Not really that difficult, just build LFS and install the feature that you need (ftpd for example). And then remove *everything* that's not needed anymore:)
If the compilers compare in speed: even the answer to this statement can vary a great deal, since gcc-3.1 is a *lot* slower in compiling than the old gcc-2.95 was.
Still using gcc-3.1 on my duron 800, compiling a very basic basesystem (LFS) takes about 3 hours. Compiling xfree86, qt, kdelibs and kdebase takes more than 10 hours. And even then you've got a very basic kde-system.
That said, those PIII-Xeon are way faster in compiling than any normal P3/P4/Athlons, probably because of their large cache. A P3-Xeon-400 compiles LFS faster than a P4-2000!!! So that 4-way P3-Xeon-550 should be at least something like 16 times faster than my puny duron800. With my computer it would take about a *week* to compile win2000, and even then I'm being very optimistic.
Since when does quicksort use more memory than bubblesort. I would think that if any of the two used significantly more memory than the other it would be bubblesort.
This guy just disabled hinting and adjusted the rendering resolution to his liking.
Without hinting, fonts will never look as good as they do on MS Windows or OS X.
Messing with the rendering resolution to make certain fonts look a little bit better seems to be the kind of hacking a chicken without a head could do.
This is not the ueberhack slashdot makes it out to be. This is not news.
Drinking and Darts don't mix? That's got to be the silliest remark about darts and alcohol I've ever heared. Playing darts without drinks, is next to impossible.
Could it be that it's because Unreal is a lot slower (I mean the characters seem to walk or jog in Unreal compared to the characters sprinting and racing in Quake)?
Have you thought of the cheating possibilities, I guess not. Pings can very easily be faked. You don't want people running around your server who seamingly have a ping of 750ms, while in fact they have a sub 15ms ping.
A trip to the other side of the world and back takes about 133ms. So the lightspeed is definately a limiting factor. I've never had an OZ on my own quakeserver who wasn't complaining about my ungodly low ping (I live in Europe, Australia approximately the other side of the world for us).
Packet loss is very bad indeed, because it momentarily doubles or triples (or worse) your ping. If that happens often enough, the gameplay sucks bigtime. But there no way anybody can play quake competitivly with a ping over 200ms.
You're absolutely right (at least on some points:-)
When I started playing Q1 and Quakeworld, there weren't too many people using a fast permanent connection. Permanent connection and fast connection were two thing that went hand in hand. A fast connection ment you had an advantage over the player using a slow connection.
But it wasn't all about pings, it had to do with the permanent prt as well. Someone with a permamant connection tends to play a lot more then someone who has to pay $1 for every hour he plays.
People who played a LOT were the first ones to get a cable connection, just because it SAVED a lot of money (I know I saved quite a bit;-)
That's the spirit, just leave out the '0h-he's-typing-so-let's-not-frag-him' semi-politeness, just frag the LPB. Camping is a ligitimate HPB tactic as well.
JUST DON'T BEAT THOSE LPB'S IN DIRECT COMBAT, those kind of thing really pisses them off (at least it pisses me off).
It's not the framerates that make the difference. Seeing 32 or 100 frames per second doesn't make (much) of a difference. Yes, you can see the difference, but that's just cosmetic.
The problem is that when you see a frame, the stuff you see is old information, at 32 frames per second, it has a delay of at least 31ms, at 72 frames per second at least 10ms. The difference is 21 ms. So someone playing at 100 frames with a ping of 80ms sees things earlier than someone playing at 32 frames per second and a ping of 100ms, strange at first sight, but very much true.
20ms difference doesn't seem much, but when two equal (decent) players play against each other, it does, especially when they both have very low (equal) pings!
I've played quakeworld competitively for some time. I was just an average player, but when I was playing with a ping of 14ms while others were playing with more than 100ms, there were very few people who could beat me. Once you're past a certain level of skill and strategy, ping times count big time.
Quakeworld was very playable with a ping between a 100ms and 150ms as long as the ping times were stable. The prediction algorithms did their work pretty good, but having a ping 100ms higher than an opponent of approximately the same level equaled certain death.
Johan V. (who has finally overcome his quakeworld addiction)
Not really that difficult, just build LFS and install the feature that you need (ftpd for example). And then remove *everything* that's not needed anymore :)
Johan Veenstra
To follow the books you need some skills, but since you've been using Slackware, you're almost overqualified :)
Besides some skills, the only other thing you'll need is time and patience.
Johan Veenstra
'another $3.3 billion' doesn't mean that the previous amount was exactly $3.3 billion, and it doesn't mean that there was only one previous amount.
Johan Veenstra
And how do you explain that 4 years ago a 13.2kg model make it across the pond. Seems that your logic is flawed...
Johan Veenstra
- The Alpha 21364 EV7 chip
- 152M transistors
- 1.75MB L2 cache
- 32GB/s interconnect bandwidth (between processors)
- 12.8GB/s of memory bandwidth
Some tasks just need some extra oooomph.
regards,
Johan Veenstra
If the compilers compare in speed: even the answer to this statement can vary a great deal, since gcc-3.1 is a *lot* slower in compiling than the old gcc-2.95 was.
Still using gcc-3.1 on my duron 800, compiling a very basic basesystem (LFS) takes about 3 hours. Compiling xfree86, qt, kdelibs and kdebase takes more than 10 hours. And even then you've got a very basic kde-system.
That said, those PIII-Xeon are way faster in compiling than any normal P3/P4/Athlons, probably because of their large cache. A P3-Xeon-400 compiles LFS faster than a P4-2000!!! So that 4-way P3-Xeon-550 should be at least something like 16 times faster than my puny duron800. With my computer it would take about a *week* to compile win2000, and even then I'm being very optimistic.
reagrds,
Johan Veenstra
Since when does quicksort use more memory than bubblesort. I would think that if any of the two used significantly more memory than the other it would be bubblesort.
Johan Veenstra
Well you might want to check out Debian GNU/Hurd.
Johan V.
Those high-res printers you speak of, still use anti-aliasing.......
Johan V.
I quote 'Bistromat': "and in fact there are makefile flags to compile it without hinting enabled"
So at least one source code change was completely unnecessary.
Johan V.
This guy just disabled hinting and adjusted the rendering resolution to his liking.
Without hinting, fonts will never look as good as they do on MS Windows or OS X.
Messing with the rendering resolution to make certain fonts look a little bit better seems to be the kind of hacking a chicken without a head could do.
This is not the ueberhack slashdot makes it out to be. This is not news.
regards,
Johan V.
Drinking and Darts don't mix? That's got to be the silliest remark about darts and alcohol I've ever heared. Playing darts without drinks, is next to impossible.
Johan V.
I bow to the master, I bow deeply. Thank you for reviving a very pleasant memory, I'm already searching for my hole grail vhs-tape.
Johan V.
Since IA32 can address 36bit addresses and IA64 can address 40bit addresses.
Johan V.
I made the same statements until recently (I succesfully kicked the Quakeworld habit).
The ones who pay $50 for their fast connections, deserve an advantage.
So I say it loud and proud:
"Screw you high ping jerks and your wussy slow internet connections."
;-)
Johan V.
Could it be that it's because Unreal is a lot slower (I mean the characters seem to walk or jog in Unreal compared to the characters sprinting and racing in Quake)?
Johan V.
Have you thought of the cheating possibilities, I guess not. Pings can very easily be faked. You don't want people running around your server who seamingly have a ping of 750ms, while in fact they have a sub 15ms ping.
Johan V.
A trip to the other side of the world and back takes about 133ms. So the lightspeed is definately a limiting factor. I've never had an OZ on my own quakeserver who wasn't complaining about my ungodly low ping (I live in Europe, Australia approximately the other side of the world for us).
Johan V.
Packet loss is very bad indeed, because it momentarily doubles or triples (or worse) your ping. If that happens often enough, the gameplay sucks bigtime. But there no way anybody can play quake competitivly with a ping over 200ms.
Johan V.
You're absolutely right (at least on some points :-)
;-)
When I started playing Q1 and Quakeworld, there weren't too many people using a fast permanent connection. Permanent connection and fast connection were two thing that went hand in hand. A fast connection ment you had an advantage over the player using a slow connection.
But it wasn't all about pings, it had to do with the permanent prt as well. Someone with a permamant connection tends to play a lot more then someone who has to pay $1 for every hour he plays.
People who played a LOT were the first ones to get a cable connection, just because it SAVED a lot of money (I know I saved quite a bit
Johan V.
That's the spirit, just leave out the '0h-he's-typing-so-let's-not-frag-him' semi-politeness, just frag the LPB. Camping is a ligitimate HPB tactic as well.
JUST DON'T BEAT THOSE LPB'S IN DIRECT COMBAT, those kind of thing really pisses them off (at least it pisses me off).
Johan V.
It's not the framerates that make the difference. Seeing 32 or 100 frames per second doesn't make (much) of a difference. Yes, you can see the difference, but that's just cosmetic.
The problem is that when you see a frame, the stuff you see is old information, at 32 frames per second, it has a delay of at least 31ms, at 72 frames per second at least 10ms. The difference is 21 ms. So someone playing at 100 frames with a ping of 80ms sees things earlier than someone playing at 32 frames per second and a ping of 100ms, strange at first sight, but very much true.
20ms difference doesn't seem much, but when two equal (decent) players play against each other, it does, especially when they both have very low (equal) pings!
And hereby I conclude my lessons in latency,
Johan V.
I don't know if such a ping is 'usual', but I do know a stable ping is more important than an average ping that's a bit lower.
Johan V.
I've played quakeworld competitively for some time. I was just an average player, but when I was playing with a ping of 14ms while others were playing with more than 100ms, there were very few people who could beat me. Once you're past a certain level of skill and strategy, ping times count big time.
Quakeworld was very playable with a ping between a 100ms and 150ms as long as the ping times were stable. The prediction algorithms did their work pretty good, but having a ping 100ms higher than an opponent of approximately the same level equaled certain death.
Johan V. (who has finally overcome his quakeworld addiction)
You can ask all the constructive input you want, but the only remaing question is the following:
- Have you distributed the product?
If so, you've released the program under the GPL, wether it says so in your license or not.
If not, you have to get rid of all the GPL'd code before releasing the product, otherwise the above automatically applies.
Why?
- The dll clearly uses GPL'd code, and therefore is GPL'd as well.
- Your program links to a GPL'd library, hence your program is GPL'd as well.
have a nice day,
Johan V.