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And lo On Thu, 10 Jun 2010 17:52:07 +0100, Darren New <dne### [at] san rr com>
did spake thusly:
> Darren New wrote:
>> Is that what it's called? I'll have to see if I can get that for the
>> xbox.
>
> Neat.
> http://www.xbox.com/en-us/games/b/burnoutparadise/default.htm
>
> For those who don't know what we're talking about:
>
> http://www.youtube.com/watch?v=C-RjsMdOG6E
>
> Imagine that where one of the sub-games is seeing how much destruction
> you can cause in a busy intersection.
Yup that be the one; going dirt-cheap too. Better yet you don't need to
imagine that bit about the sub-game - it is a sub-game! It's called
"Showtime".
One of the unofficial sub-games is - the accelerator must be held down,
boost must be used when available, pass the controller when you crash; so
much fun in company "Ohmygod, ohmygod, ohmygod, owwwww. My turn"
--
Phil Cook
--
I once tried to be apathetic, but I just couldn't be bothered
http://flipc.blogspot.com
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Patrick Elliott <sel### [at] npgcable com> wrote:
> It has jack to do with the "difficulty of optimizing for a PC". The
> consoles **are** PCs, and the hardware they are running is usually 3
> generations older than the shit they "optimize" the PC version to run
> on. This is **de-optimization**.
That is the catch: it's not "difficulty of optimizing for a PC", it's "who
cares when you can just throw more hardware?" Why should the developers care
when they can both save time and give hardware makers a sales boost?
Not such with consoles, which sport amazing tech at release time that remains
the same throughout all its usual 5-years cycle. They just gotta optimize it so
it's always shiny on the old hardware and sells well. Game-focused machines
also tend to get better sales, less piracy and better marketing than their PC
counterparts, which is why developers tend to focus on them during their
lifetime than on edgy PC hardware... which in turn just gets console ports
running at 256FPS and 2160p to justify the hardware...
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On 6/11/2010 3:19 AM, Invisible wrote:
> I'm sure you can take it out. The problem is that you can't put anything
> else in its place, because it won't be the right shape and won't have
> the custom Renault-specific connectors. (They're probably different on
> every model of Renault too, just to stop you taking the stereo from an
> expensive car and putting it into a cheap car.)
>
I said it before: You can get an aftermarket dash panel to fit the new
radio in the car. Sometimes even the manufacturer supplies a suitable
panel (expect to pay through the nose for it)
and, yes, the radio will usually have a custom wiring harness. You can
get an adapter from any shop that sells head units. Just match your
model with the selection available. They're usually model specific,
sometimes they'll have the same for 3 models.
The times you'll run into problems is when the audio system has an
external amplifier, as these are usually adjusted specifically to the
head unit's output power and sometimes won't even work with an
aftermarket unit. (Bose systems are notorious for this...)
>
> Just courious now, but... Does a Renault Megane actually *have* an ECU?
>
If it's been built in the last 2 decades and doesn't have a carburetor,
then it probably has an ECU. If it's been built in the last 15 years,
then it most definitely has an ECU due to OBD requirements. (Actually, I
don't know if the European countries have a mandate for OBD II or not)
--
~Mike
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nemesis <nam### [at] gmail com> wrote:
> That is the catch: it's not "difficulty of optimizing for a PC", it's "who
> cares when you can just throw more hardware?" Why should the developers care
> when they can both save time and give hardware makers a sales boost?
Also, since typically the console version sells about 10 times as many
copies and the PC version, there really isn't very much incentive in
concentrating on the latter.
--
- Warp
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scott wrote:
> Then you probably need to re-optimise your vector math code for PC CPUs
> (or maybe the compiler does this automatically, IDK).
I don't know about vector math, but I thought it was cool that the XNA
compiler would hoist loop constants out of the shader code and onto the CPU
side. I never heard of a compiler doing cross-CPU optimization like that before.
--
Darren New, San Diego CA, USA (PST)
Eiffel - The language that lets you specify exactly
that the code does what you think it does, even if
it doesn't do what you wanted.
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Invisible <voi### [at] dev null> wrote:
> I've heard a number of people say this. (E.g., there are certain people
> where every time we have a CSS match, they have to restart their PC a
> dozen times before CSS will launch without crashing.) I find this rather
> baffling. I have *never* seen CSS crash, even once.
The most irritating thing is that it's almost impossible to know what
ultimately is the cause for the crashes and hangups. Is it a bug in the
game itself? Is it a bug in the display driver, or perhaps in some other
driver? Is it a bug in Windows? Could it be the hardware overheating? Is
the game simply somehow slightly incompatible with my precise brand of
graphics card (yeah, it does happen sometimes even though DirectX should
make sure it doesn't)? Maybe some combination of any of the previous, which
when they just happen to coincide causes the game to crash?
> > Of course there are drawbacks too. For one, games deliberately have no
> > support for mouse and keyboard.
> And this is the main reason why I will never, ever buy a console.
There are many games which are actually more enjoyable to play with a
game controller than with keyboard+mouse. I have a Logitech Rumblepad 2,
and eg. Batman Arkham Asylum for Windows was a delight to play with it.
I really didn't miss the keyboard+mouse at all. It's just that kind of game.
Of course first-person shooters are a completely different story.
--
- Warp
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Invisible <voi### [at] dev null> wrote:
> Warp wrote:
> > Ok, this is a bit hard to confess, but I sold myself out, so to speak,
> > kind of. I went and bought an Xbox 360.
> But the big question is... IS ALAN WAKE ANY GOOD??? ;-)
Didn't buy it yet. I'm still undecided whether I'm going to pay the full
price for it (especially given that Xbox 360 games are significantly more
expensive than the same games for the PC) or if I'll wait for the price to
drop a bit.
--
- Warp
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Warp wrote:
> Batman Arkham Asylum for Windows was a delight to play with it.
Yeah. It needed a couple more buttons tho. I never did get used to the
"double-tap to do this, single-tap to do something completely different." If
I have to think about how to trigger an action even while I'm fighting the
end boss, the control layout needs work.
--
Darren New, San Diego CA, USA (PST)
Eiffel - The language that lets you specify exactly
that the code does what you think it does, even if
it doesn't do what you wanted.
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Warp wrote:
> Didn't buy it yet.
You know it's going to be expensive when they're not selling it online yet.
--
Darren New, San Diego CA, USA (PST)
Eiffel - The language that lets you specify exactly
that the code does what you think it does, even if
it doesn't do what you wanted.
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Patrick Elliott wrote:
> On 6/10/2010 10:09 AM, Sabrina Kilian wrote:
>> Patrick Elliott wrote:
>>> Sony ever fixed those issues
>>
>> Ahahaha. At least then, when it was still partially Verent, you got the
>> "Sorry, citizen, but you are not allowed to do that in our game. We are
>> going to 'fix' this problem." They have moved from, "fixing bugs in ways
>> you hate." to, "use this micro-transaction to give us more money."
>>
>> I did hear the quest got a kludge fix. Anyone can just start it in the
>> middle, without the petition for citizenship paper.
> Lovely.. Took me about 20 minutes looking through the code for the
> non-SOE server to find and fix all the issues with it, and even without
> testing all of it, I am pretty sure it got included in the most recent
> patches, and all of it works. It wasn't that damn hard to figure out.
> All you do is look through to see what they expect, what they give you,
> to give to the next guy, then make sure you can go back to the last one
> and get a new one, as long as a "flag" that tracks your progress shows
> you finished up to that point. Heck. I didn't even have to add my own
> bloody flag. The key one needed is already there, there just wasn't code
> in there to say:
>
> if flag = 1 & !inventory_contains("thingie"){ \\i.e. you finished to
> this point.
> give "thingie";
> say "Someone found this laying around. Try not to lose it again.";}
>
> Someone half brain dead could fix it, never mind people that code quests
> all the time for SOE. About 90% of all the changes I made where *all*
> basically those 3 lines, with small variations. Same with the class
> agents, which all used *identical* code, with the exception of some
> wording, since it was the *same* item they all gave you at that critical
> point.
>
You have the benefit of working on a non-standard server. It just has to
mimic the external interface, internally everything can be customized.
Luclin is, I think , when they migrated to newer zone and NPC format,
but everything is still a static zone. After that is when they started
crafting the zones by Lua script. I imagine that having three different
types of zone files does complicate things a bit.
> Thankfully.. They seem to have been less sloppy with "most" things in
> EQ2. Though, I still have a "dark side" quest with some clown (which I
> can't complete because of it) that breaks another quest, if you are on
> it, unless you first delete the offending quest. Same NPC for both, but
> he won't progress the others, if you are already on the evil one you
> have to talk to him about, but can't, if you are not evil. Its quite
> absurd..., but its like 1 out of 3000+ quests that I have done, which
> has had a serious problem. Luclin in EQ1 on the other hand... was a
> bloody total damn mess. lol
>
"Dark side", you mean the betrayal and citizenship quests? Those I can
understand breaking things, just by the nature of what flags have to
change along the way. So many edge cases and flags to check, someone is
going to miss one of them along the way. Testing should have caught it
and fixed it by now, though. Of course, that means they know what to
look for, and if I remember right now you get forced to class shift when
you betray? If the quest is old enough that it existed before that rule,
well that just makes it even more warped.
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