Last week. Maybe not mid, but certainly MOD files and similar. Game music from old games are sometimes very moving. For example the music from the old Castlevania games. If you are talking about a bit later, where the music is still made of sample but more complex, listen to the Chrono Trigger game soundtrack. It's by far one my of favorite game soundtracks and the music is made completly out of tracked samples. It would be important to note the emotions that come from listening to these tracks might be connected to the events in the game.
I very much hope this only applies to the "easy mode" of vim, cuz it would really be annoying after i've got so used to it. Cuz, how exactly am I ever supposed to select text, without pressing the buttons?! ctrl-v jjjjj y If it started writing j instead of going down... I guess i'll have to stick to old vers or something.
And why shouldn't it paste? If you have text selected, you are in visual mode, not insert mode. I don't know if it should paste or not (tho that seems most reasonable), but just inserting the letter p into the text? What makes the letter p special, and not for example the letter "y" (to yank to selected text, one the obvious things you want to do with selected text).
Either that or I completly don't understand what you mean by "started to type the letter p", I assume you meant pressing the p button.
I don't wanna spoil for others if they didn't play the game yet, so I'll just ask about a tiny part from it... u mean the level with the fuse?
If so, then i'm currently somewhere in the middle of it and I had to tell myself repeatedly: "this is just a game..." Didn't help, I had to leave the game and i'll return to it when i'm ready;)
I've just got Thief3 a few days ago and I must say... this is one of the most immersive games i've played in a LONG time.
I played Splinter Cell and had a lot of fun, but the level of immersion in Thief3 was (still is, i'm scared to play some part here;) an order of scale greater. The story is very detailed and downright creepy at some points. The game isn't perfect, there are glitches here and there (sometimes shadowing problem or getting stuck in the world), but in the whole, the graphics, the maps and the sound are very immersive. You actually feel a part of the world!
Also, finally when you look DOWN, you see your body and legs!! It may seem a stupid feature, but it really adds to the feeling that you really are there and not just a spirit floating like in most other games.
Not only that, but there are so many ways to solve each area... u can be stealthy, you can kill the guard, make noise to make them go away, blow out the light with a water arrow, knock the guard out, shoot moss arrows to run on noisy floor and obviously to climb on various stuff and just get where they can't see you. Oh! u can also throw a flashbomb and make them blind for a while;) There are more ways than that and prolly ways I can't even think of.
I told a friend of mine started playing it that I get scared by it (sometimes so much that I'm urged to play 3rd person, to see if someone comes from behind). He said "what's so scary about the game?", I told him: "keep playing". hehehe...
This game isn't in the mainstream of games which is why I didn't really bother aquiering the two first titles, but now I can completly understand the large communities behind this game series.
In the specific case of video games, they never do this radiosity at runtime because it is a VERY computationally intensive. Most games do the following: (offline) 1. Create world data. 2. Calculate radiosity, takes a long time, store in lightmaps. (online) 3. Light surfaces using that lightmap and add some real time lighting, such as dynamic (read: moving) lights and fake shadows in various ways.
That's why worlds and rooms do look somewhat realistic, but only for static areas. When you see something move and hardly changes the lighting, it doesn't look good.
In the Doom3 engine, they are not going to using these radiosity/lightmap calculations, but rather use better dynamic lighting methods, which if you saw demos still looks very good, and much more dynamic than the standard methods.
"I don't know what rendering method most games use, but a non-reflective texture--or less reflective--will have fewer rays to trace if you are doing ray tracing."
That's not the case. The fact is that specifically reflective surfaces take the ray that hits it and pretty much sends out only a single ray, the reflected ray. When the object is "matte", then the light actually comes from many different directions, the light source direction, the light that radiates from the light source onto a nearby almost matte surface and so on. When the surface is really reflective, these minor light changes are hardly noticable.
Advanced lighting methods use Radiosity. Calculating the radiated rays from all surfaces, including supposedly matte ones.
You can see it for yourself, you wouldn't consider you hand reflective but if you have a strong light source (sun), you can see it changes the lighting A LOT, in a wide radius, and that's what is very hard to recreate.
Btw, don't get me wrong, VI is my editor of choise.
Re:What a silly question
on
Is Caps Lock Dead?
·
· Score: 3, Informative
Microsoft excel. With no scroll lock, it moves the current selection cursor. With scroll lock, it moves the whole sheet (as if u used the scrollbar) and doesn't move the selection.
Re:Swap caps lock and control
on
Is Caps Lock Dead?
·
· Score: 2, Insightful
Oh man! The horrors of clicking caps-lock by mistake in VI...
suddenly hjkl do stuff like finding a man page for a command or removing a newline instead of moving around.........
The ONLY thing which is outright impossible is One Time Pad, but that's impractical for wide use, where there is a lot of data being transferred.
Regardless of it using "only a 1024bit key", the fact you need to try 1.8e+308 keys for EACH message since each one uses a different key, it's not truly practical, unless ofcourse quantum computing or a nondeterministic turing machine is developed.
Actually I think this specifically is NOT the case. I have recently learnt that IPSEC/IKE does indeed give you PFS, perfect forward secrecy. This means that even if you find out the main password later, the data you encrypted and sent can NOT be decrypted easily using it.
I think the meant the part where the trilobite can be programmed to work in specific hours and find it's way back to the charger, so you don't have to program it every time.
Even though I haven't thought of that when I wrote my comment, this is a very interesting thing.
In old games, to get to a high place, you need to find the correct set of crates/ledges that just "happen to be there" if such existed, or click a specific button that will let you eradicate your enemies fast. In new games, they just put reasonable world features in a way that you can CLIMB on them and get where you want to go, even if the game designers didn't think going there could help. Or just place some barrels somewhere and u could shoot/push them and expect them to roll down on your enemies. It becomes so that there is more than one way to achieve your goal.
It's funner to see your char doesn't need to find a teleporter to go over a 0.5meter ledge (doom2, lvl2) but do what YOU as the player would like to do at that situation.
Ofcourse the devs need to make sure you don't go to places you shouldn't go to if the storyline dictates, but not thru stupid things like tiny wall that a human could easily pass.
It could mean less stress is on the CPU, meaning the physics can be more realistic and funner and the AI can be smarter, giving a better gaming experience.
last time such a thing happened to me with SplinterCell where the shadows are awesomely awesome and you sometimes find yourself walking in lit rooms just to see how the shadow moves. I moved my hand (real life), looked on the shadow on the wall and said: "woah! cool shadows!"
It also stroke me a different time when I was swimmning at the pool and looked down, I saw the floor was a bit cracked and bumpy and thought: "nice bump mapping! but it looks a bit flat"
Last week. Maybe not mid, but certainly MOD files and similar. Game music from old games are sometimes very moving. For example the music from the old Castlevania games. If you are talking about a bit later, where the music is still made of sample but more complex, listen to the Chrono Trigger game soundtrack. It's by far one my of favorite game soundtracks and the music is made completly out of tracked samples. It would be important to note the emotions that come from listening to these tracks might be connected to the events in the game.
First time i've seen a comment consisting roughly only of the word "Sausage" being modded insightful, and is actually on topic!
Make that 400$ for an X800 ;)
wait a sec, didn't it??
I very much hope this only applies to the "easy mode" of vim, cuz it would really be annoying after i've got so used to it. Cuz, how exactly am I ever supposed to select text, without pressing the buttons?! ctrl-v jjjjj y
If it started writing j instead of going down... I guess i'll have to stick to old vers or something.
And why shouldn't it paste?
If you have text selected, you are in visual mode, not insert mode. I don't know if it should paste or not (tho that seems most reasonable), but just inserting the letter p into the text? What makes the letter p special, and not for example the letter "y" (to yank to selected text, one the obvious things you want to do with selected text).
Either that or I completly don't understand what you mean by "started to type the letter p", I assume you meant pressing the p button.
I've guided a friend thru ad-aware and it found, listen very well... not less than 11,000 items.
I was once very surprised when ppl have over 100. Then I met ppl with over 1000. But this one really hit the top.
So what if they might be mostly tracking cookies, 11,000 is not a number to underestimate.
I don't wanna spoil for others if they didn't play the game yet, so I'll just ask about a tiny part from it...
;)
u mean the level with the fuse?
If so, then i'm currently somewhere in the middle of it and I had to tell myself repeatedly: "this is just a game..."
Didn't help, I had to leave the game and i'll return to it when i'm ready
I've just got Thief3 a few days ago and I must say... this is one of the most immersive games i've played in a LONG time.
;) an order of scale greater. The story is very detailed and downright creepy at some points.
;) There are more ways than that and prolly ways I can't even think of.
I played Splinter Cell and had a lot of fun, but the level of immersion in Thief3 was (still is, i'm scared to play some part here
The game isn't perfect, there are glitches here and there (sometimes shadowing problem or getting stuck in the world), but in the whole, the graphics, the maps and the sound are very immersive. You actually feel a part of the world!
Also, finally when you look DOWN, you see your body and legs!! It may seem a stupid feature, but it really adds to the feeling that you really are there and not just a spirit floating like in most other games.
Not only that, but there are so many ways to solve each area... u can be stealthy, you can kill the guard, make noise to make them go away, blow out the light with a water arrow, knock the guard out, shoot moss arrows to run on noisy floor and obviously to climb on various stuff and just get where they can't see you. Oh! u can also throw a flashbomb and make them blind for a while
I told a friend of mine started playing it that I get scared by it (sometimes so much that I'm urged to play 3rd person, to see if someone comes from behind). He said "what's so scary about the game?", I told him: "keep playing". hehehe...
This game isn't in the mainstream of games which is why I didn't really bother aquiering the two first titles, but now I can completly understand the large communities behind this game series.
Lemme guess, you run the mail server on your own machine?
;)
If so the space is limited by your HD space
In the specific case of video games, they never do this radiosity at runtime because it is a VERY computationally intensive.
Most games do the following:
(offline)
1. Create world data.
2. Calculate radiosity, takes a long time, store in lightmaps.
(online)
3. Light surfaces using that lightmap and add some real time lighting, such as dynamic (read: moving) lights and fake shadows in various ways.
That's why worlds and rooms do look somewhat realistic, but only for static areas. When you see something move and hardly changes the lighting, it doesn't look good.
In the Doom3 engine, they are not going to using these radiosity/lightmap calculations, but rather use better dynamic lighting methods, which if you saw demos still looks very good, and much more dynamic than the standard methods.
"I don't know what rendering method most games use, but a non-reflective texture--or less reflective--will have fewer rays to trace if you are doing ray tracing."
That's not the case. The fact is that specifically reflective surfaces take the ray that hits it and pretty much sends out only a single ray, the reflected ray.
When the object is "matte", then the light actually comes from many different directions, the light source direction, the light that radiates from the light source onto a nearby almost matte surface and so on.
When the surface is really reflective, these minor light changes are hardly noticable.
Advanced lighting methods use Radiosity. Calculating the radiated rays from all surfaces, including supposedly matte ones.
You can see it for yourself, you wouldn't consider you hand reflective but if you have a strong light source (sun), you can see it changes the lighting A LOT, in a wide radius, and that's what is very hard to recreate.
Btw, don't get me wrong, VI is my editor of choise.
Microsoft excel. With no scroll lock, it moves the current selection cursor. With scroll lock, it moves the whole sheet (as if u used the scrollbar) and doesn't move the selection.
Oh man!
The horrors of clicking caps-lock by mistake in VI...
suddenly hjkl do stuff like finding a man page for a command or removing a newline instead of moving around.........
The ONLY thing which is outright impossible is One Time Pad, but that's impractical for wide use, where there is a lot of data being transferred.
Regardless of it using "only a 1024bit key", the fact you need to try 1.8e+308 keys for EACH message since each one uses a different key, it's not truly practical, unless ofcourse quantum computing or a nondeterministic turing machine is developed.
Actually I think this specifically is NOT the case. I have recently learnt that IPSEC/IKE does indeed give you PFS, perfect forward secrecy. This means that even if you find out the main password later, the data you encrypted and sent can NOT be decrypted easily using it.
Just google for IKE and Perfect Forward Secrecy.
I think the meant the part where the trilobite can be programmed to work in specific hours and find it's way back to the charger, so you don't have to program it every time.
say that their website should shield up against the slashdot effect, but it's still alive ;)
If it already died, then: "OMGz!! YOU'VE SLASHDOTTED SPACE!!!1"
Even though I haven't thought of that when I wrote my comment, this is a very interesting thing.
In old games, to get to a high place, you need to find the correct set of crates/ledges that just "happen to be there" if such existed, or click a specific button that will let you eradicate your enemies fast.
In new games, they just put reasonable world features in a way that you can CLIMB on them and get where you want to go, even if the game designers didn't think going there could help. Or just place some barrels somewhere and u could shoot/push them and expect them to roll down on your enemies.
It becomes so that there is more than one way to achieve your goal.
It's funner to see your char doesn't need to find a teleporter to go over a 0.5meter ledge (doom2, lvl2) but do what YOU as the player would like to do at that situation.
Ofcourse the devs need to make sure you don't go to places you shouldn't go to if the storyline dictates, but not thru stupid things like tiny wall that a human could easily pass.
Significant Linux Advocating Site Housing Dozens Of Trolls?
It could mean less stress is on the CPU, meaning the physics can be more realistic and funner and the AI can be smarter, giving a better gaming experience.
And what will be playing on XMMS? XM tracker files ;)
last time such a thing happened to me with SplinterCell where the shadows are awesomely awesome and you sometimes find yourself walking in lit rooms just to see how the shadow moves. I moved my hand (real life), looked on the shadow on the wall and said: "woah! cool shadows!"
It also stroke me a different time when I was swimmning at the pool and looked down, I saw the floor was a bit cracked and bumpy and thought: "nice bump mapping! but it looks a bit flat"
Am I the only one who thinks Slashdot might be the only place on earth the parent comment can be modded "informative"? ;)