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User: UnknownSoldier

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  1. Re:And the top post on the linked blog? on Nokia Could Make Linux Top Embedded OS · · Score: 2, Insightful

    > Anyone sueing them would be stupid though, since they would scare away future software development on the Linux Platform.

    That's a good example of winning the battle, but losing the war.

    An OS is (next to) useless without drivers.

    --
    Which has more Faith?
    The Religion of Science, or
    the Science of Religion?

  2. Re:Guild Wars on World of Warcraft For The Win · · Score: 3, Informative

    WOW!

    Interesting that they have a few ex Blizzard people!

    Mike O'Brien, Founder and Programmer, was also a company director of Blizzard, where he worked for four and one-half years. He was most recently the team lead and lead programmer of Warcraft III, and personally developed the game's 3D rendering engine. Mike was the original creator and architect of Battle.net and was lead programmer on that project. He was also a senior programmer on StarCraft and Diablo, as well as the author of the network code for both games, and was a programmer on Warcraft II. Mike was featured as one of the 25 most influential people in the game industry in PC Gamer's September 1999 cover story, "Game Gods."

    Patrick Wyatt, Founder and Programmer, was previously Blizzard Entertainment's Vice President of Research and Development. He was most recently the team lead and lead programmer of Battle.net. Previously, Pat was a senior programmer on both StarCraft and Diablo, and wrote the multiplayer code for both games. He was also a producer and senior programmer on Warcraft II, for which he wrote both the networking and multiplayer code, and producer and lead programmer for Warcraft I. Pat also worked on Lost Vikings, Battle Chess, Rock and Roll Racing, Death and Return of Superman, and Justice League Task Force. Pat was employed at Blizzard more than eight years.

    Jeff Strain, Founder and Programmer, was the team lead and lead programmer of Blizzard's massively multiplayer role-playing game, World of Warcraft. He was also a senior programmer on both Warcraft III and StarCraft, and a programmer on Diablo. Jeff was the creator of the StarCraft Campaign Editor and was employed at Blizzard for four years.

  3. Re:No sh*t Einstein on The Ultimate MMORPG · · Score: 1

    > If people were allowed to train in any skill they wanted then everyone would be running around endgame as masters in all fields.

    That's a fallacy, as UO proved.

    Secondarily, if someone wanted in invest ALL that time, why should they prevented from doing so?

    Classes are ass backwards -- your class defines what you can and can't do.
    The player's skill *should* define what he can and can't do.

    That said, class based games, can be quite fun, as they provide a focus for char development. I enjoy DnD, D2, WoW precisely because they are class based -- and hate them for the same reason -- they don't give me the freedom to custom "design" a character with the skills that I find fun.

  4. Re:DRAMA! on Engineering Everquest · · Score: 3, Insightful

    > Which would totally explain SOE's tech support.

    You mean lack of it.

    *ducks*

  5. The Unholy Trinity, er Quadrant on SGI Faces Bankruptcy · · Score: 1

    I would love to see SGI, IBM, and Apple, work together - they could actually beat Microsoft at their own game.

    Rationale: The enemy of my enemy is my friend.

  6. Re:Comparisons with OSX and Windows on A Glimpse at the Linux Desktop of the Future · · Score: 1

    I concur.

    You're not the only one who has moved to OSX. A few linux buddies (who used to run it on the Desktop) have all moved to OSX.

    When you're 20, tinkering around with Linux was great way to spend time learning.

    When you're 30, you just want an OS that works -- so you can spend time on your REAL passions.

    With OSX, I get the best of Windows + Unix.

    BTW, you'll probably wan these essential Mac UI apps...

    PathFinder
    http://www.cocoatech.com/

    - WindowShade X
    http://www.unsanity.com/

    - ASM (Application Switching Menu)
    http://www.vercruesse.de/software

    - FruitMenu
    http://www.unsanity.com/

    - DragThing
    http://www.dragthing.com/

    (Four out of the Five are mentioned by here)
    http://www.asktog.com/columns/060MonsterMac.html
    (Tog was one of the orginal designers on the Mac UI)

    Peace

  7. Re:they can opt out of this arms race on DVD-Audio's CPPM Circumvented · · Score: 1

    well at least the first part was realistic. =P

  8. Re:Buy a deck of playing cards. on Game To Play During Lunch? · · Score: 1

    Speaking of card/board games...

    "Cheap Ass Games" Board Games -- fun, quick, and cheap to play.

    http://www.cheapass.com/products/category/cheapass .html

  9. Re:Lego's are for LITTLE KIDS on New Independent Lego Journal Launches · · Score: 3, Insightful

    > what is the deal with people who like legos? it is like they missed a stage of their childhood or something.

    Why does age matter in enjoyment of a toy that lets a person be creative??

  10. Re:Not surprising on Software Piracy Seen as Normal · · Score: 1

    > If you next appy the same reasoning to the bible or the koran, you'll be stoning adulterers and shooting abortionists in no time.

    What!? You mean we aren't supposed to do this? Awwww....

  11. Re:Benchmarks: Where are the details? on Does 3DMark Predict Game Performance? · · Score: 1

    > One of the things that has always irked me about benchmark testing is the lack of detail on exactly what they did.

    I agree -- this annoys me too.

    Give me a link to the timedemo's, maps, and utils so I can run the exact same test on my current hardware.

    A benchmark should be more then bragging rights -- it should be about letting people validate dem apples :)

  12. Re:Sadly, trash is where most MMOG's belong on Classic MMOG Raised From the Dead by Past Players · · Score: 1

    Namely, Character Development and PHAT LOOT.

    1) In a FPS your character is not persistent -- you don't level up between games, you don't get any more stats or skills. You don't have skills that are 'locked off' -- that is there are no level requirements preventing you from using character skills. Everyone has the same (in-game) ability and stats. We don't find Bob who can run faster, or jump higher on his own -- unless it was granted with a time-limited item.

    2) How many item types does a FPS have? 10 - 20 counting all the various weapons, armor, ammo, vehicles.

    Some RPG's, i.e. Diablo 2 are gear-dependent. Two high-level chars will perform and play COMPLETELY different if one is twinked out with all the high-end and unique gear, while the other will completely suck.

    This range is almost nullified in FPS. i.e The guy with the Rocket Launcher has an advantage of more damage, but the guy with the shotgun has the advantage of faster fire -- and in the hands of skilled player it will and should be a toss-up for who will win, IF the weapons are "balanced."

    With all that said, RPGs could definately be made more accessible.

  13. Re:HA! on Consumers Prefer Movies At Home · · Score: 1

    If you search doom9.org for "cheat sheats" you don't have to watch all those ads on your backed up burnt copy.

    Here's a Cheat Sheet for "Phantom of the Opera"
    It cuts out all that drap, keeping the menu, and main movie.

    IfoEdit "Cheat Sheat" Phantom of the Opera

    File: VIDEO_TS.IFO
    Menu: VMGM_MAT
    Sub-Menu: First Play PGC
    Change: Pre Command 9
    From: JumpTT - Jump to Title 3
    To: JumpSS VTSM - Jump to TitleSet 1, Title 1, root-menu

    NORMALLY, we would just do

    Menu: VTSM_PGCI_UT
    Sub-Menu: PGC-Menu 8
    Change: Pre Command 5
    From: JumpVTS_TT - Jump to Title 4 [30 03 00 00 00 04 00 00]
    To: JumpVTS - Jump to Title 1

    HOWEVER, Title 4 has setup commands for streams, sub-pictures, etc.
    Instead, we can play the movie "before" title 4. Thus,

    File: VTS_01_0.IFO
    Menu: VTS_PGCITI - VTS-PTG_4
    Add Pre Command: JumpVTS_PTT - Jump to Title 1, Chapter 1
    and
    Change: Post Command
    From: Jump to Title 1, Chapter 1
    To: JumpSS VTSM - Jump TitleSet 1, Title 1, root-menu

    That's it. Enjoy!
    Say "NO" to non-menu-and-movie dvd filler-crap!

    --
    The lame-ness filter is LAME.

  14. Re:Has Everyone Forgotten Diablo II Already? on The Lost Art of Class Balancing · · Score: 1

    > This can't really be said for the two classes introduced later by the expansion (Assassin and Druid) which seem to always be considerably weaker at the same level.

    When was the last time you played?

    In v1.10 assassins are known to be one of the best damage output chars around.

    Fire Druids do some nice damage.

    Fortunately, or unforunately, D2X is still all about the phat loot -- With great gear, you can turn an 'OK' char into an 'awesome damage' char. One only needs to look at the hammadin as proof. Heck, Paladins have always been dependent on good gear.

    > when every patch seemed to nerf whatever skill was hot at the moment (which was undoubtably the one you just pumped 20 points into

    Old-School templates aren't dead. In fact, they are more refined, now that skill synergies are in. i.e. There are lot of more sorcs specializing in only 1 skill tree (who don't have teleport), then before. Bi-Elems and Tri-Elems are still around too. etc.

    You'll definately want to check out the offline skill calculator planner.

    www.d2items.com/skills.php

    Peace

  15. Re:Game Speed? on The Next Unreal Tournament · · Score: 1

    > The pistol and the small shotgun are worthless, the BFG plain stupid, the railgun too deadly when you're a good player (quake 3 fixed the 1-hit rail kill issue nicely).
    What I find really interesting is _why_ you disagree. (I disagree because a skilled player can use any weapon and still do 'fine'.) Any chance on commenting on the various FPS you've played and their weapons?

    > Interesting gameplay, superb level design, and a hell of a lot of fun..
    That I definately agree with!

  16. Re:Game Speed? on The Next Unreal Tournament · · Score: 2, Interesting

    > So it's going to be slower. just like every other game out there.
    > Haven't any of these people played Quake II CPMA or RA or Threewave??

    FPS "movement" speed slowed down after Quake 1 CTF.

    On offense I used to be a 'dex/grapple monkey' -- it was great to be in and out with the flag, finding those perfect spots to grapple from swinging like spiderman.
    On defense it was fun as hell to try to shut the "O" down, cuz if you blinked it was over.

    Quake 2 had the *perfect* weapon balance.

    Sadly I haven't seen a FPS with both of those two traits... I lament the slower speed of teamplay.

    Sure, slower teamplay such as BF1942 is great, but somedays you just want the pure adraline rush like the Doom / Quake 1 days.

    Cheers

  17. Re:Of course there will be lots of comments! on The Pseudoscience of Intelligent Design · · Score: 1

    > God is not cruel or deceptive. Many fundimentalists do not understand the nature of God as described in the scriptures, ...

    It would help if they learnt how to READ and see the numerous CONTRADICTIONS in scripture.

    i.e.

    Don't kill...
    Exodus 20:13, Dt.5:17 "Thou shalt not kill."

    Kill everyone...
    Exodus 32:27 "Thus saith the Lord God of Israel, Put every man his sword by his side ... and slay every man his brother, and every man his companion, and every man his neighbor."
    1 Samuel 15;7 "Now go and smite Amalek, and utterly destroy all that they have, and spare them not; but slay both man and woman, infant and suckling, ox and sheep, camel and ass."

    This is especialy problematic -- as this is traditionally misintrepreted as referring only to murder. But the original Hebrew is lo tirtzach, which clearly translates "Thou shalt not kill." Dr. Reuben Alcalay's Complete Hebrew/English Dictionary says that the word tirtzach, especially in classical Hebrew usage, refers to "any kind of killing," and not necessarily the murder of a human being.

    Commanded sacrifices...
    Ex.20:24 "An altar of earth thou shalt make unto me, and shalt sacrifice thereon thy burnt offerings, and thy peace offerings, thy sheep, and thine oxen: in all places where I record my name I will come unto thee, and I will bless thee."

    Never commanded sacrifices...
    Jeremiah 7:22 "For I spake not unto your fathers, nor commanded them in the day that I brought them out of the land of Egypt, concerning burnt offerings or sacrifices:"
    Hosea 6:6 For I desired mercy, and not sacrifice; and the knowledge of God more than burnt offerings.

    Slavery is OK ...
    Ephesians 6:5 Servants, obey in all things your masters according to the flesh; not with eyeservice, as menpleasers; but in singleness of heart, fearing God.
    Colossians 3:22 Servants, be obedient to them that are your masters according to the flesh, with fear and trembling, in singleness of your heart, as unto Christ.
    Titus 2:9-10 Servants, obey in all things your masters according to the flesh; not with eyeservice, as menpleasers; but in singleness of heart, fearing God.
    Colossians 4:1 Masters, give unto your servants that which is just and equal; knowing that ye also have a Master in heaven.

    Slavery is NOT ok...
    Lev 19:18 Love thy neighbor as thyself.
    1 Cor.7:23 Be not ye the servants of men.
    Matt 4:10 Thou shalt worship the Lord thy God, and him only shalt thou serve.
    Matt 23:10 Neither be ye called masters: for one is your Master, even Christ.

    The point is -- why would you listen to any one who worships the false name of "Jesus" when there is NO 'J' sound in Hebrew, Aramaic, Greek or Latin?

    Peace

  18. Re:The performance of compiled code on A Review of GCC 4.0 · · Score: 1

    > I frequent a game programming board, and the widespread use of C++ has led to an abundance of nano-optimization threads, the most amusing of which was an attempt to optimize strlen().

    Which board was this?

  19. Re:exactly on Dvorak Trashes Modern Gaming Industry · · Score: 1

    > These two sentences precisely nail exactly what is wrong with Dvorak's article.

    I concur.

    > I can't see how people will keep shelling out $50 or so for a video game when the games have hardly changed since the invention of the first-person shooter...

    Here's another Anti-Dvorak ...

    I can't see why people will keep shelling out $20k+ or so for a new vehicle when they have hardly ever changed since the 1970s. They all get you from Point A to Point B.

  20. Re:PC Developers VS. Console Developers on Valve Releases Hardware Survey Results · · Score: 1

    > Because the Xbox runs at 640x480 and TVs are fuzzy.

    This is a VERY good point. And usually under rated, or ignored when discussing PC vs Consoles. I'd like to add my comments...

    The fuzzy comment is important because all UI elements MUST be placed a minimum distance away from the edge of the screen. "Screen real estate" is very valuable on a console. Something PC developers can usually be a litle more sloppy with.

    The AC comment infers / summarizes two points:
    1. Fill-rate. (in the general case, time)
    2. Texture size (or in the general case, space)

    I still remember the days of dropping Quake 1 down into 512x384 res on the Voodoo 1 to maintain an optimal frame rate. Those days are long gone though, because we love high res on the PC.

    i.e. With 1024x768 and up, fonts look *great*, even if they are smaller.

    Due to the huge amoutn of RAM we have on the PC, we can use 256x256 or 512x512 textures, instead of 64x64 or 128x128 textures that the consoles are usually limited to. Sure, we _could_ use the lower textures on a PC, but the game would look terrible, because the bar has been _already_ been raised. (UT2K5 looks beautiful :-) We expect PCs to do more (and look better) because it can. I'm not saying the quest for "realism" is a bad thing, but every increase in graphics processing power we have, we continue to use it up.

    If we could tolerate a "low" res of 640x480, we could "free" up some fill-rate to burn for FX. Look at the sniper effect in Halo 1 (XBOX) and then how the game runs on PCs. We expect the game to look and perform the same at a significantly higher resolution (1280x1024), oblivious to the EXTRA bandwidth requirements, and procesing power (time.)

    Console games are all about Space vs Time tradeoffs.

    So why don't we just develop a "good" engine on the console, and port to the PC? Because there are issues if we develop a console engire first, and port to PC, or vice versa. It's the old rule: Do you want your code Fast or Flexible? That's the strengths of Console, and the PC's respectfully.

    Console code HAS to run tight. The problem is, in order to gain this, trade offs have to be made -- you use features ONLY available on a console. (You don't even want to know about the hacks Halo 1 used)
    i.e. XBox's unified memory is a God-send compared to coding on the PS2 or even the PC with it's HUGE amount of Megabytes.

    Summary on the console: The less variables you have, the easier it is optimize it for.

    i.e.
    On PC land, we _automatically_ have these variables...

    Intel vs AMD
    nVidia vs ATI
    Screen Resolution
    Texture Resolution

    Which "platform" will you optimize for? Do you want your game to look the best in the 'general' case? Or you do you want it to run the fastest?

    Everyone expects consoles to not look as good as PC games. (Technically, the PC and consoles leap frog one another every few years -- so NO flames -- I don't see my PS2 or XBox hitting 1600x1200 res!)

    The FIRST rule on consoles: 30 fps. Without that, who cares how good (or bad) your game looks? On PC, its the OTHER side of the coin. The user can always upgrade if his gaming experience is too slow -- if it doesn't catch his eye, he probably won't be sticking with it. (This is more of an 'game industry' problem then 'blame' per say at PC developers.)

    Hope that helped shed some light on why the AC comment hit the nail on the head.

    Cheers

  21. Re:PC Developers VS. Console Developers on Valve Releases Hardware Survey Results · · Score: 2, Insightful

    Postscript...

    Another reason this doesn't happen...

    If you're optimizing for yesterday, or even today's hardware, another game developer is optimizing for tomorrows hardware.

    Newer must be better right?! The market seems to think so...

  22. Re:PC Developers VS. Console Developers on Valve Releases Hardware Survey Results · · Score: 2, Insightful

    > considering that console game developers push the absolute limits of the console platform,
    > why don't PC game developers do the same with a baseline PC hardware config?

    Having shipped both PC and console (PSX/PS2) titles, I can answer this.

    "Too many variables."

    _What_ is baseline?
    * Is it DX8, DX9? (aka Pixel Shaders 1 or 2)
    * What is the minimum MHz we can count on?
    * How much Video and System Ram can we count on?

    Baseline is a moving target. It's WAY easier to optimized for a fixed platform.

    It's a legitimate question, so I don't see why you should be flamed for asking. It's the answers you have to watch out for! :-)

    Cheers

  23. Re:Way to go, Zonk... on Traffic Studied Using Computer-Linked Cars · · Score: 1

    > Honestly, between all the ridiculous errors (spelling/grammatical, factual, and broken/mistyped links), his penchant for posting dupes, and his habit of pulling stories after posting them, how the FUCK does Zonk keep his job? Somebody EXPLAIN it to me.

    That's why he gets paid the Big Bucks, Big Bucks.

    Oh wait, he doesn't. :-)

  24. Re:1 small problem with spreadsheets on $10B Annual Tab for Spreadsheet Errors? · · Score: 1

    > Some managers just don't like databases. Don't ask me why, but it happens.

    Because

    1) They get a nice warm fuzzy feeling when they can see all (most) of the data all at once.

    2) Anyone can use a spreadsheet. Not anyone can use a database

  25. Re:While it would be nice... on C++ Creator Confident About Its Future · · Score: 2, Interesting

    > BeOS was written in C++

    The kernel wasn't, but all the 'Kits' above it was.