I'm not sure it's as simple as that. Maybe the timing is different on different browsers so things happen in different orders and the game can't handle that.
I have Win2k on this machine and Opera 9.62. Opera has a 2% market share and so does Win2k (I need to keep it on this machine for testing). So I'm running on a platform which has a whopping 0.04% market share. Flash works fine though and most complex JS stuff just doesn't.
I guess it would be easier to write a game in flash than Javascript and it looks would look better (1980s graphics instead of 1970s) and is more stable.
PTD plays extremely well in Safari, decently in Firefox 3, and not that well im most other browers. It seems to play well in the beta Opera browser as well, but we don't spend too much time in Opera. In the end it boils down to PTD being a fairly complex game running many calculations per second in an interpreted language. The quality of the interpreter is key, and fortunately the next generation of browsers all appear to have signifigant improvements in their JS interpreters, so PTD's performance will continue to improve along with the browsers themselves.
You know back in the old days of x86 it was possible though pointless to do this with prefixes. They are 1 byte codes in front of an instruction to override the default segment register usage or operand size.
At some point Intel got sick of having to deal with this sort of shit and decided to document an upper limit above which behaviour became undefined including the possibility of a GP fault
The only reason that THC is illegal and caffeine is legal is because Big Caffeine is so powerful. Fuckin' JFK killed in Dallas, same place Starbucks started. Makes you think, don't it?
Evolution could have probably built a human body that would live for hundreds of years but our current lifespan is enough to breed and that is good enough. Are we defective by design?
In 1999, Bungie announced its next product, Halo, as a first-person action game for Windows and Macintosh.[14] Halo's public unveiling occurred at the Macworld Expo 1999 keynote address by Apple's then-interim-CEO Steve Jobs (after a closed-door screening at E3 in 1999).[14]
On June 19, 2000, soon after Halo's preview at Electronic Entertainment Expo 2000, Microsoft announced that it had acquired Bungie Software and that Bungie would become a part of the Microsoft Game Division under the name Bungie Studios. Halo would be developed as an exclusive title for the Xbox. The reasons for Bungie accepting Microsoft's offer were varied. Jones stated that "I don't remember the details exactly, it was all a blur. We'd been talking to people for years and years â" before we even published Marathon, Activision made a serious offer. But the chance to work on Xbox â" the chance to work with a company that took the games seriously. Before that we worried that we'd get bought by someone who just wanted Mac ports or didn't have a clue."[15] Martin O'Donnell, who had joined Bungie as an employee only ten days before the merger was announced, remembers that the stability of the Xbox as a development platform was not the only benefit.[6] Around the same time, it was discovered that Asian versions of Myth II could entirely erase a player's hard drive; the glitch led to a massive recall of the games right before they shipped,[7][8] which cost Bungie nearly one million dollars.[8] O'Donnell stated in a Bungie podcast that this recall created some economic uncertainty, although accepting the offer was not something "Bungie had to do."[6] Seriopan and Jones had refused to accept Microsoft's offer until the entire studio agreed to the buyout.[8]
As a result of the buyout, the rights to Oni were sold to Take-Two Interactive as part of the three way deal between Microsoft, Bungie and Take-Two; most of the original Oni developers were able to continue working on Oni until its release in 2001.[16] Halo: Combat Evolved, meanwhile, went on to become a critically acclaimed hit, selling more than 6.5 million copies,[17] and becoming the Xbox's flagship franchise.[18]
Halo's success led to Bungie creating two sequels. Halo 2 was released on November 9, 2004, making more than $125 million on release day and setting a record in the entertainment industry.[19] Halo 3, the final installment in the Halo trilogy, was released on September 25, 2007 and surpassed Halo 2's records, making $170 million in its first twenty-four hours of release[20] and becoming the most pre-ordered game in history.[21] Bungie also established partnerships with Ensemble Studios and Wingnut Interactive to produce two additional Halo titles, Halo Wars and Halo: Chronicles respectively.
Independent company
On October 1, 2007, a mere six days after the release of Halo 3, Microsoft and Bungie announced that Bungie was splitting off from its parent and becoming a privately-held Limited Liability Company named Bungie LLC.[22] As outlined in a deal between the two, Microsoft would retain a minority stake and continue to partner with Bungie on publishing and marketing both Halo and future projects, with the Halo intellectual property belonging to Microsoft.[23] Although non-Halo projects in the future are unknown; Bungie has stated that Halo 3 is probably not the last Halo game they will make, and that Microsoft is still working with Peter Jackson of Wingnut Interactive on Halo: Chronicles.[24] No other projects have been officially announced; while Bungie planned on an announcement at E3 2008, Bungie studio head Harold Ryan announced that the unveiling was canceled.[25] Since then, Bungie has announced one new project, a prequel to Halo 3 entitled Halo 3: Recon. Community manager Brian Jarrard has stated that several projects of varying sizes are also in various stages of production.
Reading between the lines I'd be surprised if Bungie would do any more work on Halo 3.
Most projects work like this (from a senior managers perspective)
1) Play golf with the sales reps of various companies, have dinner bought for you. 2) Select a technology. Pass Go and collect kick backs from the winning sales rep. 3) Tell the software guys what technology they will be using. Deal with the resulting resignations from people who claim that the project is impossible to implement using your chosen technology. Allow experienced sw people who are really unhappy to work on private projects of their own and only provide advice (max 10% of their time) in return for staying on board. Select $New_Employees to do the work. 4) The project will fail. 5) Play golf with the sales reps of various consultancy companies and have dinner bought for you. Select one. Ka ching! Another kickback. 6) Hire consultants to hack the job in the remaining few days before Bad Things happen with the totally inappropriate technology from 2) Since nothing of value was produced in 4), mostly from scratch. 7) The experienced software guys complain that the consultants didn't follow the working methods of the project and are creating more maintainance work in future and, sensing political danger, the consultants leave for a new project.
Of course from a consultant point of view, having experience of 6) is actually quite good. The sales reps in 1) can use the project as a success story. You got free lunch, played a lot of golf, and got a load of cash under the table from various parasites. $New_Employee was only tortured for a while and didn't actually have to produce anything and (after talking to the old timers) makes sure that he is given time to work on private projects in future. He takes over the 'advice only' role rather than work full time on hacks like this. The experienced software guys now have 100% time to work on their private projects. They move into management and start playing golf with various sales reps.
Slashdot is one of the most polarising environments on the internet. The truth is usually somewhere between the hyperbole on both ends.
It's what drives me crazy and makes me want to run away, but at the same time, it's what keeps me coming back. Maybe a new mod scheme could be introduced that shows the post on a polarization scale.
Mod parent down! And then BURN HIM LIKE THE WITCH HE IS!
Not too surprising in a culture that values a woman's breast size (eye candy) over the content of her character. I've noticed most of the modern games since 2000 are not really fun. It's just T&A with no real substance. Back in the 8/16-bit era they had to rely on solid gameplay because the 2D/3D graphics were so primitive.
Back when I was 10 we had to rely on girls characters because breasts were so primitive.
Also, my hands move faster than I can think sometimes. When words like "there/their/they're" come along, my brain just says "there". Especially in a hurry or under stress, my brain doesn't say "WHOA there buddy. That sound can be spelled more than one way depending on the context".
Yup I do this too. Mind what little code I write these days sucks too. Not that anyone gives a shit.
Plus CD ROMs are readonly and thus immune to infection, at least once they leave the factory.
I'm not sure it's as simple as that. Maybe the timing is different on different browsers so things happen in different orders and the game can't handle that.
I mean look at this game
http://www.novelconcepts.co.uk/FlashElementTD2/
I have Win2k on this machine and Opera 9.62. Opera has a 2% market share and so does Win2k (I need to keep it on this machine for testing). So I'm running on a platform which has a whopping 0.04% market share. Flash works fine though and most complex JS stuff just doesn't.
I guess it would be easier to write a game in flash than Javascript and it looks would look better (1980s graphics instead of 1970s) and is more stable.
Strange, I installed 9.62 and it still freezes up completely if I click too fast.
Anyhow, my point is these Javascript things are often flakey, unless you have the exact same environment as the guy that wrote them.
Flash just works.
Death to all jedis!
Mod parent down: -1, Sith Lord
http://ptdef.com/
The gameplay is very slow or laggy!
PTD plays extremely well in Safari, decently in Firefox 3, and not that well im most other browers. It seems to play well in the beta Opera browser as well, but we don't spend too much time in Opera. In the end it boils down to PTD being a fairly complex game running many calculations per second in an interpreted language. The quality of the interpreter is key, and fortunately the next generation of browsers all appear to have signifigant improvements in their JS interpreters, so PTD's performance will continue to improve along with the browsers themselves.
It's hopeless in Opera 9.51
In capitalist America, Microsoft fucks you.
You know back in the old days of x86 it was possible though pointless to do this with prefixes. They are 1 byte codes in front of an instruction to override the default segment register usage or operand size.
At some point Intel got sick of having to deal with this sort of shit and decided to document an upper limit above which behaviour became undefined including the possibility of a GP fault
http://community.reverse-engineering.net/viewtopic.php?f=14&t=5411&p=36851
It's good you're here to fight the meta thing by commenting on it.
No one will believe this, but I didn't actually post the above comment.
Well I don't know I
Heard it started
Out
Of a
Small town just outside Dallas
However I might be wrong.
The only reason that THC is illegal and caffeine is legal is because Big Caffeine is so powerful. Fuckin' JFK killed in Dallas, same place Starbucks started. Makes you think, don't it?
Don't bogart that thing, man. Pass it over here.
Maybe they are just rocket scientists rather than people who post on the internet on the best way to resolve possible cases of spider cannibalism.
Bark for modpoints! BARK FOR MODPOINTS!
Evolution could have probably built a human body that would live for hundreds of years but our current lifespan is enough to breed and that is good enough. Are we defective by design?
Bungie has demerged from Microsoft and Halo 3 is very much a Microsoft project.
http://en.wikipedia.org/wiki/Bungie#Independent_company
Halo and buyout
In 1999, Bungie announced its next product, Halo, as a first-person action game for Windows and Macintosh.[14] Halo's public unveiling occurred at the Macworld Expo 1999 keynote address by Apple's then-interim-CEO Steve Jobs (after a closed-door screening at E3 in 1999).[14]
On June 19, 2000, soon after Halo's preview at Electronic Entertainment Expo 2000, Microsoft announced that it had acquired Bungie Software and that Bungie would become a part of the Microsoft Game Division under the name Bungie Studios. Halo would be developed as an exclusive title for the Xbox. The reasons for Bungie accepting Microsoft's offer were varied. Jones stated that "I don't remember the details exactly, it was all a blur. We'd been talking to people for years and years â" before we even published Marathon, Activision made a serious offer. But the chance to work on Xbox â" the chance to work with a company that took the games seriously. Before that we worried that we'd get bought by someone who just wanted Mac ports or didn't have a clue."[15] Martin O'Donnell, who had joined Bungie as an employee only ten days before the merger was announced, remembers that the stability of the Xbox as a development platform was not the only benefit.[6] Around the same time, it was discovered that Asian versions of Myth II could entirely erase a player's hard drive; the glitch led to a massive recall of the games right before they shipped,[7][8] which cost Bungie nearly one million dollars.[8] O'Donnell stated in a Bungie podcast that this recall created some economic uncertainty, although accepting the offer was not something "Bungie had to do."[6] Seriopan and Jones had refused to accept Microsoft's offer until the entire studio agreed to the buyout.[8]
As a result of the buyout, the rights to Oni were sold to Take-Two Interactive as part of the three way deal between Microsoft, Bungie and Take-Two; most of the original Oni developers were able to continue working on Oni until its release in 2001.[16] Halo: Combat Evolved, meanwhile, went on to become a critically acclaimed hit, selling more than 6.5 million copies,[17] and becoming the Xbox's flagship franchise.[18]
Halo's success led to Bungie creating two sequels. Halo 2 was released on November 9, 2004, making more than $125 million on release day and setting a record in the entertainment industry.[19] Halo 3, the final installment in the Halo trilogy, was released on September 25, 2007 and surpassed Halo 2's records, making $170 million in its first twenty-four hours of release[20] and becoming the most pre-ordered game in history.[21] Bungie also established partnerships with Ensemble Studios and Wingnut Interactive to produce two additional Halo titles, Halo Wars and Halo: Chronicles respectively.
Independent company
On October 1, 2007, a mere six days after the release of Halo 3, Microsoft and Bungie announced that Bungie was splitting off from its parent and becoming a privately-held Limited Liability Company named Bungie LLC.[22] As outlined in a deal between the two, Microsoft would retain a minority stake and continue to partner with Bungie on publishing and marketing both Halo and future projects, with the Halo intellectual property belonging to Microsoft.[23] Although non-Halo projects in the future are unknown; Bungie has stated that Halo 3 is probably not the last Halo game they will make, and that Microsoft is still working with Peter Jackson of Wingnut Interactive on Halo: Chronicles.[24] No other projects have been officially announced; while Bungie planned on an announcement at E3 2008, Bungie studio head Harold Ryan announced that the unveiling was canceled.[25] Since then, Bungie has announced one new project, a prequel to Halo 3 entitled Halo 3: Recon. Community manager Brian Jarrard has stated that several projects of varying sizes are also in various stages of production.
Reading between the lines I'd be surprised if Bungie would do any more work on Halo 3.
I think pigmy Neanderthals would be more disturbing.
Neanderthals would make a good servant race, like in Planet of the Apes. What could possibly go wrong.
All I can say is don't go to Sweden. Or if you do, be a permie.
Most projects work like this (from a senior managers perspective)
1) Play golf with the sales reps of various companies, have dinner bought for you.
2) Select a technology. Pass Go and collect kick backs from the winning sales rep.
3) Tell the software guys what technology they will be using. Deal with the resulting resignations from people who claim that the project is impossible to implement using your chosen technology. Allow experienced sw people who are really unhappy to work on private projects of their own and only provide advice (max 10% of their time) in return for staying on board. Select $New_Employees to do the work.
4) The project will fail.
5) Play golf with the sales reps of various consultancy companies and have dinner bought for you. Select one. Ka ching! Another kickback.
6) Hire consultants to hack the job in the remaining few days before Bad Things happen with the totally inappropriate technology from 2) Since nothing of value was produced in 4), mostly from scratch.
7) The experienced software guys complain that the consultants didn't follow the working methods of the project and are creating more maintainance work in future and, sensing political danger, the consultants leave for a new project.
Of course from a consultant point of view, having experience of 6) is actually quite good. The sales reps in 1) can use the project as a success story. You got free lunch, played a lot of golf, and got a load of cash under the table from various parasites. $New_Employee was only tortured for a while and didn't actually have to produce anything and (after talking to the old timers) makes sure that he is given time to work on private projects in future. He takes over the 'advice only' role rather than work full time on hacks like this. The experienced software guys now have 100% time to work on their private projects. They move into management and start playing golf with various sales reps.
Everyone wins.
I've eaten horse. In Sweden it's called Hamburgerkött, "Hamburger meat". It's smoked horsemeat.
There's a picture of it here
http://sv.wikipedia.org/wiki/Hamburgerkött
It's actually quite good.
If its expensive it shows that the monopoly is being exploited. If its cheap its because M$ knows it has FAILED. Mod me up, I need the karma.
Slashdot is one of the most polarising environments on the internet. The truth is usually somewhere between the hyperbole on both ends.
It's what drives me crazy and makes me want to run away, but at the same time, it's what keeps me coming back. Maybe a new mod scheme could be introduced that shows the post on a polarization scale.
Mod parent down! And then BURN HIM LIKE THE WITCH HE IS!
Not too surprising in a culture that values a woman's breast size (eye candy) over the content of her character. I've noticed most of the modern games since 2000 are not really fun. It's just T&A with no real substance. Back in the 8/16-bit era they had to rely on solid gameplay because the 2D/3D graphics were so primitive.
Back when I was 10 we had to rely on girls characters because breasts were so primitive.
Maybe she was hit by someone with a nuclear boosted boxing glove. Like Atom Man, or one of his distant ancestors.
Also, my hands move faster than I can think sometimes. When words like "there/their/they're" come along, my brain just says "there". Especially in a hurry or under stress, my brain doesn't say "WHOA there buddy. That sound can be spelled more than one way depending on the context".
Yup I do this too. Mind what little code I write these days sucks too. Not that anyone gives a shit.