Which works fine for a single file. All of your stats are reset as soon as you switch to a new torrent/tracker. The only way around this is keeping all torrents on the same tracker (see: empornium), but that has its own failings.
The only way to effectively prevent leeching is the way warez topsites (ftps) do it-- Ratio. Start with N (usually 15mb) credits. Get 3 megs of download credits for every 1 meg you upload. You up something crappy? Nuked-- you just lost all the upload credits you got for it (And possibly more, depending on the nuke multiplier)
"Nowadays the race is who can run Doom 3 at 1600x1200 at 70 vs 72 FPS. If you consider the average home PC with a 17" monitor that can't even display 1600x1200, and most gaming is done at 1024x768 or 800x600, it seems kind of pointless."
But what detail can you get at 800x600?
Thats the resolution I use in counterstrike, and in some maps you just cant see stuff, like the new map de_cpl_contra's fences. From far away, you just can't see it at all. If I turn on full AF and FSAA, I see through it fine. The problem is, I then get 20FPS instead of my normal vsync'd 85.
This is all on a 5600. Not top of the line, but not bottom either.
Or someone visits your page, then clicks a link to someone elses page. that someone else has stats showing top referers, and that page is public. you're now googled.
Couldn't agree more. I planned on making some CS:Source maps, and maybe even messing with the SDK some, but apparently to even launch Hammer2 you need to be logged into steam on an account that owns the games. While I can see why valve would want me to actually own one of their games, its just not happening until cs:s is more pro-friendly. Why block me from improving the game?
The problem with selling linux games is the returns by stupid windows users. I think the best idea is to either bundle the windows and linux version, or ship it on a linux live cd that has a windows autorun file that pops up something telling you to boot with the game in. This way even windows users could play, but the real linux users could just run the install script off the cd.
Quake has gone even further. Modern quake engines use full 24bit replacement textures, can load maps from Hexen, Quake, Quake2, Quake3, or HalfLife (and all textures there of), have all the graphical improvements you can think of (stencil shadows, specular lighting, etc). Some quake clients can even load Quake3 QVM code(Thats the mod data, meaning you could load a quake3 map with the bsp loader, the weapon models with the.md3 loader,and the mod itself)
And thats just the stuff I remember. Check out http://quakeworld.nu for more info.
I get a pretty steady trickle of emails from people hoping for.plan file updates. There were two main factors involved in my not doing updates for a long time - a good chunk of my time and interest was sucked into Armadillo Aerospace, and the fact that the work I had been doing at Id for the last half of Doom 3 development was basically pretty damn boring.
The Armadillo work has been very rewarding from a learning-lots-of-new-stuff perspective, and I'm still committed to the vehicle development, even post X-Prize, but the work at Id is back to a high level of interest now that we are working on a new game with new technology. I keep running across topics that are interesting to talk about, and the Armadillo updates have been a pretty good way for me to organize my thoughts, so I'm going to give it a more general try here..plan files were appropriate ten years ago, and sort of retro-cute several years ago, but I'll be sensible and use the web.
I'm not quite sure what the tone is going to be - there will probably be some general interest stuff, but a bunch of things will only be of interest to hardcore graphics geeks.
I have had some hesitation about doing this because there are a hundred times as many people interested in listening to me talk about games / graphics / computers as there are people interested in rocket fabrication, and my mailbox is already rather time consuming to get through.
If you really, really want to email me, add a "[JC]" in the subject header so the mail gets filtered to a mailbox that isn't clogged with spam. I can't respond to most of the email I get, but I do read everything that doesn't immediately scan as spam. Unfortunately, the probability of getting an answer from me doesn't have a lot of correlation with the quality of the question, because what I am doing at the instant I read it is more dominant, and there is even a negative correlation for "deep" questions that I don't want to make an off-the-cuff response to.
Quake 3 Source
I intended to release the Q3 source under the GPL by the end of 2004, but we had another large technology licensing deal go through, and it would be poor form to make the source public a few months after a company paid hundreds of thousands of dollars for full rights to it. True, being public under the GPL isn't the same as having a royalty free license without the need to disclose the source, but I'm pretty sure there would be some hard feelings.
Previous source code releases were held up until the last commercial license of the technology shipped, but with the evolving nature of game engines today, it is a lot less clear. There are still bits of early Quake code in Half Life 2, and the remaining licensees of Q3 technology intend to continue their internal developments along similar lines, so there probably won't be nearly as sharp a cutoff as before. I am still committed to making as much source public as I can, and I won't wait until the titles from the latest deal have actually shipped, but it is still going to be a little while before I feel comfortable doing the release.
Random Graphics Thoughts
Years ago, when I first heard about the inclusion of derivative instructions in fragment programs, I couldn't think of anything off hand that I wanted them for. As I start working on a new generation of rendering code, uses for them come up a lot more often than I expected.
I can't actually use them in our production code because it is an Nvidia-only feature at the moment, but it is convenient to do experimental code with the nv_fragment_program extension before figuring out various ways to build funny texture mip maps so that the built in texture filtering hardware calculates a value somewhat like the derivative I wanted.
If you are basically just looking for plane information, as you would for modifying things with texture magnification or stretching shadow buffer filter kernels, the derivatives work out pretty well. However, i
Who thought it would be wise to mod up someone with the logon "irc.goatse.cx troll (http://gnaa.us/)"? If that wasn't obvious enough, you could have read the content to realise it was a troll:
Already at the cap again, thanks.
* Constant need to upgrade hardware. Its optional, you only really NEED to upgrade every 4 or 5 years, exact same with a console. Until then, everything you get just makes your old games play better. * Constant need to upgrade software. No? You can just use the drivers that came with your hardware, but you have the OPTION to upgrade to newer, more optimized code. * Hardware components must be compatible. Awww shit, this dual geforce pci-x SLI setup wont fit in my sparc!. Its a non issue, pretty much every pc component is compat with eachother, if you're worried, google it before buying it.
* You will have to patch your game. No, you CAN patch your game. Or you can play the bugged game that shipped, as you're FORCED to do on consoles. If you think console games are perfect, you've never played halo2 online, or any of the tons of buggy games. I still remember a PSX racing game that shipped with the AI disabled, no sound, and noclip mode on your car. Obviously horrible Q&A, but could be patched later on PC, but not console. Although console games have had patches since as long as I've been playing them (NES), just look at any game genie/gameshark code list and you'll see the different listings for revisions of the game. But if you bought the buggy first version, good luck patching it.
* Less QA. Cite a source. For every buggy PC game you can name, I can name a ton of buggy console games. Frankly I'd trust a company like IDSoft to release a less buggy game than someone like EA. * The Microsoft Tax. I'd rather pay a little more for the OS than subsidize the cost with each game purchase.
Its an added power requirement because it renders better. I could render your console graphics with a geforce2mx400. PC ports of games always look so much better (assuming they had good enough textures to scale). I'd much rather play tony hawk at 1024x768 with full antialiasing and all that fun stuff than NTSC resolution on a tv.
And don't get me started on load times. a PS2 takes about as long to load a map of an average game as doom3 takes to load >512megs of a single map. You can't even compare them. The only argument people have against PC gaming is all fallacy. You can buy just as good controllers for usb, you can buy much better monitors (and put them infront of your couch, if thats your thing), and then people complain about having to upgrade your PC.. Atleast you can upgrade. I recently started playing GTA3VC on PC again. It looks so much better on my upgraded computer than when it first came out, and loads instantly. Still just as slow on a PS2 though.
The game doesnt look too bad, but would be infinately better if I could read their "i want to look cool so I use 6pt fonts". Do they not realise that we gave up 800x600 about 6 years ago? even squinting a few inches from my monitor I can barely read it at my native res (1600x1200), I had to change res to 1024x768 just to play it, and even then I had to sit closer to the monitor than i enjoy for gaming.
If you wont scale, atleast offer a fullscreen/res changing mode.
(replying to the last post in this thread because its the first reply to post link I saw, I dont mean to complain to the parent so much as the game devels that probably arnt even reading this)
" 2. lack of understanding - why do I need one company to have my login and password to use on all these sites when I, Joe Average, already use the same login and password on all these sites? "
That was actually the best part of passport. I'd rather see someone figure out a way to do RSA (or even pgp) based public key authentication to websites.
Instead of authing with one company, you'd auth with your local private key, then just upload your public key to any website you want to use it at. Then as soon as you login to the key you'd be able to instantly login to any website that has your priv key.
Maybe add a http header like X-KEY: Request; that the server sends, which pops up a box on the client side asking if you want to send your key to the server, at which point you either say no and ignore the requests, or say yes and have X-KEY: 12378479028786e87a876a86868a8h or whatever sent as your X-KEY: header.
Before anyone wants to debate the security of this, Public key authentication is used by pretty much any admin responsible for more than 5 computers. We trust it with your data, so you should to.
This story? Fictional stories are cool, but I prefer mine with wizards and dragons, or atleast a guy collecting 2 of an impossibly large amount of species all on a small arc.
Screwing over people that want to argue that clickthroughs are legal, but piracy is wrong. You want to sue them for dmca? Hope you're ready to fight against your own buisness model.
Theyre both future technologies. I'm not talking about the MS IE crap, I mean the low level stuff that the XBOX does and microsoft wants all mobos/cpus to do -- refuse to run unsigned code.
When it was just people in the right circles pirating, there was no signifigant impact. When people would sooner download a song off napster than buy a cd, there was a financial shift. Obviously the riaa/mpaa math is flawed, but there is some honesty behind it, there are a lot of potential customers that just arnt actual customers purely because its cheaper and easier to pirate. While thats mostly the mpaa/riaa's problem, its still a problem.
Its like stealing cable tv by buying cable internet and getting a splitter. When 1 in 1000 people do it, its not even a problem for the cable companies. When some tard posts a full walkthrough on how to do it because he wants his blog to get more hits, too many people do it and the system fails, resulting in cable internet without tv having an additional charge, and signal blockers being installed outside your house.
It would be nice to have a simple MS-Paint like interface to sketch a little symbol (like the contamination sign, or some more obscure wiccan symbol) and have google return both definitions, and better images.
My firewall is fine, my throttleing is fine (I've even written my own rules with tc before). I can routinely get 200+ kB/s down ON POPULAR TORRENTS. Plenty will hit 0.989 availability and noone with that last piece will join, or there will be only one person with the full file per dozens and dozens of people trying to get it, and due to async connections that just doesnt work.
Which works fine for a single file. All of your stats are reset as soon as you switch to a new torrent/tracker. The only way around this is keeping all torrents on the same tracker (see: empornium), but that has its own failings.
The only way to effectively prevent leeching is the way warez topsites (ftps) do it-- Ratio.
Start with N (usually 15mb) credits. Get 3 megs of download credits for every 1 meg you upload. You up something crappy? Nuked-- you just lost all the upload credits you got for it (And possibly more, depending on the nuke multiplier)
Can't really do that with P2P.
"Nowadays the race is who can run Doom 3 at 1600x1200 at 70 vs 72 FPS. If you consider the average home PC with a 17" monitor that can't even display 1600x1200, and most gaming is done at 1024x768 or 800x600, it seems kind of pointless."
But what detail can you get at 800x600?
Thats the resolution I use in counterstrike, and in some maps you just cant see stuff, like the new map de_cpl_contra's fences. From far away, you just can't see it at all. If I turn on full AF and FSAA, I see through it fine. The problem is, I then get 20FPS instead of my normal vsync'd 85.
This is all on a 5600. Not top of the line, but not bottom either.
Or someone visits your page, then clicks a link to someone elses page. that someone else has stats showing top referers, and that page is public. you're now googled.
Launches the new IE window using cmd /c iexplore.
I agree, I still enjoy a good duel on it now and then. My friend is porting it to hl2dm, hopefully that will work out.
Until then, retextured quake is plenty sexy
Couldn't agree more. I planned on making some CS:Source maps, and maybe even messing with the SDK some, but apparently to even launch Hammer2 you need to be logged into steam on an account that owns the games. While I can see why valve would want me to actually own one of their games, its just not happening until cs:s is more pro-friendly. Why block me from improving the game?
Any store located in a country that cares more about citizens than corperations.
The problem with selling linux games is the returns by stupid windows users. I think the best idea is to either bundle the windows and linux version, or ship it on a linux live cd that has a windows autorun file that pops up something telling you to boot with the game in. This way even windows users could play, but the real linux users could just run the install script off the cd.
Quake has gone even further. .md3 loader,and the mod itself)
Modern quake engines use full 24bit replacement textures, can load maps from Hexen, Quake, Quake2, Quake3, or HalfLife (and all textures there of), have all the graphical improvements you can think of (stencil shadows, specular lighting, etc). Some quake clients can even load Quake3 QVM code(Thats the mod data, meaning you could load a quake3 map with the bsp loader, the weapon models with the
And thats just the stuff I remember. Check out http://quakeworld.nu for more info.
Welcome
.plan file updates. There were two main factors involved in my not doing updates for a long time - a good chunk of my time and interest was sucked into Armadillo Aerospace, and the fact that the work I had been doing at Id for the last half of Doom 3 development was basically pretty damn boring.
.plan files were appropriate ten years ago, and sort of retro-cute several years ago, but I'll be sensible and use the web.
I get a pretty steady trickle of emails from people hoping for
The Armadillo work has been very rewarding from a learning-lots-of-new-stuff perspective, and I'm still committed to the vehicle development, even post X-Prize, but the work at Id is back to a high level of interest now that we are working on a new game with new technology. I keep running across topics that are interesting to talk about, and the Armadillo updates have been a pretty good way for me to organize my thoughts, so I'm going to give it a more general try here.
I'm not quite sure what the tone is going to be - there will probably be some general interest stuff, but a bunch of things will only be of interest to hardcore graphics geeks.
I have had some hesitation about doing this because there are a hundred times as many people interested in listening to me talk about games / graphics / computers as there are people interested in rocket fabrication, and my mailbox is already rather time consuming to get through.
If you really, really want to email me, add a "[JC]" in the subject header so the mail gets filtered to a mailbox that isn't clogged with spam. I can't respond to most of the email I get, but I do read everything that doesn't immediately scan as spam. Unfortunately, the probability of getting an answer from me doesn't have a lot of correlation with the quality of the question, because what I am doing at the instant I read it is more dominant, and there is even a negative correlation for "deep" questions that I don't want to make an off-the-cuff response to.
Quake 3 Source
I intended to release the Q3 source under the GPL by the end of 2004, but we had another large technology licensing deal go through, and it would be poor form to make the source public a few months after a company paid hundreds of thousands of dollars for full rights to it. True, being public under the GPL isn't the same as having a royalty free license without the need to disclose the source, but I'm pretty sure there would be some hard feelings.
Previous source code releases were held up until the last commercial license of the technology shipped, but with the evolving nature of game engines today, it is a lot less clear. There are still bits of early Quake code in Half Life 2, and the remaining licensees of Q3 technology intend to continue their internal developments along similar lines, so there probably won't be nearly as sharp a cutoff as before. I am still committed to making as much source public as I can, and I won't wait until the titles from the latest deal have actually shipped, but it is still going to be a little while before I feel comfortable doing the release.
Random Graphics Thoughts
Years ago, when I first heard about the inclusion of derivative instructions in fragment programs, I couldn't think of anything off hand that I wanted them for. As I start working on a new generation of rendering code, uses for them come up a lot more often than I expected.
I can't actually use them in our production code because it is an Nvidia-only feature at the moment, but it is convenient to do experimental code with the nv_fragment_program extension before figuring out various ways to build funny texture mip maps so that the built in texture filtering hardware calculates a value somewhat like the derivative I wanted.
If you are basically just looking for plane information, as you would for modifying things with texture magnification or stretching shadow buffer filter kernels, the derivatives work out pretty well. However, i
Who thought it would be wise to mod up someone with the logon "irc.goatse.cx troll (http://gnaa.us/)"?
If that wasn't obvious enough, you could have read the content to realise it was a troll:
Already at the cap again, thanks.
* Constant need to upgrade hardware.
Its optional, you only really NEED to upgrade every 4 or 5 years, exact same with a console. Until then, everything you get just makes your old games play better.
* Constant need to upgrade software.
No? You can just use the drivers that came with your hardware, but you have the OPTION to upgrade to newer, more optimized code.
* Hardware components must be compatible.
Awww shit, this dual geforce pci-x SLI setup wont fit in my sparc!.
Its a non issue, pretty much every pc component is compat with eachother, if you're worried, google it before buying it.
* You will have to patch your game.
No, you CAN patch your game. Or you can play the bugged game that shipped, as you're FORCED to do on consoles. If you think console games are perfect, you've never played halo2 online, or any of the tons of buggy games. I still remember a PSX racing game that shipped with the AI disabled, no sound, and noclip mode on your car. Obviously horrible Q&A, but could be patched later on PC, but not console. Although console games have had patches since as long as I've been playing them (NES), just look at any game genie/gameshark code list and you'll see the different listings for revisions of the game. But if you bought the buggy first version, good luck patching it.
* Less QA.
Cite a source. For every buggy PC game you can name, I can name a ton of buggy console games. Frankly I'd trust a company like IDSoft to release a less buggy game than someone like EA.
* The Microsoft Tax.
I'd rather pay a little more for the OS than subsidize the cost with each game purchase.
Its an added power requirement because it renders better. I could render your console graphics with a geforce2mx400. PC ports of games always look so much better (assuming they had good enough textures to scale). I'd much rather play tony hawk at 1024x768 with full antialiasing and all that fun stuff than NTSC resolution on a tv.
And don't get me started on load times. a PS2 takes about as long to load a map of an average game as doom3 takes to load >512megs of a single map. You can't even compare them. The only argument people have against PC gaming is all fallacy. You can buy just as good controllers for usb, you can buy much better monitors (and put them infront of your couch, if thats your thing), and then people complain about having to upgrade your PC.. Atleast you can upgrade. I recently started playing GTA3VC on PC again. It looks so much better on my upgraded computer than when it first came out, and loads instantly. Still just as slow on a PS2 though.
The game doesnt look too bad, but would be infinately better if I could read their "i want to look cool so I use 6pt fonts". Do they not realise that we gave up 800x600 about 6 years ago? even squinting a few inches from my monitor I can barely read it at my native res (1600x1200), I had to change res to 1024x768 just to play it, and even then I had to sit closer to the monitor than i enjoy for gaming.
If you wont scale, atleast offer a fullscreen/res changing mode.
(replying to the last post in this thread because its the first reply to post link I saw, I dont mean to complain to the parent so much as the game devels that probably arnt even reading this)
Hello. My name is google, I have answers for you.r ceid=mozilla-search&start=0&start=0&ie=utf-8&oe=ut f-8&client=firefox-a&rls=org.mozilla:en-US:officia l
http://www.google.com/search?q=cell+phone+ssh&sou
"
2. lack of understanding - why do I need one company to have my login and password to use on all these sites when I, Joe Average, already use the same login and password on all these sites?
"
That was actually the best part of passport. I'd rather see someone figure out a way to do RSA (or even pgp) based public key authentication to websites.
Instead of authing with one company, you'd auth with your local private key, then just upload your public key to any website you want to use it at. Then as soon as you login to the key you'd be able to instantly login to any website that has your priv key.
Maybe add a http header like X-KEY: Request; that the server sends, which pops up a box on the client side asking if you want to send your key to the server, at which point you either say no and ignore the requests, or say yes and have X-KEY: 12378479028786e87a876a86868a8h or whatever sent as your X-KEY: header.
Before anyone wants to debate the security of this, Public key authentication is used by pretty much any admin responsible for more than 5 computers. We trust it with your data, so you should to.
This story?
Fictional stories are cool, but I prefer mine with wizards and dragons, or atleast a guy collecting 2 of an impossibly large amount of species all on a small arc.
Screwing over people that want to argue that clickthroughs are legal, but piracy is wrong. You want to sue them for dmca? Hope you're ready to fight against your own buisness model.
Theyre both future technologies. I'm not talking about the MS IE crap, I mean the low level stuff that the XBOX does and microsoft wants all mobos/cpus to do -- refuse to run unsigned code.
"You are absolutely right. And that is why NX doesn't help preventing vira."
But once the virus modifies the exe, the signature will no longer match, and thus the processor should refuse to run it.
And thats what I'm complaining against.
When it was just people in the right circles pirating, there was no signifigant impact. When people would sooner download a song off napster than buy a cd, there was a financial shift. Obviously the riaa/mpaa math is flawed, but there is some honesty behind it, there are a lot of potential customers that just arnt actual customers purely because its cheaper and easier to pirate. While thats mostly the mpaa/riaa's problem, its still a problem.
Its like stealing cable tv by buying cable internet and getting a splitter. When 1 in 1000 people do it, its not even a problem for the cable companies. When some tard posts a full walkthrough on how to do it because he wants his blog to get more hits, too many people do it and the system fails, resulting in cable internet without tv having an additional charge, and signal blockers being installed outside your house.
It would be nice to have a simple MS-Paint like interface to sketch a little symbol (like the contamination sign, or some more obscure wiccan symbol) and have google return both definitions, and better images.
You do realise we're talking about a device that generates a number in sync with the server, and not a simple ascii file, right?
This, not this. (or this)
hearties for firsties.
My firewall is fine, my throttleing is fine (I've even written my own rules with tc before). I can routinely get 200+ kB/s down ON POPULAR TORRENTS.
Plenty will hit 0.989 availability and noone with that last piece will join, or there will be only one person with the full file per dozens and dozens of people trying to get it, and due to async connections that just doesnt work.