The fact that the letter A is light and the letter B is dark contributes to the illusion. Try covering them up as well - then you'll see that they're the same.
-ReK
I've got an iriver H-120, and I tried using it as mass storage for a while, but it was just too much trouble to carry the cable around, it takes far too long to turn on, and I'd rather use the battery for listening to music. So, I got myself one of these
-ReK
Damn you, Murphy! At this rate, I'm going to have finished the game just as the client comes out... Oh well, at least I'm playing under linux, even if it's not a native binary.
-ReK
Tell me... without publishers, who would be paying the developers their advances so they can actually get coding? I know most publishers suck, but for now, they're a necessity. I realise some companies might be able to get by on self-publishing, but I'd rather the developers stick to developing and leave the publishing to someone else.
-ReK
The D3 EULA provides a pretty clear description of what they consider to be cheating. I can't remember it word for word, but it was something along the lines of changing the game to provide the player with an advantage, i.e. moving beyond the normal limited speed, auto-targetting (aimbots), etc. Take a look.
-ReK
Although a song about a sheep=thieving hobo that commits suicide may seem to be appropriate, it's not the Australian national anthem. The correct national anthem is "Advance Australia Fair"... but it's nowhere near as interesting.
-ReK
Just for interests' sake, that technique (code that creates the pixels) does exist, but isn't in common use any more. Back in the days of dos games, when performance was critical, self-drawing sprites were used - the code would output some executable code that would drop the sprite into video memory. Since it was moving direct values into memory, instead of reading memory and writing back, it was faster. However, as I said, the technique isn't used any more, because it's just too troublesome for what is now a minimal performance gain.
-ReK
This is one of the mistakes people made with the game, that made is much less enjoyable. If you don't micro manage your villages, they'll manage themselves. Same as your creature. When you can stick to your godly tasks while your creature and villages take care of themselves, the game is a lot more interesting.
-ReK
This may seem ignorant, but why would you use per-pixel over per-polygon? As I see it, the graphics are merely the visual represenation of the game state stored in memory. Per-pixel collision would be using that visual represenation as the basis for the game state, which seems to me like a weird way to do things, because then it would be influenced by stuff like resolution. Could someone please explain this?
-ReK
Like everyone else, I'm getting excited about doom 3. However, I'm curious whether there's a video ram requirement. My box is just up to spec (p4 2ghz, 512mb ram, gf3 ti500) but my video card is a bit weird... geforce 3 with only 64mb ram. Anyone know if this is going to impair my ability to make the most of my box for playing doom 3?
--ReK
If you read the blowfish algorithm, it's actually quite expensive computationally to set up the keys used for encryption. The reason? Initialising the key tables requires 511 (I think... around there, anyway) rounds of the encryption algorithm. However, Blowfish being a reversible algorithm, I don't believe it would be any more secure than md5sum or SHA-1, because you'd need to input a key *and* some data into the algorithm, and the key would probably not change.
-ReK
I'm not completely sure, but isn't this one of the purposes of silk screening anyway? Which happens to be done on every single motherboard I've ever seen....
I'm not sure about this, though, I could be wrong.
-ReK
This game has very little to do with the later games by id, and was not written by them. This game was written by Silas Warner, and it's not really an action title, like Wolf3d and RTCW are.
-ReK
I have yet to play this, but from the screenshots and what you've just said, it appears to be more similar to the old metal gear games (metal gear, metal gear 2, MG solid snake, etc.) which were in 2D but still had the hide-and-seek elements.
-ReK
This has been discussed before, in the thread about the release of QNX 6.3. The people who run nuclear plants usually end running software that's not meant to be used in such situations anyway - the clause is more about liability than anything else. Also, the safety aspect of nuclear reactors are controlled by nothing more than a few analog gauges, to ensure best chance of surviving a failure. The OS used for monitoring can be just about anything. The thread is here.
-ReK
I don't play nethack much any more for some reason, probably has something to do with ut2004. Anyway, my 2 stupidest deaths, that aren't in your little list:
Playing as a knight, I tried to mount a horse. I slipped and fell off. Thinking that this was just a one-off thing. I tried again. Fell again. One more time. Fell and died.
This one was unfair. I entered a room. A rock fell on my head. I moved another square. Another rock fell on my head. This happened a few times, and then I got killed by a rock. These were all individual rocks!
Granted, these could probably have been prevented by thinking a bit more (leaving the room and not trying to mount the horse), but oh well....
-ReK
The fact that the letter A is light and the letter B is dark contributes to the illusion. Try covering them up as well - then you'll see that they're the same.
-ReK
I don't know about AIM, but MSN reencodes all images to PNG. I don't think there's going to be much risk from that.
-ReK
I've got an iriver H-120, and I tried using it as mass storage for a while, but it was just too much trouble to carry the cable around, it takes far too long to turn on, and I'd rather use the battery for listening to music. So, I got myself one of these -ReK
The only thing on shacknews is the beta of the patch - not the beta of the linux client. That's in private testing, not public testing.
-ReK
Damn you, Murphy! At this rate, I'm going to have finished the game just as the client comes out... Oh well, at least I'm playing under linux, even if it's not a native binary.
-ReK
Tell me... without publishers, who would be paying the developers their advances so they can actually get coding? I know most publishers suck, but for now, they're a necessity. I realise some companies might be able to get by on self-publishing, but I'd rather the developers stick to developing and leave the publishing to someone else.
-ReK
The D3 EULA provides a pretty clear description of what they consider to be cheating. I can't remember it word for word, but it was something along the lines of changing the game to provide the player with an advantage, i.e. moving beyond the normal limited speed, auto-targetting (aimbots), etc. Take a look.
-ReK
Although a song about a sheep=thieving hobo that commits suicide may seem to be appropriate, it's not the Australian national anthem. The correct national anthem is "Advance Australia Fair"... but it's nowhere near as interesting.
-ReK
Just for interests' sake, that technique (code that creates the pixels) does exist, but isn't in common use any more. Back in the days of dos games, when performance was critical, self-drawing sprites were used - the code would output some executable code that would drop the sprite into video memory. Since it was moving direct values into memory, instead of reading memory and writing back, it was faster. However, as I said, the technique isn't used any more, because it's just too troublesome for what is now a minimal performance gain.
-ReK
The way I see it:
by Anonymous Coward on Sunday September 05, @13:37 (#10160635)
Yes, I'm very bored.
-ReK
This is one of the mistakes people made with the game, that made is much less enjoyable. If you don't micro manage your villages, they'll manage themselves. Same as your creature. When you can stick to your godly tasks while your creature and villages take care of themselves, the game is a lot more interesting.
-ReK
...bittorrent trackers are applications, not static webpages. If your tracker goes down, try to find another one.
-ReK
You know, those cheat models where the body is off centre....
-ReK
This may seem ignorant, but why would you use per-pixel over per-polygon? As I see it, the graphics are merely the visual represenation of the game state stored in memory. Per-pixel collision would be using that visual represenation as the basis for the game state, which seems to me like a weird way to do things, because then it would be influenced by stuff like resolution. Could someone please explain this?
-ReK
AFAIK that option is only available in the latest kernels, 2.6.7 or 2.6.8 I think. I recall seeing it recently in make oldconfig...
-ReK
I'm fairly sure that's what you're thinking off... switch blocks around, get three in a row and the row vanishes.
-ReK
Like everyone else, I'm getting excited about doom 3. However, I'm curious whether there's a video ram requirement. My box is just up to spec (p4 2ghz, 512mb ram, gf3 ti500) but my video card is a bit weird... geforce 3 with only 64mb ram. Anyone know if this is going to impair my ability to make the most of my box for playing doom 3?
--ReK
If you read the blowfish algorithm, it's actually quite expensive computationally to set up the keys used for encryption. The reason? Initialising the key tables requires 511 (I think... around there, anyway) rounds of the encryption algorithm. However, Blowfish being a reversible algorithm, I don't believe it would be any more secure than md5sum or SHA-1, because you'd need to input a key *and* some data into the algorithm, and the key would probably not change.
-ReK
I'm not completely sure, but isn't this one of the purposes of silk screening anyway? Which happens to be done on every single motherboard I've ever seen....
I'm not sure about this, though, I could be wrong.
-ReK
This game has very little to do with the later games by id, and was not written by them. This game was written by Silas Warner, and it's not really an action title, like Wolf3d and RTCW are.
-ReK
I have yet to play this, but from the screenshots and what you've just said, it appears to be more similar to the old metal gear games (metal gear, metal gear 2, MG solid snake, etc.) which were in 2D but still had the hide-and-seek elements.
-ReK
Well, I can't think of a better reason... and apparently, you people are having a hard time coming up with jokes as well. bah.
-ReK
This has been discussed before, in the thread about the release of QNX 6.3. The people who run nuclear plants usually end running software that's not meant to be used in such situations anyway - the clause is more about liability than anything else. Also, the safety aspect of nuclear reactors are controlled by nothing more than a few analog gauges, to ensure best chance of surviving a failure. The OS used for monitoring can be just about anything. The thread is here.
-ReK
- Playing as a knight, I tried to mount a horse. I slipped and fell off. Thinking that this was just a one-off thing. I tried again. Fell again. One more time. Fell and died.
- This one was unfair. I entered a room. A rock fell on my head. I moved another square. Another rock fell on my head. This happened a few times, and then I got killed by a rock. These were all individual rocks!
Granted, these could probably have been prevented by thinking a bit more (leaving the room and not trying to mount the horse), but oh well....-ReK
It's on the vorbis.com and helix community main pages - Helix now has support for both Ogg Vorbis and Ogg Theora. See Here.
-ReK