This is not the first $600 system that I have purchased and I am pretty sure it won't be the last. Yeah, the Neo-Geo system was not the most commercially successful system, but I am still happy I bought one. (BTW, try buying a AVS cart on ebay right now.) It's not cheap, but frankly I would prefer to spend a bit more now and have a system that will have a lifespan longer than 3 1/2 years (Original XBox, looking at you here!).
This is missing in the article, if you want more information about EFF check out their website at: http://www.eff.org
Or to sign a petition to stop some of the RIAA madness goto: http://www.eff.org/share/petition/
Yep, Just signed up for the demo and here is what the email says "This version will give you the opportunity play the demo on the TrackMania dedicated server in the following modes : Solo, Hot Seat and Network mode."
Absolutely. Talk to anyone in a CAD environment. We have servers with over 4GB of RAM and have 1Gig Network cards (both client and server side). We realized speed increases on the client end every upgrade of the server, increased RAM and higher speed network cards. Then again we may be 'different' we have 100's of thousands of parts that are opened in each assembly.
Essentially this says that all you do is to continually convince TCP that the 'pipe' is full of information and to take counter measures.
TCP will do this with a preset procedure that was designed to elminate deadlock situation. The problem occurs when everytime the TCP stack trys to resend the information, you can fool it by filling the 'pipe' again. As long as you know when the TCP stack will retry again, you can continue this over and over. Because it does not take a lot of information to fill the 'pipe' for the short time that TCP attempts to resend, you can have a low bandwidth attack.
Ok, this is from a tech support view point, but can you imagine letting all these people do all these things on a system, and trying to keep it running? Sounds like a support nightmare.
Also,if a 'flyer' is doing 'business critical' email and his station crashes, he/she loses work. This person now sues Boeing because they were told they could use these services during the flight, and now they can't. *shudder at the thought*
My guess (following with Sony's stance on online play) is that it will not cost anything additional.
BUT, you need to already have the proper components to play the game online:
-A PS2 (duh!)
-A network adapeter
-An ISP
Now, keep in mind that games like Everquest and such are subscription based games, because they are continually evolving (at least somewhat). This will not be like that.
Re:The Mud's Codebase
on
Saving MUDs?
·
· Score: 1
Well, it obviously depends on the number of areas, players, and the codebase. But on my particular mud this all compresses to about a 20MB file once you have removed all of the binary files. This is a ROM based mud, so a fairly common derivative.
Kyndig.com may be a good option for this, but the different MU* admins would need to 'donate' their code to any project like this.
I just know from experience, that when a piece of code or an area from a MU* that you like is lost, you spend tons of time wishing you could still find it.
I have run a mud for about 9 years. In that time I have seen many other muds begin and end. Lots of these muds have very innovative code in them. I think it is sad to lose everything that these muds have worked on. Does anyone know of a repository for "unwanted" or "unused" muds? (If none exsists, maybe a smart slashdotter could start one:) ) I know personally that when my mud closes, I want to post the code for anyone that wants it.
If it can boot games with the same command, hook me up :)
This is not the first $600 system that I have purchased and I am pretty sure it won't be the last. Yeah, the Neo-Geo system was not the most commercially successful system, but I am still happy I bought one. (BTW, try buying a AVS cart on ebay right now.) It's not cheap, but frankly I would prefer to spend a bit more now and have a system that will have a lifespan longer than 3 1/2 years (Original XBox, looking at you here!).
This is missing in the article, if you want more information about EFF check out their website at:
http://www.eff.org
Or to sign a petition to stop some of the RIAA madness goto:
http://www.eff.org/share/petition/
Two Words:
Bender's Closet
Yep, Just signed up for the demo and here is what the email says "This version will give you the opportunity play the demo on the TrackMania dedicated server in the following modes : Solo, Hot Seat and Network mode."
Absolutely. Talk to anyone in a CAD environment. We have servers with over 4GB of RAM and have 1Gig Network cards (both client and server side). We realized speed increases on the client end every upgrade of the server, increased RAM and higher speed network cards. Then again we may be 'different' we have 100's of thousands of parts that are opened in each assembly.
Essentially this says that all you do is to continually convince TCP that the 'pipe' is full of information and to take counter measures.
TCP will do this with a preset procedure that was designed to elminate deadlock situation. The problem occurs when everytime the TCP stack trys to resend the information, you can fool it by filling the 'pipe' again. As long as you know when the TCP stack will retry again, you can continue this over and over. Because it does not take a lot of information to fill the 'pipe' for the short time that TCP attempts to resend, you can have a low bandwidth attack.
Ok, this is from a tech support view point, but can you imagine letting all these people do all these things on a system, and trying to keep it running? Sounds like a support nightmare.
Also,if a 'flyer' is doing 'business critical' email and his station crashes, he/she loses work. This person now sues Boeing because they were told they could use these services during the flight, and now they can't. *shudder at the thought*
Cool idea? YES! Practical impementation? Unlikely.
My guess (following with Sony's stance on online play) is that it will not cost anything additional.
BUT, you need to already have the proper components to play the game online:
-A PS2 (duh!)
-A network adapeter
-An ISP
Now, keep in mind that games like Everquest and such are subscription based games, because they are continually evolving (at least somewhat). This will not be like that.
Well, it obviously depends on the number of areas, players, and the codebase. But on my particular mud this all compresses to about a 20MB file once you have removed all of the binary files. This is a ROM based mud, so a fairly common derivative.
Kyndig.com may be a good option for this, but the different MU* admins would need to 'donate' their code to any project like this.
I just know from experience, that when a piece of code or an area from a MU* that you like is lost, you spend tons of time wishing you could still find it.
I have run a mud for about 9 years. In that time I have seen many other muds begin and end. Lots of these muds have very innovative code in them. I think it is sad to lose everything that these muds have worked on. Does anyone know of a repository for "unwanted" or "unused" muds? (If none exsists, maybe a smart slashdotter could start one :) ) I know personally that when my mud closes, I want to post the code for anyone that wants it.