Some people don't moderate things funny because while it gains no karma for the poster it can lose it if it is moderated down.This can lead to a post with a score of +5 funny costing the poster all of there karma as it is flucturates up and down.
It is, however, strange that underated isn't used.
That problem is part of the unreal engine which might of been fixed in newer games.It occurs when the CPU clock speed changes after starting the game due to the fact the engine uses the clock speed for a timer.
My setup has these process on bootup csrss.exe winlogin.exe services.exe svchost.exe -k rpcss svchost.exe -k netsvcs lsass.exe explorer.exe
and the folowing services COM+ Event System Cryptographic Services DHCP Client Network Connections Plug and Play Remote Procedure Call (RPC) Shell Hardware Detection System Event Notification Windows Audio Windows Management Instrumentation
This does make some activites fail two that I have noted are some install programs(needs Dcom or windows installer) and windows updates.
8/8 I guessed correctly on the lyrics pages and the free games. Looking again at the screenshots only the nonspyware sites had links or a forum. Is this a good way to help tell?
You said that A game will play the same at 320*256 in 32 colours to a game at 1280*1024 in 32 bit colour.
While lowering the resolution can be a minor affect to the gameplay of some games. In others a lower res can have a detrimental affect on gameplay in a by substantively limiting the playing area,making scrolling far more necessary.
and you asked > I understand your point, but in certain cases resolution does add to gameplay. > For strategy games it is particularly important. Why?
A factor that is more often seen in strategy games compared to fps is a tendency to use greater resolution to zoom out/increase the playing area while fps more often use it for greater detail.
In my experience strategy games often have far more scrolling and are more likely to zoom out when increaseing the resolution insead of increasing detail.
damn forgot to preview GENERAL - Querying a cvar (typing name with no value on the console) now also prints out help text - Updated some cvar docs
STABILITY - Fixed desktop crash when loading a QuickSave made when during influence in EPD Lab in Alphalabs 1 - Fixed game freezing if in-game MP menu is opened just after a change map vote Passes and just before the map changes. - Fixed duplicate player names shutting down a server during map changes
INTERFACE - Fixed scrolling lists with arrow keys while holding control crashing game - Added toggle functionality to movement commands (i.e. toggle crouch as opposed to holding the button down) - Added in_togglecrouch, in_togglerun, & in_togglezoom - Added dialog to multiplayer video settings menu telling user that changes require exiting game before they'll take effect - Fixed remote password field only displaying 3-4 characters at a time. - Fixed g_voteFlags so that spectator and nextmap could be individually toggled - Made print screen bindable. - Made Alt-Gr (right alt) bindable separately for European versions. For english versions, right alt and left alt both bind as "alt" so that US users who currently have something bound to right alt don't have their config affected by the update. - Added mouse wheel scrolling to server list (gui list boxes).
SINGLE PLAYER - Fixed issue when switching between flashlight and previous weapon after using the PDA.
NETWORKING/MULTIPLAYER - Bumped damage up on rocket jumping in multiplayer - Decreased damage from chaingun to 25 in multiplayer - Exploding barrels to full damage to attacker in multiplayer - Increased height for falling damage in multiplayer - Made g_fov modifiable in mutiplayer from 90 to 110 - Changed server protocol version from 1.33 to 1.34 - Changed idEntity::SetName to allow entities to be named after startup during network games - Changed idClass:ostEventArgs to allow script threads to post events during network games - Changed net_allowCheats to allow cheat commands during network games - Fixed projectile launched from wrong position when player exits teleporter while holding fire - Fixed rocket launcher dealing no splash damage to player at certain angle in Edge 2 - Fixed light from flashlight remaining after player is killed. - Fixed frags going negative when over 64. Maxfrags now at 100. - Fixed -1/1 ammo count while dropping weapon in multiplayer - Fixed no rockets in view-model rocket launcher when first picked up - Exploding barrels now give credit for kills to the player who damaged the barrel in multiplayer - Fixed chaingun flickering on/off when spectating another player in Tourney - Fixed no "You lose" message being played for loser in Last Man Standing. - Added join messages when players join an MP game. - Fixed players stuck spectating when no spectators vote is passed. - Added chat and connection interrupted icons - Fixed Frag Chamber doors killing player if they're moving towards them just as they open (kill trigger was turned off too late in the script). - Added build for a dedicated server executable (DooM3Ded.exe) on Win32. - Fixed problems with server list: - wrong server being joined when sorting - wrong server being joined when filtering - server list not being sorted initially by ping. - Chat text no longer converts high-ASCII chars to periods - Fixed problem with players logging on and being stuck in spectator mode, yet not really spectating - Fixed Incorrect scoring information appears on scoreboard - Fixed backpack secret exploit on d3dm5 "Lights Out" - Added chat/lag icons - Elevators now return to their home position even if someone is standing on them
RENDERING - r_aspectRatio now uses 0, 1, or 2 (4:3, 16:9, 16:10) - Fixed in-game videos disappearing if you go to the menu and return - Fixed inconsistent worldview of players exiting teleporter.
GENERAL
- Querying a cvar (typing name with no value on the console) now also prints out help text
- Updated some cvar docs
STABILITY
- Fixed desktop crash when loading a QuickSave made when during influence in EPD Lab in Alphalabs 1
- Fixed game freezing if in-game MP menu is opened just after a change map vote Passes and just before the map changes.
- Fixed duplicate player names shutting down a server during map changes
INTERFACE
- Fixed scrolling lists with arrow keys while holding control crashing game
- Added toggle functionality to movement commands (i.e. toggle crouch as opposed to holding the button down)
- Added in_togglecrouch, in_togglerun, & in_togglezoom
- Added dialog to multiplayer video settings menu telling user that changes require exiting game before they'll take effect
- Fixed remote password field only displaying 3-4 characters at a time.
- Fixed g_voteFlags so that spectator and nextmap could be individually toggled
- Made print screen bindable.
- Made Alt-Gr (right alt) bindable separately for European versions. For english versions, right alt and left alt both bind as "alt" so that US users who currently have something bound to right alt don't have their config affected by the update.
- Added mouse wheel scrolling to server list (gui list boxes).
SINGLE PLAYER
- Fixed issue when switching between flashlight and previous weapon after using the PDA.
NETWORKING/MULTIPLAYER
- Bumped damage up on rocket jumping in multiplayer
- Decreased damage from chaingun to 25 in multiplayer
- Exploding barrels to full damage to attacker in multiplayer
- Increased height for falling damage in multiplayer
- Made g_fov modifiable in mutiplayer from 90 to 110
- Changed server protocol version from 1.33 to 1.34
- Changed idEntity::SetName to allow entities to be named after startup during network games
- Changed idClass:ostEventArgs to allow script threads to post events during network games
- Changed net_allowCheats to allow cheat commands during network games
- Fixed projectile launched from wrong position when player exits teleporter while holding fire
- Fixed rocket launcher dealing no splash damage to player at certain angle in Edge 2
- Fixed light from flashlight remaining after player is killed.
- Fixed frags going negative when over 64. Maxfrags now at 100.
- Fixed -1/1 ammo count while dropping weapon in multiplayer
- Fixed no rockets in view-model rocket launcher when first picked up
- Exploding barrels now give credit for kills to the player who damaged the barrel in multiplayer
- Fixed chaingun flickering on/off when spectating another player in Tourney
- Fixed no "You lose" message being played for loser in Last Man Standing.
- Added join messages when players join an MP game.
- Fixed players stuck spectating when no spectators vote is passed.
- Added chat and connection interrupted icons
- Fixed Frag Chamber doors killing player if they're moving towards them just as they open (kill trigger was turned off too late in the script).
- Added build for a dedicated server executable (DooM3Ded.exe) on Win32.
- Fixed problems with server list:
- wrong server being joined when sorting
- wrong server being joined when filtering
- server list not being sorted initially by ping.
- Chat text no longer converts high-ASCII chars to periods
- Fixed problem with players logging on and being stuck in spectator mode, yet not really spectating
- Fixed Incorrect scoring information appears on scoreboard
- Fixed backpack secret exploit on d3dm5 "Lights Out"
- Added chat/lag icons
- Elevators now return to their home position even if someone is standing on them
RENDERING
- r_aspectRatio now uses 0, 1, or 2 (4:3, 16:9, 16:10)
- Fixed in-game videos disappearing if you go to the menu and return
- Fixed inconsistent worldview of players exiting teleporter.
SOUNDS
- Fixed weapon sounds always playing the first sound in a sound shader instead of randomly picking one.
- Fixed bullet ricochet sound when punching glass.
LOCALIZATION
- Localized key names in bind menus
- Localized multiplayer text
* warmup text
* spectat
It had more than doom technology wise. Jumping, moving over/under monsters and aiming up/down are the ones i can recall. You are right with the small window and it also was slower paced than doom.
Hi res video2 765
http://www.gametrailers.com/gamepage.php?fs=1&id=
But how is this google exploiting there monopoly status?
Some people don't moderate things funny because while it gains no karma for the poster it can lose it if it is moderated down.This can lead to a post with a score of +5 funny costing the poster all of there karma as it is flucturates up and down.
It is, however, strange that underated isn't used.
Servers don't sweat
Without the A in the sentence "man" is a synonym for mankind.
That problem is part of the unreal engine which might of been fixed in newer games.It occurs when the CPU clock speed changes after starting the game due to the fact the engine uses the clock speed for a timer.
My setup has these process on bootup
csrss.exe
winlogin.exe
services.exe
svchost.exe -k rpcss
svchost.exe -k netsvcs
lsass.exe
explorer.exe
and the folowing services
COM+ Event System
Cryptographic Services
DHCP Client
Network Connections
Plug and Play
Remote Procedure Call (RPC)
Shell Hardware Detection
System Event Notification
Windows Audio
Windows Management Instrumentation
This does make some activites fail two that I have noted are some install programs(needs Dcom or windows installer) and windows updates.
A person that posts unnessecery infomation in the hopes that the post will be upmoded thus gaining karma
For a example see this post:)
8/8
I guessed correctly on the lyrics pages and the free games.
Looking again at the screenshots only the nonspyware sites had links or a forum.
Is this a good way to help tell?
http://www.waiting4oblivion.com/ is the best source of info i found
You said that
,making scrolling far more necessary.
A game will play the same at 320*256 in 32 colours to a game at 1280*1024 in 32 bit colour.
While lowering the resolution can be a minor affect to the gameplay of some games.
In others a lower res can have a detrimental affect on gameplay in a by substantively limiting the playing area
and you asked
> I understand your point, but in certain cases resolution does add to gameplay.
> For strategy games it is particularly important.
Why?
A factor that is more often seen in strategy games compared to fps is a tendency to use greater resolution to zoom out/increase the playing area while fps more often use it for greater detail.
In my experience strategy games often have far more scrolling and are more likely to zoom out when increaseing the resolution insead of increasing detail.
you call 40cm a cliff? :)
do they need to upgrade?
Thief 2
Life of the party, Had a large explosive(sunburst?)
My filter file looks like this for example:
I think it has been in opera since 7 but only works reliably in 7.60/8
What opera did you use when you stoped?
Thanks
Sorry. I havent posted many comments to slashdot and didn't know HTML Formatted does that.
damn forgot to preview
GENERAL
- Querying a cvar (typing name with no value on the console) now also prints out help text
- Updated some cvar docs
STABILITY
- Fixed desktop crash when loading a QuickSave made when during influence in EPD Lab in Alphalabs 1
- Fixed game freezing if in-game MP menu is opened just after a change map vote Passes and just before the map changes.
- Fixed duplicate player names shutting down a server during map changes
INTERFACE
- Fixed scrolling lists with arrow keys while holding control crashing game
- Added toggle functionality to movement commands (i.e. toggle crouch as opposed to holding the button down)
- Added in_togglecrouch, in_togglerun, & in_togglezoom
- Added dialog to multiplayer video settings menu telling user that changes require exiting game before they'll take effect
- Fixed remote password field only displaying 3-4 characters at a time.
- Fixed g_voteFlags so that spectator and nextmap could be individually toggled
- Made print screen bindable.
- Made Alt-Gr (right alt) bindable separately for European versions. For english versions, right alt and left alt both bind as "alt" so that US users who currently have something bound to right alt don't have their config affected by the update.
- Added mouse wheel scrolling to server list (gui list boxes).
SINGLE PLAYER
- Fixed issue when switching between flashlight and previous weapon after using the PDA.
NETWORKING/MULTIPLAYER
- Bumped damage up on rocket jumping in multiplayer
- Decreased damage from chaingun to 25 in multiplayer
- Exploding barrels to full damage to attacker in multiplayer
- Increased height for falling damage in multiplayer
- Made g_fov modifiable in mutiplayer from 90 to 110
- Changed server protocol version from 1.33 to 1.34
- Changed idEntity::SetName to allow entities to be named after startup during network games
- Changed idClass:ostEventArgs to allow script threads to post events during network games
- Changed net_allowCheats to allow cheat commands during network games
- Fixed projectile launched from wrong position when player exits teleporter while holding fire
- Fixed rocket launcher dealing no splash damage to player at certain angle in Edge 2
- Fixed light from flashlight remaining after player is killed.
- Fixed frags going negative when over 64. Maxfrags now at 100.
- Fixed -1/1 ammo count while dropping weapon in multiplayer
- Fixed no rockets in view-model rocket launcher when first picked up
- Exploding barrels now give credit for kills to the player who damaged the barrel in multiplayer
- Fixed chaingun flickering on/off when spectating another player in Tourney
- Fixed no "You lose" message being played for loser in Last Man Standing.
- Added join messages when players join an MP game.
- Fixed players stuck spectating when no spectators vote is passed.
- Added chat and connection interrupted icons
- Fixed Frag Chamber doors killing player if they're moving towards them just as they open (kill trigger was turned off too late in the script).
- Added build for a dedicated server executable (DooM3Ded.exe) on Win32.
- Fixed problems with server list:
- wrong server being joined when sorting
- wrong server being joined when filtering
- server list not being sorted initially by ping.
- Chat text no longer converts high-ASCII chars to periods
- Fixed problem with players logging on and being stuck in spectator mode, yet not really spectating
- Fixed Incorrect scoring information appears on scoreboard
- Fixed backpack secret exploit on d3dm5 "Lights Out"
- Added chat/lag icons
- Elevators now return to their home position even if someone is standing on them
RENDERING
- r_aspectRatio now uses 0, 1, or 2 (4:3, 16:9, 16:10)
- Fixed in-game videos disappearing if you go to the menu and return
- Fixed inconsistent worldview of players exiting teleporter.
SOUNDS
- Fixed weapon sounds always playing
GENERAL - Querying a cvar (typing name with no value on the console) now also prints out help text - Updated some cvar docs STABILITY - Fixed desktop crash when loading a QuickSave made when during influence in EPD Lab in Alphalabs 1 - Fixed game freezing if in-game MP menu is opened just after a change map vote Passes and just before the map changes. - Fixed duplicate player names shutting down a server during map changes INTERFACE - Fixed scrolling lists with arrow keys while holding control crashing game - Added toggle functionality to movement commands (i.e. toggle crouch as opposed to holding the button down) - Added in_togglecrouch, in_togglerun, & in_togglezoom - Added dialog to multiplayer video settings menu telling user that changes require exiting game before they'll take effect - Fixed remote password field only displaying 3-4 characters at a time. - Fixed g_voteFlags so that spectator and nextmap could be individually toggled - Made print screen bindable. - Made Alt-Gr (right alt) bindable separately for European versions. For english versions, right alt and left alt both bind as "alt" so that US users who currently have something bound to right alt don't have their config affected by the update. - Added mouse wheel scrolling to server list (gui list boxes). SINGLE PLAYER - Fixed issue when switching between flashlight and previous weapon after using the PDA. NETWORKING/MULTIPLAYER - Bumped damage up on rocket jumping in multiplayer - Decreased damage from chaingun to 25 in multiplayer - Exploding barrels to full damage to attacker in multiplayer - Increased height for falling damage in multiplayer - Made g_fov modifiable in mutiplayer from 90 to 110 - Changed server protocol version from 1.33 to 1.34 - Changed idEntity::SetName to allow entities to be named after startup during network games - Changed idClass:ostEventArgs to allow script threads to post events during network games - Changed net_allowCheats to allow cheat commands during network games - Fixed projectile launched from wrong position when player exits teleporter while holding fire - Fixed rocket launcher dealing no splash damage to player at certain angle in Edge 2 - Fixed light from flashlight remaining after player is killed. - Fixed frags going negative when over 64. Maxfrags now at 100. - Fixed -1/1 ammo count while dropping weapon in multiplayer - Fixed no rockets in view-model rocket launcher when first picked up - Exploding barrels now give credit for kills to the player who damaged the barrel in multiplayer - Fixed chaingun flickering on/off when spectating another player in Tourney - Fixed no "You lose" message being played for loser in Last Man Standing. - Added join messages when players join an MP game. - Fixed players stuck spectating when no spectators vote is passed. - Added chat and connection interrupted icons - Fixed Frag Chamber doors killing player if they're moving towards them just as they open (kill trigger was turned off too late in the script). - Added build for a dedicated server executable (DooM3Ded.exe) on Win32. - Fixed problems with server list: - wrong server being joined when sorting - wrong server being joined when filtering - server list not being sorted initially by ping. - Chat text no longer converts high-ASCII chars to periods - Fixed problem with players logging on and being stuck in spectator mode, yet not really spectating - Fixed Incorrect scoring information appears on scoreboard - Fixed backpack secret exploit on d3dm5 "Lights Out" - Added chat/lag icons - Elevators now return to their home position even if someone is standing on them RENDERING - r_aspectRatio now uses 0, 1, or 2 (4:3, 16:9, 16:10) - Fixed in-game videos disappearing if you go to the menu and return - Fixed inconsistent worldview of players exiting teleporter. SOUNDS - Fixed weapon sounds always playing the first sound in a sound shader instead of randomly picking one. - Fixed bullet ricochet sound when punching glass. LOCALIZATION - Localized key names in bind menus - Localized multiplayer text * warmup text * spectat
Adelaide for one. But there not banned you just can't use them at certain hours
Vibration from the machines /people walking about on the ISS i think messes up the hubble.
It had more than doom technology wise. Jumping, moving over/under monsters and aiming up/down are the ones i can recall. You are right with the small window and it also was slower paced than doom.
Some people think funny should affect karma and as a way around it mod funny things something else