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Briareos H

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About Briareos H

  • Birthday April 19

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    http://anodal.org/minecraft

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    I AM BOLO SANTOSI
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    Lead on, my brave revolutionary!

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  1. Hi, will this work with the official 209 release? I'm looking into getting back into TDM and this looks ace.
  2. Geek porn from the seventies, complete with leather, gloves and mustache (assembling and testing one of the first automatic communication switches). http://www.youtube.com/watch?v=8uMbpaFp3i4
  3. If anything, I think TDM is largely under-represented on TTLG and everywhere else for that matter. I wonder where you got that silly idea.
  4. I mean: My only point was to highlight that too short a frob distance would create problems, which is independent from whether it is finely manipulated ("analog") or frobbed ("digital").
  5. @grayman: Because the ways of doing it are either: Make the door non-solid while it is being opened by the player character: looks like shit, feels like shit. Push the player aside with a realistic motion curve so that they side-step enough for the door to swing open, then get them back into the door frame while walking them forwards slightly: may feel like too much control is taken from the player, can play tricks with the physics system / other objects, lots of testing to get it right, requires long and clever code to make it work nicely from every angle. Do nothing and just expect the player to navigate around the swinging door with their movement keys: the closer they are from the door initially, the more difficult it is for them to back off without hindering it, doesn't feel very fluid and pretty far from the "fine-tuned movement" I was talking about. EDIT: I was not talking about analog door manipulation, which is absolutely fine in my book
  6. I'm among those who think BS2 was the best, because I thought it rather toned down the in-your-face plot elements and big twist that were going to be unsatisfactory anyway, while improving on the straight FPS gameplay. And, although the communism vs. capitalism theme was uncalled for, I liked the rather simpler backstory about family ties much more than the objectivist bullshit of the first one. IMO the original game had a superb setting, excellent aesthetics and audio direction coupled with shallow game systems, clunky UI and a misplaced scope because of an annoying, assertive plot which didn't manage to bring anything to the experience. The sequel at least acknowledged its failings (although it only refined them without trying to change things around too much) and managed to make the shooting itself fun. I haven't played Bioshock Infinite because the tutorial dragged on so much without managing to pique my interest that I gave up.
  7. I don't see how it's different from manipulating objects. If anything, mapping this new analog mechanic to the 'manipulate' button would make the doors behave more consistently with other frobbable+physics objects while leaving the existing mechanic in place. Back to the original topic, I think we've all exploited the unrealistic frob distance for doors and containers in Thief or TDM at some point. The problem I see with making it more realistic is that you might get a faceful of door often enough for it to become annoying. The closer you need to get to an object in order to interact with it: the more claustrophobic the visuals become: lack of detail, uniform textures and inability to locate yourself in the environment might break the illusion of a 3D space for a few instants; the more jarring the animations and sense of place feel: a person seldom stares at a door handle before opening it because their motion is fluid and mostly hard-wired in the brain at that point. The fluidity of the motion also shows when opening a door towards you: you instinctively move your body so that it doesn't get in the way of it opening with the sort of fine-tuned movement that would be difficult to get right in TDM. Incidentally, this is one of the few things the new Thief game got right. I'm not saying that these will be strong enough to break immersion, but there might have to be a lot of playtesting and fringe cases to take into account to get the frob distance right and not jam the player into the door every time they need to open one.
  8. They already ruined the interface and inventory with 'console gamey-ness' in TW2 so I wouldn't put that past them.;;;
  9. As far as we've discussed in an other recent thread, the longer part of the loading sequence does indeed involve the CPU over anything else: loading from disk to memory and from memory to VRAM is pretty fast on most systems. But besides that, the game does a lot of calculations (I'd guess texture decompression, loading and setting up the script engine and entities, pre-calculating other stuff?) which, AFAIK, are not threaded. Which means that to improve these loading times, you'll need faster CPU cores: going from dual core to quad core shouldn't change much, instead try to get a higher-clocked (or overclocked) CPU. Nevermind that. Hadn't seen SteveL's post, which instantly reminded me that on my ATI card that part of the loading had once improved tremendously by switching to a different driver release -- that unfortunately completely botched the rendering. So maybe it's some sort of long, unoptimized loop of calculations between the game thread and GPU driver. I wonder if something could be done to help with that.
  10. Digital only, for the same reason that I don't buy CDs when there's a vinyl+download option available: CDs and modern game boxes are utterly devoid of soul and aesthetics, take lots of useless space and most of the time have no collecting value. I only get that sense of ownership with LPs or older game boxes, I suppose the feel of paper is important to me. And because 1. an optical media backup is less reliable than a properly conceived hard drive solution 2. most games require online authentification anyway, I made the jump to full digital a long while ago.
  11. Sure! Except the plate is at the top of the screw in this model so there's no way it can do anything, it should be at the bottom
  12. I don't have the faintest idea on how this press works.
  13. That'd be great to see the authors being given the possibility to use a female protagonist. Wynne's VO in T2X is excellent but we could surely find someone else!
  14. My physics are very rusty but if I had to prove that equation I'd definitely use Gauss's law (which is basically one of the Maxwell's equations -- only not in a vacuum) which states that div E = density of charge / epsilon. But if you use its integral form flux = charge / permittivity you can deduce the continuity of the tangential component of E at an interface. I remember being asked to prove it once, if I had to do it again I'd integrate on an infinitesimally small surface at the interface using the E wave in its exponential form: the k_x components get thrown away, the density of charge eliminated on both sides of the equation and the wave numbers come out of the exponential upon integration. Something like that.
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