prepared signs saying things like 'I love software piracy' and 'Try communism - use Linux.'"
:^)
Erm, what other kinds are there? Ones that spontaneously draw themselves? I bet the protestors showed up with pre-prepared signs as well
And of course since this guy is just someone who got spyware, he'd hear back these four words...
you are an idiot
It's interesting to see the changing styles of game companies as they begin to view their community as a resource for continuing the viability of their games. Can you imagine a company creating a computer language and then making themselves the only source of applications written in this language? Possible, but pretty foolish in this day and age.
Valve Software started it early on with Half-Life, creating and releasing editing tools, an SDK, and more importantly a real community for the development of mods and conversions to their game Half-Life. Valve's been by far the most successfull company at leveraging this to their advantage. I dare say they would not be the same company at all if it were not for the popularity of Half-Life mods such as Counter Strike, Team Fortress Classic and Day of Defeat.
It's great to see other companies getting on the ball to continue this trend.
And can we read a summary in some detailed report somewhere?
And they laughed at that guy that Anarchy Online guy...
Seriously though, sounds like a lot of fun (and money). Now maybe I need to get a Sherman tank or a King Tiger in my back yard as a Day of Defeat simulator!
Don't forget it is the density of the vehicle that counts, not it's weight. So instead of changing it's weight, you change it's volume. Easy to do if you have some kind of piston which has one end open to the water. Move the piston out, you increase the volume of the vehicle. Move it in, decrease the volume.
Ooop. Put phpinfo(); in those quotes...
Besides, you can just have them do "" and they will think it's pretty cool :^)
I've never gotten spam on my phone either, nor have I ever heard anyone complain about getting it. You can quote me on that and perhaps base an article on it if you'd like. I confess my methodologies are not very scientific or statistically sound.
This reminds me of the posts people made about HL2 before it got shown to the public.
Yea right. Call me a troll, but this guy knew what he was doing was illegal. Don't give me that "it was just a search engine!" argument. I'm sure before the legal stuff began to fly there was lots of sniggering and winking along with, "Oh gosh we didn't know people were using it to find files they didn't have rights to! (wink wink nudge nudge)."
Oh, and the irony that now P2P file sharing proponents are now are using the same defense used by the NRA and gun salesmen. Imagine some guy with a gun shop selling semi-automatics getting sued for selling guns to criminals. "Hey!" he says, "I just sell them. I can't make people not use them for crimes. Is it a crime to sell them?"
Am I supporting the RIAA? Nope. Just saying this guy was dancing around in front of the bull in red pants. Did the RIAA overreact? Probably. Do smart people dance in front of bulls while wearing red pants? No.
Not sure what you mean. Are you suggesting DoD is not original, or that Valve can't make original products on it's own so it gets mods, or something else?
I'm one of the developers of the now retail Half-Life MOD called Day of Defeat. We developed a free Half-Life MOD, had it become successfull, and now are regular developers for Valve, and the game is a retail product.
First, don't look for developers, become one. A really common joke in the MOD community is some guy that says something like, "I got a great idea for a MOD! It's gonna have lots of guns, and models and explosions and stuff. I've got it 90% done but just need a coder and a modeler and a skinner and a mapper and a sound guy. As soon as I get them we'll finish the last 10%!" Basically, "idea guys" who can't actually contribute content are worthless for a MOD team. Everyone must contribute real value and content. No dead wood.
Second, the best way to get a MOD on the road to success is to be successful. By that I mean release it to the public (even in a crude beta format) and get the world to check it out. There is a new Half-Life mod called Battle Grounds that's come out recently. It's a US Revolutionary War game. Very crude in some ways, but it's already got some people playing it. 32 servers and 66 players in the last hour. That's not many, but if you look at the stats for a lot of other mods, it's doing pretty well. Anyway, the makers of that game are learning something and evolving their game because it is being played. Not just "conceptualized" on a piece of paper.
Third, don't think you need to be a game developer to develop a game. None of us that made Day of Defeat were. Sure we had some skills but none of us were professionals. But we learned quite a bit and came pretty far in the process of creating and reviving our game.
The summary? Don't talk about it, do it.
GM installed data recording loops that included recording the ambient sounds in the cabin of the car, including voices.
:^)
After using it for a year, they did some statistical analysis and study of what kind of things people usually said when an accident was going to happen. Mostly it was what you'd expect, things like "Oh shit!", "Oh my god!", "Damn!", etc. Except they did see one really weird statistical anomaly. Almost all the car wrecks from more poor rural areas were precluded by, "Hey watch this!"
It would be interesting to have a multiplayer (over the net) extension to this. Non-trivial I know, but none the lest interesting. Has anyone ever done a 2d scroller type multiplayer game?
The annual da Vinci Days Festival here in Corvallis, OR holds a Kinetic Sculpture Race.
Racers have to cross a vast gulf of 1 foot deep mud, go miles on the hard pavement, climb sand hills, and go down the Willamette River for the length of town. And keep their sense of humor at all times!
Long Live Hobart Brown!
I had to fool the compression filter. Yea that's it!
Proper quote...
"They're waiting for you Gordon. In the test chamberrr."
OH puleeze some one MOD THIS DOWN. This is so so so so incorrect. Quake 1 baby.
It was not based on Quake 2, it was based on Quake 1.
It was based on Quake 1, not Quake 2.
Instead of Quake 2, it was based on Quake 1.
Realy it was based on Quake 1, not Quake 2.
Actually, Quake 1 was the source of it's code, not Quake 2.
In fact if you did your homework, you'd know it was based on Quake 1, not Quake 2.
It is a common misconception it was based on Quake 2, but in fact it was based on Quake 2.
OMF YOU IDIOT - QUAKE 1 WAS THE BASE! HOW COME SO MANY PEOPLE GET THIS WRONG!??!?
Damn compression filter test.
Too bad we can't rate threads. This whole thread is just flamebait in it's own way.