User information for Kreilo

Real Name
Kreilo
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Signed On
September 29, 2002
Total Posts
35 (Suspect)
User ID
14643
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35 Comments. 2 pages. Viewing page 2.
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5.
 
Re: Best Photo #10
Oct 3, 2003, 11:41
5.
Re: Best Photo #10 Oct 3, 2003, 11:41
Oct 3, 2003, 11:41
 
Oh! Ahaha. The dog's head is actually poking through the heart-shaped hole. I thought he was just behind the hole and looking through. I'm an idiot :). At least I worked in a Simpons quote.

2.
 
Best Photo #10
Oct 3, 2003, 11:17
2.
Best Photo #10 Oct 3, 2003, 11:17
Oct 3, 2003, 11:17
 
Dood! Best Photos, #10 "Puppy love". The caption reads, "Crystal, a year-old black Labrador-Dalmatian mix, peers through a heart-shaped hole in a fence." But clearly, the hole is in the shape of an apple, not a heart. Boy, I really hope somebody got fired for that blunder.

(Doug: In episode 2F09, when Itchy plays Scratchy's skeleton like a xylophone, he strikes the same rib twice in succession, yet he produces two clearly different tones. I mean, what are we to believe, that this is some sort of a [the three nerds chuckle] magic xylophone or something? Boy, I really hope somebody got fired for that blunder.)

25.
 
Re: Gamespot should do their HW
Sep 23, 2003, 14:30
25.
Re: Gamespot should do their HW Sep 23, 2003, 14:30
Sep 23, 2003, 14:30
 
#23: "... ray-casted, sprite-based world of Doom." ... "reporters" making complete asses of themselves ... shows they have no actual knowledge of what they're talking about.

Umm. Doom was raycasted.

From IEEE Spectrum http://www.spectrum.ieee.org/WEBONLY/publicfeature/aug02/id.html

For his program, Carmack simplified a technique for rendering realistic images on then high-end systems. In raycasting, as it is called, the computer draws scenes by extending lines from the player's position in the direction he or she is facing. When it strikes a surface, the pixel corresponding to that line on the player's screen is painted the appropriate color. None of the computer's time is wasted on drawing surfaces that would never be seen anyway. By only drawing walls, Carmack could raycast scenes very quickly.


16.
 
Re: No subject
Sep 23, 2003, 12:52
16.
Re: No subject Sep 23, 2003, 12:52
Sep 23, 2003, 12:52
 
On the one hand, id is saying they don't plan on being done by the end of the year (per last's night's posted interview). But they seem to be doing A LOT of interviews lately.

It's a conspiracy. During the time when there has been precisely no new HL2 news (and now one week away from the original HL2 date), there's been a glut of Doom3 news. Coincidence? Hah! id and Valve are clearly working together to stir gamers into a heady froth.


38.
 
Re: sweet
Sep 11, 2003, 18:13
38.
Re: sweet Sep 11, 2003, 18:13
Sep 11, 2003, 18:13
 
vacs, Brother Raven, thanks, I should pay better attention.

23.
 
Re: sweet
Sep 11, 2003, 17:36
23.
Re: sweet Sep 11, 2003, 17:36
Sep 11, 2003, 17:36
 
Very much like what precipitated 3DFX's fall from glory.

At the end of the cycle, 3dfx was pushing "speed" and Nvidia was pushing "quality". Now Nvidia has 16-bit precision shaders and ATI has 32-bit precision shaders. So even if Nvidia will be slightly edging out ATI with their Rel.50 drivers, there's still the quality argument that Nvidia used in the past to their advantage, and which they're now on the wrong side of. Good times.

3.
 
living under a rock
Aug 29, 2003, 04:28
3.
living under a rock Aug 29, 2003, 04:28
Aug 29, 2003, 04:28
 
"Unless you've been living under a rock ..." How many stupid ass gaming previews/interviews have to start with this expression. And what purpose does it really serve? To show how "in tune" the writer is? To reassure the audience in-the-know that they are? To insult those that are not ("yes, I have been living under a rock, fuvm."). I hate crappy writing. I'm such a whiney bitch. But seriously. I hate that expression.

8.
 
RA3 netcode
Aug 28, 2003, 15:33
8.
RA3 netcode Aug 28, 2003, 15:33
Aug 28, 2003, 15:33
 
Most importantly:
  • Improved netcode (removed the "built-in-lag", smoother movement, better hit prediction)
RA3 1.6 fugged up the netcode. Serious choppiness in the first minute or two of connecting to a server (this could be PB, though). Plasma balls "ghost" -- sometimes they hit the player, but don't do dmg. The shotgun is about 1/3 or less as effective as it was before. I haven't had a chance to play 1.7, I sure hope it fixes those up and more.


7.
 
Re: polish
Aug 28, 2003, 15:33
7.
Re: polish Aug 28, 2003, 15:33
Aug 28, 2003, 15:33
 
Most importantly:
  • Improved netcode (removed the "built-in-lag", smoother movement, better hit prediction)
RA3 1.6 fugged up the netcode. Serious choppiness in the first minute or two of connecting to a server (this could be PB, though). Plasma balls "ghost" -- sometimes they hit the player, but don't do dmg. The shotgun is about 1/3 or less as effective as it was before. I haven't had a chance to play 1.7, I sure hope it fixes those up and more.


5.
 
Re: polish
Aug 25, 2003, 11:53
5.
Re: polish Aug 25, 2003, 11:53
Aug 25, 2003, 11:53
 
i[... they put all the work into it but don't do that final 10% polish that can turn it from a turd to a classic.]

Because, as anyone who's worked on a large project before knows, that "final 10%" polish takes as long as the first 90% effort.

19.
 
Letterscape
Aug 22, 2003, 12:55
19.
Letterscape Aug 22, 2003, 12:55
Aug 22, 2003, 12:55
 
That Letterscapes thing was pretty neat. My favorite letters were A, K, S, and Z.

8.
 
No subject
Aug 14, 2003, 11:09
8.
No subject Aug 14, 2003, 11:09
Aug 14, 2003, 11:09
 
"Tellingly, the physics implementation seems to be quite young, suggesting it was 'bolted on' after the capabilities of the Source engine became apparent."

That's completely false. Who is this guy? In an interview with Tim Wiltis in October 2002 (http://www.gaminginvasion.com/index.php?article=68):

How will the physics engine differ from other games that id has done in the past?
We have a very good physics engine, it’s very realistic, and is being developed internally. We’ve never had that before, and so it makes things a little more believable.

Or from the Doom3 FAQ (http://doomworld.com/files/doom3faq.shtml):

In a Planetcrap.com post on 11/15/00, Jim Dose had the following to say about a handful of popular 3D engines:

By this time next year, most, if not all, of the games made with these engines will use a fully featured physics engine, if not developed internally by the developer, then licensed from someone like Havoc or MathEngine.

While not a hard-and-fast proof of any sort, this seems to strongly indicate that the Doom 3 engine will have a realistic physics model.

Or from QuakeCon 2002 (http://www.gamespy.com/articles/august02/quakecon2002/d3demo/):

To finish the demo, Tim spent a little time showing off how the physics and lighting systems would interact. First, Tim showed the physics system by shooting some boxes off a shelf -- the boxes would react differently depending on where they were shot. Next, Tim shot the side of a lighting fixture, causing it to swing back and forth, and subsequently cast moving shadows on the zombie below.


16.
 
Re: No subject
Jul 28, 2003, 13:27
16.
Re: No subject Jul 28, 2003, 13:27
Jul 28, 2003, 13:27
 
the 2nd window - theres a guy outside shooting in ... then he is ignored

Note that the player never loses health through any of the demos. They're playing in God Mode for the purpose of the demo.

apart from the obvious crowbar break delay

This is a useful thread http://www.halflife2.net/forums/showthread.php?s=&threadid=1298

Unfortunately, halflife2.net is down, but Google Cache can be useful http://google.com/search?hl=en&ie=UTF-8&oe=UTF-8&q=cache%3Ahttp%3A%2F%2Fwww.halflife2.net%2Fforums%2Fshowthread.php%3Fs%3D%26threadid%3D1298&btnG=Google+Search

In particular, Q: "... some sequences felt a little strange ... boards break before the crowbar reaches them". A: "The physics behaviors you point out are an interpolation artifact during demo playback, not of the physics system. They aren't there when you play."

15.
 
Cows with Guns
May 9, 2003, 04:53
15.
Cows with Guns May 9, 2003, 04:53
May 9, 2003, 04:53
 
All cows are female (notice the milk-filled udder and four huge lactating nipples). It's the bulls that are male. That bugged me. The song was all about "he, him, his" when it should have been "she, her, hers". It ruined the song, because that's all I noticed :(. Seemed like it would have been pretty cute otherwise.


14.
 
Re: Hmmmm....
Sep 28, 2002, 22:44
14.
Re: Hmmmm.... Sep 28, 2002, 22:44
Sep 28, 2002, 22:44
 
Plus, anyone with any true sense of conspiracy theories would realize that if this guy's engine had any merit at all the oil companies would have snuffed him years ago!

The "propulsion engine" really is an engine. Even if it was legitimate, it still needs input energy. Just like a flywheel. The only application where that engine would be useful really is space, because you wouldn't be hemoraging mass for propulsion -- even then, it's questionable if it's the better option. Here on earth, spinning wheels connected to pavement still works pretty well, and the propulsion engine doesn't change that.

The best part of the web site is the "Parametric Study" that supposedly legimizes the science of it. Hehe... it's scanned in, hand written pages. I've seen better prepared homework sets.
This comment was edited on Sep 28, 23:05.
35 Comments. 2 pages. Viewing page 2.
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