In the QuakeForge quakeworld server, setting no_pogo_stick to 1 will make bunny hopping much more difficult/less effective*. I found and fixed (actually, made it optional) the `bug' that allowed bunnyhopping. QuakeForge clients take note of the server's setting of no_pogo_stick and adjust their prediction accordingly.
The reason I made the fix optional is while bunnyhopping unbalances games like TeamFortress, it's considered to be a perfectly acceptable skill in other mods.
Re:I am partially made of Titanium
on
The Sexiest Metal
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· Score: 2
the aching is likely due to the metal expanding at a different rate to your bones.
The only problem I have with this is the moon is currently getting further from the earth as it slows down the earth's rotation (due to tidal forces) and gets sped up in the process.
That said, I suspect that we're both right in that eventually the earth will have a day of 1 month, slow down some more due to the sun, then start pulling the moon back in.
No matter what, that's going to take a bloocy long time.
Re:Will cygwin run on that thing?
on
FreeDOS
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· Score: 2
No, but djgpp does. djgpp is one of those "when will gcc be ported to dos?", "never, it's not possible",... "hey, here are some patches for gcc in dos":)
Are both klogd and syslogd running? Make sure they are, and I think klogd needs to be started after syslogd. I had this problem for a while until I discovered klogd wasn't running (or at least not talking to syslogd: restarting both fixed the problem).
Ah, but it would be piolot error. If you can't see the nagivation hazard lights along the thing, or if you ignore the posted flight paths in the area, that's your fault.
I wasn't clear enough. I'm not against a space elevator. I was just trying to point out an interesting factoid about what would happen if it somehow got shattered into lots of (relatively) itty bitty bits. I was actually trying to point out that I don't believe a space elevator would be as dangerous as many think.
Yes, I did, but simplifying things. I assumed the cable had somehow been shattered into small enough chunks that I could treat them as point masses, neglected the moon, sun and other bodies (mind you, for this they're negligable anyway), and worked out the near point (perigee? I never remember which is which between perigee and apogee) for the orbit of an object starting at the appropriate velocity for its height along the cable. I decided that any near point above the atmosphere would cause its orbit to be thrown out as `safe' and any below as potentially dangerous (due to burning up, it might still be safe). I chose somewhere between 90 and 100 (150?) km because I know that the space shuttle has stayed up at that altitude long enough that if it was a dangerous object, something could potentially be done about it. I assumed that anything that came below that mark would make a mess. My solution for the minum safe height was somewhere between 25-30 000 km.
I didn't do any math for the damage caused by pieces below that mark, but my guess is that anything below a few km wouldn't be any worse than dropping a WWII bomb and the resulting damage would be very localized. between that and several thousand km, the chunks would fall into the water (assuming the builders were smart enough to build close to a coastline on the correct side:). There would be a region above those thousands of km where the chunks would be a bit more of a worry, but above that, they're likely to burn up when they hit the atmosphere.
Which is exactly what I did, minus the physics grad, bearn and pizza (actually, if it was a thrusday, there was pizza involved) plus electrical engineering degree and intense interest in orbital mechanics (ie, while I don't have a physics degree, I understand the math involved in orbits).
That wasn't a dire forcast. I was curious how high something would have to be up the cable for it to miss the atmosphere at 90-100km (I don't remember the numbers I used for that) and thus not come crashing down too quicly (ie, giving time to do something about the object, whether it be a wrench or chunk of cable). When I determined that it was in that 25-30 thousand km range, I realised that it's a bit of a moot point when it comes to `disaster scenarios' as 30000km worth of cable will do unpleasant things no matter what.
Note, however, that I didn't take air friction into account other than deciding on a safe/unsafe border for chunks to fall to (if they miss the atmosphere, they're not coming to the surface any time soon (days to years)). And then, most of the euator is water, and the cable would likely come down relatively gently. I still wouldn't want to be anywhere near it, but forget the world wide disasters other than maybe some minor coastal flooding and some unpleasantnes in the vicinity of South Africa (hmm, or os that north? My African geography is rusty when it comes to the equator).
Maybe I should have stated this in my post, but I'm actually for a space elevator.
I did the math and worked out that if you gibbed the cable (say 1m chunks), you'ld wind up with something like 25-30 thousand km (I don't remember the exact figure) of the cable crashing down on earth and the rest flying off into space. However, I didn't figure out if the cable would fall east or west (west would be better, but I think it's less likely). Either way, that's a little over 1/2 way around the world and while the only land mass likely to be hit is Africa, I don't imagine the impact with the water would be particularly fun (possible tsunami).
Going over that document, there are no known cases of any of those problem areas, and I've checked for the aliasing issues (and since qf works with 3.0 with -fstrict-aliasing, I'm pretty sure it's not that). However, not having access to a gcc 2.96 box doesn't help:/
I really hope they're not shipping with gcc 2.96 as it's still got some subtle bugs and gcc 3.0 has been out for some time.
Why do I say 2.96 is buggy? Even when disabling strict aliasing optimisation (-fno-strict-aliasing), it produces broken code for quakeforge even though code compiled using gcc 3.0 (with -fstrict-aliasing) does work properly.
The QuakeForge project has the quake2 source available in cvs. While we don't yet have any concrete plans (other than porting some of our q1 enhancements), I've already got the core building in linux.
cvs -d:pserver:anonymous@cvs.quakeforge.net:/cvsroot/qua ke login (no password)
cvs -d:pserver:anonymous@cvs.quakeforge.net:/cvsroot/qua ke co quake2
Ah, no. A gasoline tank is at it's most dangerous when almost empty. Or even when it is empty of fluid. Gasoline fumes are extremely explosive. The liquid itself just burns nicely.
It's been a few months since I actually visited a flash site, but I did get the flash 5 plugin working in Mozilla and thus Galeon and Skipstone. iirc, it was just a matter of putting the two (?) files for the plugin in the right directory (I don't remember which one that was).
Yup, Cisco is (or at lest was while I was still with them) partnered with open telecommunications in Australia to implement VoIP. Cisco provided the hardware, ot provided the software.
Disclaimer: I'm an ex-employee (moved countries, so we parted on friendly terms:) from the Wellington, NZ branch, but that was a year ago now hence the uncertainty (and a quick look at the site didn't help).
DM6 has always been my favorite (id) DM map. My opinions (note: I prefer `small' (eg 1on1) games):
DM1: never particularly liked it.
DM2: not too bad, but totally sucks for 2 players.
DM3: I HATE it.
DM4: pretty good, even for two players.
DM5: another "lots of players" map, but it's fun (especially with rune or paroxysm:)
DM6: just perfect:)
Back in 96 I was able to play quake for a while (`stole' the computer from work over the weekends:) and I had my friend come over with his computer twice: first time to play coop, second for dm. During the DM session, we went through all 6 DM maps sequentially. DM 1 3 and 5 didn't last long due to their unsuitability to 2 players (3 actually lasted a little bit but IMO should have been a SP map (it's very big and the TF version just makes it worse)), 2 was okish, 4 was fun (I wiped the floor with him, but I had more practice playing quake) and 6, well, wel lasted for hours:) (40ish - 30ish iirc, so it suited him well too).
Don't get me wrong, I'm not bagging any map out of hand, but as I generally prefer small games*, most of the id dm maps are just not to my liking.
* Mind you, a nice big, *TF game is fun, especially on a suitably sized map (until my fps drops below 15:/)
Bill - aka taniwha --
Re:All the wonderful things Quake gave us:
on
Five Years of Quake
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· Score: 2
My full Quake 1 install is 23M:) (the contents of my pak files have been gzipped. QuakeForge has transparent support for gzipped data files, and a QuakeForge QuakeWorld server will send compressed files to QuakeForge QuakeWorld clients (or any other qw client that cares to implement the needed changes (userinfo "*cap" has "z" and client supports svc_download response code -2 "new file name" (for details, see cl_parse.c and sv_user.c in the QuakeForge source for details)).
would your point be something to do with pots, kettles and soot? :)
The reason I made the fix optional is while bunnyhopping unbalances games like TeamFortress, it's considered to be a perfectly acceptable skill in other mods.
the aching is likely due to the metal expanding at a different rate to your bones.
That said, I suspect that we're both right in that eventually the earth will have a day of 1 month, slow down some more due to the sun, then start pulling the moon back in.
No matter what, that's going to take a bloocy long time.
No, but djgpp does. djgpp is one of those "when will gcc be ported to dos?", "never, it's not possible", ... "hey, here are some patches for gcc in dos" :)
Are both klogd and syslogd running? Make sure they are, and I think klogd needs to be started after syslogd. I had this problem for a while until I discovered klogd wasn't running (or at least not talking to syslogd: restarting both fixed the problem).
Ah, but it would be piolot error. If you can't see the nagivation hazard lights along the thing, or if you ignore the posted flight paths in the area, that's your fault.
I honestly don't think such a critical failure is possible without the use of a rediculous number of bombs.
for one, cut, you are correct. I did MILLIONS of cuts. One every meter.
I wasn't clear enough. I'm not against a space elevator. I was just trying to point out an interesting factoid about what would happen if it somehow got shattered into lots of (relatively) itty bitty bits. I was actually trying to point out that I don't believe a space elevator would be as dangerous as many think.
I didn't do any math for the damage caused by pieces below that mark, but my guess is that anything below a few km wouldn't be any worse than dropping a WWII bomb and the resulting damage would be very localized. between that and several thousand km, the chunks would fall into the water (assuming the builders were smart enough to build close to a coastline on the correct side:). There would be a region above those thousands of km where the chunks would be a bit more of a worry, but above that, they're likely to burn up when they hit the atmosphere.
Beyond all that, buggered if I know :)
Which is exactly what I did, minus the physics grad, bearn and pizza (actually, if it was a thrusday, there was pizza involved) plus electrical engineering degree and intense interest in orbital mechanics (ie, while I don't have a physics degree, I understand the math involved in orbits).
Note, however, that I didn't take air friction into account other than deciding on a safe/unsafe border for chunks to fall to (if they miss the atmosphere, they're not coming to the surface any time soon (days to years)). And then, most of the euator is water, and the cable would likely come down relatively gently. I still wouldn't want to be anywhere near it, but forget the world wide disasters other than maybe some minor coastal flooding and some unpleasantnes in the vicinity of South Africa (hmm, or os that north? My African geography is rusty when it comes to the equator).
Maybe I should have stated this in my post, but I'm actually for a space elevator.
I did the math and worked out that if you gibbed the cable (say 1m chunks), you'ld wind up with something like 25-30 thousand km (I don't remember the exact figure) of the cable crashing down on earth and the rest flying off into space. However, I didn't figure out if the cable would fall east or west (west would be better, but I think it's less likely). Either way, that's a little over 1/2 way around the world and while the only land mass likely to be hit is Africa, I don't imagine the impact with the water would be particularly fun (possible tsunami).
No, instead it will be destroyed buy some hick kid haunted by ghosts firing a torpedo down your chimney.
Going over that document, there are no known cases of any of those problem areas, and I've checked for the aliasing issues (and since qf works with 3.0 with -fstrict-aliasing, I'm pretty sure it's not that). However, not having access to a gcc 2.96 box doesn't help :/
Why do I say 2.96 is buggy? Even when disabling strict aliasing optimisation (-fno-strict-aliasing), it produces broken code for quakeforge even though code compiled using gcc 3.0 (with -fstrict-aliasing) does work properly.
you call that low?
cvs -d :pserver:anonymous@cvs.quakeforge.net:/cvsroot/qua ke login (no password)
:pserver:anonymous@cvs.quakeforge.net:/cvsroot/qua ke co quake2
cvs -d
Do you really think spammers haven't figured that out yet?
Ah, no. A gasoline tank is at it's most dangerous when almost empty. Or even when it is empty of fluid. Gasoline fumes are extremely explosive. The liquid itself just burns nicely.
It's been a few months since I actually visited a flash site, but I did get the flash 5 plugin working in Mozilla and thus Galeon and Skipstone. iirc, it was just a matter of putting the two (?) files for the plugin in the right directory (I don't remember which one that was).
Disclaimer: I'm an ex-employee (moved countries, so we parted on friendly terms:) from the Wellington, NZ branch, but that was a year ago now hence the uncertainty (and a quick look at the site didn't help).
Bill - aka taniwha
--
- DM1: never particularly liked it.
- DM2: not too bad, but totally sucks for 2 players.
- DM3: I HATE it.
- DM4: pretty good, even for two players.
- DM5: another "lots of players" map, but it's fun (especially with rune or paroxysm:)
- DM6: just perfect
:)
Back in 96 I was able to play quake for a while (`stole' the computer from work over the weekends:) and I had my friend come over with his computer twice: first time to play coop, second for dm. During the DM session, we went through all 6 DM maps sequentially. DM 1 3 and 5 didn't last long due to their unsuitability to 2 players (3 actually lasted a little bit but IMO should have been a SP map (it's very big and the TF version just makes it worse)), 2 was okish, 4 was fun (I wiped the floor with him, but I had more practice playing quake) and 6, well, wel lasted for hoursDon't get me wrong, I'm not bagging any map out of hand, but as I generally prefer small games*, most of the id dm maps are just not to my liking.
* Mind you, a nice big, *TF game is fun, especially on a suitably sized map (until my fps drops below 15:/)
Bill - aka taniwha
--
A QuakeForge developer.
Bill - aka taniwha
--