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Everything posted by elmuerte
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cat rule 'nough said
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I don't think work sucks by definition, it's other that make it suck for you, and thus terrorizing a perfectly well working climate. you see how I managed to insert two hot topic into that... I'm proud of myself
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omg.. that game was released in 2005!?
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New low: kid expelled from school for creating a counter strike map
elmuerte replied to elmuerte's topic in Video Gaming
(it will be "free" from September 3, you can thank MS for it costing points right now) anyway, it's not based on an existing subway... they do however have a tree in one of the new levels... so they must be attacking all our trees... and without trees there won't be any oxygen... and .. stuff.. -
Serious Sam FE and SE weren't that bad (Serious Sam 2 sucked tho), Tetris didn't suck either. So besides those and stalker, what other eastern European games are there?
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New low: kid expelled from school for creating a counter strike map
elmuerte replied to elmuerte's topic in Video Gaming
hmm.... he's talking out of his ass quite often (usually near his jokes), but there is a strong line of truth in it. Some of his points are quite hypocritical. -
http://www.capcom.com/godhand/ and click the "godgame" in the lower right corner
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New low: kid expelled from school for creating a counter strike map
elmuerte replied to elmuerte's topic in Video Gaming
I know what they _could_ do (besides making maps), they could be succesfull and good students and make the world a better place. ofcourse they can be a danger to unsuccessfull and bad students... so they must be stopped... A fun fact is that there a really a lot of people that either made, or were planning to make, a game level or two based on a building of their educational institution. I know I made a duke3d level based on my highschool and I was planning to make an Unreal Tournament map based on a building on my university's campus. The reasons were quite simple, those buildings have often great floor plans. And it could be just me, but as far as I know nobody that created such a game level has gone on a killing spree. I think they were just too busy making those maps and playing them. -
Like there are so many things different on a UK-spec machine. Pretty much all electric equipment is made for 50-60hz and 200-240V (or even "110 or 200-240V"). The last part of powerplugs are usually a universal plug to local connector. So it's easy to get a euro connector cord for the last part.
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wth? including UK VAT? play.com prices are usually without VAT, and because of that they are cheap. the thing that sucks is that I can't order anything that costs more than 23 euros because otherwise I'll have to pay customs (since jersey is not part of the EU).
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People keep rabbits as pets, and a lot of people eat rabbits.
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this is also a nice quote I'm sure more than one animal's death was used. First they needed to kill a bunch of animals to feed the developers of the game (since I doubt they were all vegetarians). That aside... the death of humans are used to sell news a few papers or what ever they advertise around news on TV. Ofcourse nobody asked the goat what she wanted them to do with her body.
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it probably has to do with the owners of the content not allowing parallel import, within the european union this is prohibited by law (e.g. preventing parallel import). That's why iTunes is currently being pursued for now allowing UK customers to buy something from a French iTunes store. anyway... it's just another way to screw over the customers (just like region coding).
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er... I doubt that's very healthy what were they thinking... they should have used a fake goat, pretty much same level of gore and detail is possible and nobody (well, not a lot of people) will get upset.
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export charges? that sounds like a very stupid movie for a government to enforce. Impost charges are for the receivers. Returns might be an issue, no idea how that would work. It's just weird amazon stuff, never bought anything from/through them. Often webstores don't ship at all to certain regions, but if it's only certain articles then it's stupid.
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some fun, some annoyance, some humor, some puzzle solving it was good enough to spawn 2 sequels back in the day and a 3rd right now..
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ooh... there's a website now
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I agree. But then I again, I love the movie so I might be a bit prejudice. On the other hand, I love the movie and I think the game is a great addition.
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And the same goes for quite some other products: http://www.savapoint.com/savapoint/index.php?cid=99 Splinter Cell: Chaos Theory Brothers in Arms: Road To Hill 30 Deus Ex Empire Earth Tron 2.0 Rainbow Six Civilization: Call to Power II Starsky & Hutch
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light TCP? Out of order packets are often simply dropped unless there's a queue of packets to process. Multiplayer games usually work on the principle of send data as quick as possible, it's a lot of small packets. Servers create a session with every connected client, during the creation of the session the authentication is performed, after that the server assumes the client is still properly authenticated. Sessions usually time out after a while of no data, since the server doesn't know if the connection was dropped. The kind of authentication scheme is used doesn't matter much, except that needs to be limited in size because UDP packets can not be fragmented. But besides that you could also initialize the session through TCP and then use UDP for the actual game communication. The UDP protocol often implemented includes an acknowledge system where both client and server acknowledge receiving a given packet. This ACK is usually included in the next UDP packet send. In the session the server keeps track what packets have been acknowledged and it will act accordingly. So basically they simplement part of the TCP features in the application protocol over UDP. This allows you to do stuff in 2 packets instead of 8. But it also means the application must perform the accounting instead of the server/hardware. As for the p2p scheme, the whole session handling is done in pretty much the same way as the client server scheme, but every client is also a server. And from here on it's just like a normal p2p scheme were every client is connected to a number of other clients (doesn't have to be all) and using the information it receives from the other clients it will know the whole playing field. Ofcourse you will need to implement a system to check the received data (because on peer might be telling a lie). But that system is already worked out in theory (can't remeber the name of it though).
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Networking stuff on an abstract level is quite easy. It all starts with: what information does a client absolutely need to play the game. For games where the player is bound to a single avatar it is usually everything the player can see (including some of the stuff behind the player). But for example for real time strategy this would include almost everything in the current game. but this is partially the same with other networking things, like the difference between streaming media and webpages. The other common issue is trust, this is very related to the networking scheme you use (client server, peer to peer, ...), what information can you trust. Trust is very important for p2p schemes, since there is no all knowning server. But these things have been worked out pretty well in the "game theory" research area. The key factor is to know a thing or two about the genre. Actually... even though a game is in the same genre doesn't have to mean the same thing goes. It's very well possible to create a real time strategy game where client-server communication is much better suited than p2p. NS-2 is only TCP right? TCP is way to heavy for games, a lot of the TCP features are mostly unwanted. afaik most games use UDP and perform their own lightweight initial handshaking and package validation. Just like with streaming media it's not that terrible if a bunch of packages get lost (or arrive out of order).
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Yeah, it's best to know a bit about every programming aspect of games and a lot about +-2 aspects. But it's only about the most vital basics. If you're not going to do any network programming you don't have to know a lot about network simulation, congestion control, different communication schemes, etc. Knowning just want thos things mean and how they work in principle is enough.
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It's common, depending on the minimal degree for the position it's more common. For internships its very common, because there is usually a large selection group and not a major need to have the position filled. And ofcourse because it's for a rather short fixed time. But 10 pages sounds a bit much.