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Topics - BlueBlaster

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31
The Lounge / Senor Daaaaaann
« on: Tuesday, December 21, 2010, 02:31:40 AM »
CLOSE YOUR DOORS IT'S DANN'S BIRTHDAY! A happy birthday to the guy that at some point everyone has hated. Most of this site wouldn't be here without him, or we would be talking some super intellectual stuff :D

A lulz for Dann: http://dl.dropbox.com/u/503811/gangstarollerskates.gif

32
The Lounge / Factual Statements
« on: Monday, November 29, 2010, 13:06:32 PM »
My penis runs linux.

33
Media & Art / Skype Ringtone
« on: Tuesday, October 19, 2010, 22:30:39 PM »
Back once again with a new creation! Okay props to anyone who knows what song I sampled-ish.
I recently hopped on the Skype bandwagon. Just yesterday, Dann tried calling me but I completely missed his calls and messages because the default Skype sounds are actually pretty quiet. It didnt help that I was playing music and typing a paper either. No way to catch the notifications =\ Sorry Dannnnnnnnn.

I made my own "ringtone" for Skype, and it's loud enough so I can hear it. Like the last sound effects I made, I tried to start off simple; easy arpeggios or short chords and sound wave shapes like sine, square, and saw waves. After some tweaking, my "simple" sound shapes turned into a massive french house synth and I knew what I wanted to make, even though a house tune isn't exactly a ringtone.


I present you my creation below:
http://www.tunescoop.com/play/3332393630/skype-ringtone-wav


I might tweak that around a little because I like the way it sounds and I know it can become better even for a 30second ringtone.

BTW, the intro synth is a combination of square, saw, and sine wave at different pitch levels. I like combining simple shapes to make more complicated ones :D

34
Miscellaneous / Dann's Video
« on: Wednesday, September 29, 2010, 01:07:23 AM »
I know by the time I login tomorrow killaman and aj will have successfully spammed the chatbox and everything in it just posted will not have been seen so I will post it here.

Here's the video:

Quote
(22:22:57) Spanky: Wow, really Dann? I just pulled your video up and I see "Klassillu has just signed off" pop up.
(00:03:07) BlueBlaster: I saw what you posted on facebook. That was a good video.
(00:04:55) BlueBlaster: AHA
(00:05:05) BlueBlaster: At 6:00 I heard someone facebook chat you hahaha
(00:05:56) BlueBlaster: 6:30 and beyond = showcase of the video

35
Miscellaneous / Halo by Nintendo
« on: Wednesday, September 08, 2010, 22:30:26 PM »
This is a pretty nifty video. Nice ideas.


36
Games & Programming / Unreal Impersonator Pack
« on: Tuesday, September 07, 2010, 01:44:30 AM »
I thought I posted this before but I guess I didn't. This is a link for the Impersonator Studio. It lets you make custom facial animation for talking characters in unreal based games. All you gotta do is load a sound file and it'll do the work for you.

Download 26.44 MB
http://www.mediafire.com/?johmwjzwzqw
http://rapidshare.com/files/404774831/UT2004ImpersonatorPack.7z.html
http://rapidshare.com/files/417772184/UT2004ImpersonatorPack.7z.html

Hashes
Quote
CRC-32:
7a2054af
MD4:
76045ceb96c83e6689c2d9c07316fd2f
MD5:
e9b8223428052049896408b133e0cd33
SHA-1:
5bb96b7064318c435320dd449efdc7c1c3443ddb

37
Media & Art / One sound-effect and a Personal Ringtone
« on: Sunday, August 29, 2010, 22:58:08 PM »
I got a cellular the other day and I was thinking of ways to customize it. The simplest and quickest way was for me to change the default sounds on it. So earlier today I got on FL Studio and messed around until I got what I think I wanted.

I wanted something short, not annoying, and maybe a little atmospheric. It's also properly named because the tones were made with 3 oscillating sine waves :) This sound particularly I made everything myself.

At first I wanted something atmospheric like being really dazed and floating out in space. But I couldn't find or make anything that was fitting with how it was sounding in my head. So then I looked thru my ridiculously extensive supply of kits and sounds, put a few together, added some band-pass effects, a bit of magic and got this. 22 seconds is enough for 1 ring eh ;)



Those are probably the only sounds coming out of the phone because I don't like hearing anything else. Everything is muted except the incoming text sound, ringtone, and the xylophone keypad tones. Either all that or its on silent.



What do you think of my sounds? Better than the default trash that comes with phones?

38
Hardware/Software / PlayStation 2 - Star Ocean: Till the End of Time
« on: Thursday, August 05, 2010, 16:38:45 PM »
Recently bought this guy. Camera batteries need a recharge so no pictures :P

http://staroceanuniverse.webs.com/tilltheendoftime.htm



Batteries recharge and just took pictures :D
The game box cover is holographic. Even the strategy guide is semi-holographic (or it's just really shiny and didn't take a closer look)!










39
Miscellaneous / FBI Wants Wikipedia to Remove Insignia
« on: Tuesday, August 03, 2010, 22:02:56 PM »
This is a news article
http://news.cnet.com/8301-1023_3-20012575-93.html

Recently (why hasn't this happened earlier?), the FBI is pissing on Wikipedia because they have their seal on the FBI page. I haven't checked the page but I'm pretty sure its an SVG so it can be scaled to any resolution. The FBI isn't that dumb and know this so they are thinking someone is going to try and print a high-quality FBI badge or something. Wikipedia told them to piss off.

Personally I think FBI should shut up. Nobody is going to go print that thing. Even if they do they aren't getting far; unless they want a pretty poster with the FBI symbol. Anyway, this is a free online encyclopedia and it has a lot of good info. In order to have a successful free and open info resource center, there's gotta be some "high authorities" that have to shut the hell up or they just look like two 8 year fat kids arguing over the toy airplane.

40
Games & Programming / Unreal Engine Technologies
« on: Tuesday, July 27, 2010, 21:08:50 PM »
After I made my post about how I thought KF had all the features of UE2.5 I remembered I bookmarked this site that listed everything about Unreal Engine. Because it was on Bebo, the guy who posted it on his shiz completely made his profile private so I couldn't see the fucking thing anymore. But I saved it as a text file long ago. Here it is, kind of a fun read. Maybe it'll stay on the internet forever.

1224 days ago refers to 1224 days before I bookmarked the site which I think was December 24, 2009. So you can do the math to figure out when this was posted.

Quote
Unreal Engine Technology   1224 days ago
    
The Unreal Engine is one of the most popular game engines for action games. First illustrated in the 1998 first-person shooter game Unreal, it has been the basis of many such games since, including Unreal Tournament and Tom Clancy's Rainbow Six 3: Raven Shield. It is developed by Epic Games.

The Unreal Engine is quite different from most other game engines, in that it isn't a strictly defined API, yet licensees simply get the source code of a complete game, which they can in turn transform into their own game. This has the advantage that your are able to have your game fully working really quickly, but has the disadvantage that the more your game differs from a conventional first person shooter, the harder it will be to implement, and often workarounds have to be made for things that were assumed by Epic, but don't apply to your game.

The Unreal Engine Technology includes support for a scripting language called UnrealScript, which can be used to quickly modify many aspects of the game without having to delve into the C++ internals.

The Unreal Engine is modular. Epic rewrites different parts of it, but it is still the same engine. As such, there are no concrete versions, only numbered "builds" which may or may not contain certain features. Licensees eventually stop merging builds from Epic, but often continue incrementing the build number on their own (instead of the specific "Licensee Version" number), so occasionally disparities arise, as you'll see with Unreal Tournament 2003. Also, with the exception of America's Army, Epic's release of a game marks the first game of that generation engine. AA was the first licensee product to ship before Epic's product of that generation engine.

--

Projects using the Unreal Engine Technology:

Many other software companies have licensed the Unreal engine in order to speed up development of their own titles. These include Star Trek: Deep Space Nine: The Fallen and Ion Storm Inc.'s Deus Ex. Newer versions of the engine are being used for PC games such as Running With Scissors, Inc.'s Postal², 3D Realms' Duke Nukem Forever, the U.S. Army's America's Army, and Ion Storm's Deus Ex: Invisible War. [1].

Versions of the Unreal engine are available for IBM PC (Microsoft Windows, GNU/Linux), Apple Macintosh (Mac OS, Mac OS X) and many other Consoles.

Here a comprehensive list of published video games utilising the Unreal engine.

The Unreal engine was initially developed for the Unreal game. It featured large maps and a wide color palette in contrast to competing 3D game engines.


Unreal Engine 1.0

Builds 1-226: The original Unreal engine was publicly started with the release of Unreal, although licensees like Legend Entertainment and MicroProse had possessed the technology much earlier. 226f was the final patch to Unreal.

Rendering technologies:

>3DFX Glide, S3 Metal, PowerVR SGL, Direct3D 5 and 6, and OpenGL, Software Renderer support
>32-bit fully colored dynamic lighting with softly and animated
>Extensible BSP/PVS and portal technology
>32-bit colored 512x512 size texture support
>Dynamic range scaled detail textures
>Procedurally animated textures
>Multiple channels of vertex animation support
>Multi-texturing
>Light bloom
>Fog volume
>Volumetric lighting
>Particles effects system
>Multi-skybox system

Other features:

>Fully digital audio based module sound system
>Digital music, MP3, CD Audio, module music, s3m, etc support
>Doppler shift
>A3D support
>Software 3D sound
>Surround sound
>Real-time recording of in-engine footage as replayable 'demo' files
>GUI editor

Released projects

>Dr. Brain's Thinking Games: Action/Reaction — (1999) Knowledge Adventure
>Star Trek: The Next Generation: Klingon Honor Guard — (1998) MicroProse
>TNN Outdoors Pro Hunter — (1998) DreamForge Intertainment
>Unreal (uses build 220-226) — (1998) Epic Games
>>Unreal Mission Pack 1: Return to Na Pali (uses build 224-226) — (1999) Legend Entertainment
>Virtual Reality Notre Dame — (1999) NASA
>Many other unknown projects


Unreal Engine 1.5

Unreal Tournament uses Unreal Engine 1.5, an improvement of the original engine.Builds 300-436: The enhanced version of the original builds. The codebase was forked and the version number jumped to 300 and incremented from there until version 436. The core code was completely re-written. eventually to integrate UnrealEd 2. Additionally, the PS2 and Dreamcast versions of this engine debuted in this timeframe.

Rendering technologies:

>Enhancing and optimizing Direct3D 6 and 7, OpenGL 0.9x support with hardware T&L support
>Major enhancements were to the rendering engine speed
>Decal support
>Skeletal animation support
>S3TC texture compression
>High resolution texture 1024x1024 size support
>Environment mapping support
>Improving skybox system
>Extensible particles system

Other features:

>Network code vast improving
>Fully support on A3D, EAX, DS3D
>Enhancing A.I. algorithm

Released projects:

>Adventure Pinball: Forgotten Island — (2001) Digital Extremes
>Clive Barker's Undying — (2001) Dreamworks Interactive
>Deus Ex — (2000) Ion Storm
>Deus Ex: The Conspiracy — (2002) Ion Storm
>Disney's Brother Bear — (2003) KnowWonder Digital Mediaworks
>Harry Potter and the Chamber of Secrets — (2002) KnowWonder Digital >Mediaworks
>Harry Potter and the Sorcerer's Stone — (2001) KnowWonder Digital >Mediaworks
>Mobile Forces — (2002) Rage Software
>Nerf Arena Blast — (1999) Visionary Media, Inc.
>New Legends — (2002) Infinite Machine
>Rune — (2000) Human Head Studios
>Rune: Halls of Valhalla — (2001) Human Head Studios
>Star Trek: Deep Space Nine: The Fallen — (2000) The Collective
>Tactical Ops: Assault on Terror — (2002) Kamehan Studios
>The Wheel of Time — (1999) Legend Entertainment
>Twin Caliber — (2003) Rage Software
>Unreal Tournament (uses build 400-436) — (1999) Epic Games
>X-COM: Enforcer — (2001) MicroProse
>Many other games projects and non-gaming projects including construction simulation and design, training simulation, driving simulation, virtual reality shopping malls, movie storyboards, continuity, pre-visual, etc.)


Unreal Engine 2.0

Unreal Tournament 2003 uses the second generation of Unreal engine, a large improvement in visual quality and ease of development over the previous engines.

Builds 500-2227: The builds of the second generation Unreal engine started at 500, licensees first saw them after 600, and they were publicly available as build 927 with the release of America's Army. When Epic took over finishing UT2003, build numbers jumped to 2000+. this generation 100% re-written core code and rendering engine. new UnrealEd 3 intergrated. many other engine elements vast improving.

Rendering technologies:

>Direct3D 8 and OpenGL 1.x support
>Hardware shader support for vertex shader and pixel shader
>Improved texture compression
>Environment mapped bump mapping and cube mapping
>Weighted skeletal animation
>Smooth-skinned geometry(skinning animation)
>Facial animation support (including lip syncing)
>Large scale terrain support
>Seamless mixing of indoor BSP meshes, static meshes, dynamic meshes, and terrain meshes
>High resolution 2048x2048 size texture support

Other features:

>New designed network engine
>Particles system wizard toolset
>UnrealMatinee cutscene toolset
>improving GUI editor
>New designed A.I. system
>Include MathEngine's "Karma" physics engine (licensed separately)
>Enhancing Real-time recording of in-engine footage as replayable 'demo' files
>Includes support for processing those demo files into DivX movies (The DivX integration code is freely available to licensees, but use of the DivX libraries must be licensed separately)

The engine is sometimes incorrectly called "UT2003 engine", "U2 engine", "UT2 engine", or similar. Licensees sometimes refer to it as "Unreal Warfare", though the original origins of the term "Unreal Warfare" are both vague and confusing. At one point, "Unreal Warfare" was a code name for a project Epic was working on - whether this project was a game or a build of the engine itself is still unclear. Theories vary: some think that this was merely the codename for the Onslaught gametype implemented in UT2004, while others believe it's the original code name for Gears of War. On a related note, Epic is adding a gametype to UT2007 that has been referred to as both "Unreal Warfare" and "Conquest," though Epic representatives have been quick to note that the final gametype name is not set in stone.

The engine itself is named Unreal Engine N for Nth-generation Unreal engine.

Announced projects

>San Guo Online — Wayi
>Brothers in Arms (PSP version) — Ubisoft
>Many other unknown game projects(in particular chinese MMO games and casual games)

Released projects

>Advent Rising — (2005) GlyphX Inc.
>America's Army v1.0 ~ v2.3 — (2002) U.S. Army (The MOVES Institute)
>America's Army: Rise of Soldier (Xbox and PS2) — (2005) Secret Level
>Brothers In Arms: Earned in Blood — (2005) Gearbox Software
>Brothers In Arms: Road to Hill 30 — (2005) Gearbox Software
>Combat: Task Force 121 — (2005) Direct Action Games
>Dead Man's Hand — (2004) Human Head Studios
>Desert Thunder — (2003) Brainbox Games
>Deus Ex: Invisible War — (2003) Ion Storm
>Devastation — (2003) Digitalo Studios
>Exteel — (2005) NC Soft
>Harry Potter and the Prisoner of Azkaban — (2004) KnowWonder Digital >Mediaworks
>Jinyong Online 2.0 — (2005) Soft-World
>Land of the Dead: Road to Fiddler's Green — (2005) Brainbox Games
>Lineage II — (2003) NC Soft
>Magic: The Gathering Battlegrounds — (2003) Atari
>Magna Carta Portable (PSP version) — Softmax
>Magna Carta: Tears of Blood — (2005) Softmax
>Marine Heavy Gunner: Vietnam — (2004) Brainbox Games
>Men of Valor — (2004) 2015, Inc.
>Postal² — (2003) Running With Scissors, Inc.
>Postal²: Share the Pain — (2003) Running With Scissors, Inc.
>Postal²: Apocalypse Weekend — (2005) Running With Scissors, Inc.
>Sephiroth — Imazic Entertainment
>Shadow Ops: Red Mercury — (2004) Zombie
>Star Wars: Republic Commando — (2005) LucasArts
>SWAT 4 — (2005) Irrational Games
>Thief: Deadly Shadows — (2004) Ion Storm
>Tom Clancy's Ghost Recon 2 (GameCube Version, PS2 Version) — (2005) Ubisoft
>Tom Clancy's Rainbow Six 3 (GameCube version, PS2 Version, Xbox version) — (2003) Ubisoft
>Tom Clancy's Rainbow Six 3: Black Arrow (Xbox only) — (2004) Ubisoft
>Tom Clancy's Rainbow Six 3: Raven Shield — (2003) Ubisoft
>Tom Clancy's Rainbow Six 3: Athena Sword — (2004) Ubisoft
>Tom Clancy's Rainbow Six 3: Iron Wrath — (2005) Ubisoft
>Tom Clancy's Splinter Cell — (2003) Ubisoft
>Tom Clancy's Splinter Cell: Essentials — (2006) Ubisoft
>Tom Clancy's Splinter Cell: Pandora Tomorrow — (2004) Ubisoft
>Unreal Engine 2 Runtime Edition (uses build 2226-2227) — (2003) Epic Games
>Unreal II: The Awakening (uses build 829-2001) — (2003) Legend Entertainment
>Unreal II EXpanded MultiPlayer (XMP)(uses build 2226) — (2003) Legend Entertainment
>Unreal Tournament 2003 (uses build 2107-2225) — (2002) Digital Extremes
>Unreal Championship (uses build 927-1018) — (2002) Digital Extremes
>World War II Combat: Iwo Jima — Direct Action Games
>World War II Combat: Road to Berlin — (2006) Direct Action Games
>XIII — (2003) Ubisoft
>Many other unknown game projects(in particular chinese MMO games and casual games)


Unreal Engine 2 Runtime Edition

Unreal Engine 2 Runtime Edition used in many non-gaming projects including construction simulation and design, training simulation, driving simulation, virtual reality shopping malls, movie storyboards, continuity, pre-visual, etc.


Unreal Engine 2.5

Builds 2500-3369: Enhanced version of Unreal Engine 2 with an optimized rendering engine. core technology re-written and improving and extension, The Unreal Engine 2.5 adds support for 64-bit Windows and 64-bit Linux operating systems. Improving and enhancing UnrealEd toolsets. One fork of the Engine is also highly optimized for the Xbox hardware shader pipeline based on a few graphical enhancements, The Xbox memory management system, Xbox GUI system, editor, and Xbox live support. These Xbox optimized features are integrated into the Unreal Engine 2X, but is an off-shoot of the Unreal Engine 2.5.

Rendering technologies:

>While 2.5 does not make extensive use of Direct3D 9 and OpenGL 2.x level of features, it does use the Direct3D 9 API and thus provides an easy starting point for licensees interested in adding Direct3D 9 and OpenGL 2.x level of graphical features
>UDN site Unreal Engine 2.5 support also features multipass bump-mapping (normal map/bump map/specular map/diffuse map/gloss map/environment map/opacity map/mask map etc), per-pixel lighting and per-pixel shading, virtual displacement mapping, high dynamic range rendering, soft shadows and other modern graphical features present in the Direct3D 9 and OpenGL 2.x feature set
>Texture resolutions up to 4096x4096 size support
>Improvements rendering engine speed
>BSP/CSG and PVS/Portal world rendering enhancing
>Software rendering with Pixomatic (licensed separately)

Other features:

>Included particle system editor
>Voice-over IP support
>Text-to-speech support
>AI speech recognition
>Vehicles optimized physics
>Network code re-written
>Enhancing physics performance

Announced projects

>BioShock — Irrational Games
>Duke Nukem Forever — 3D Realms
>HoopWorld — Streamline Studios
>LANDMASS — WAYPOINT Corp.
>Priston Tale 2 — yedang online
>Ragnarok Online 2 — Gravity Corp.
>Red Steel — Ubisoft
>The Chronicles of Spellborn — Spellborn International
>The Lost — Irrational Games
>Tom Clancy's Splinter Cell: Double Agent — Ubisoft
>Vanguard: Saga of Heroes — Sigil Games Online
>Vanguard: (First Expansion Pack) — Sigil Games Online
>Many other unknown projects(many developers's MMO games and casual games, FPS games and other genre games)

Released projects

>America's Army v2.4 ~ v2.9 — (2005) U.S. Army (The MOVES Institute)
>Pariah — (2005) Digital Extremes
>Red Orchestra: Ostfront 41-45 — (2006) Tripwire Interactive
>SWAT 4: The Stetchkov Syndicate — (2006) Irrational Games
>Tom Clancy's Splinter Cell: Chaos Theory — (2005) Ubisoft
>Tribes: Vengeance — (2004) Irrational Games
>Unreal Championship 2: The Liandri Conflict (uses build 3357-3363) — (2005) Epic Games
>Unreal Tournament 2004 (uses build 3186-3369) — (2004) Epic Games / Digital Extremes
>WarPath — Digital Extremes
>Many other unknown projects(many developers's MMO games and casual games, FPS games and other genre games)


Unreal Engine 3.0

A berserker from Unreal Engine 3 technology demo (later revealed to be Gears of War content), revealing a detailed model with normal mapping and real-time soft self-shadowing.

Builds 3500 and above: Unreal Engine 3 targets 2006-2009 PCs, Xbox360, and PlayStation3. The core code, rendering system and all modules were completely rewritten. It discards legacy support to improve performance and obtain visual quality unachievable with older generations of graphics processors. Incorporates vast improvements to the UnrealEd toolsets.

Rendering technologies:

>Direct3D 9 and 10, OpenGL 2.x support
>16x Sampled Shadow depth buffers for characters
>64-bit and 128-bit color High Dynamic Range lighting and rendering pipeline
>Many post-processing effects including light bloom, lenticular halos, and depth-of-field
>Stencil shadow volumes for dynamic lights
>Pre-computed shadow-masks for static lights
>Support for shader models 2, 3 and 4
>Extensibly material shader system
>Geometry shader support
>Volumetric effects such as height fog
>Many per-pixel lighting techniques, including normal mapping, spherical harmonic lighting, and parameterized Phong shading
>Advanced virtual displacement mapping with self-shadowing and z-bias correction.
>'Real' displacement mapping
>Dynamic LOD for all meshes
>Fully realtime radiosity(PRT) pipeline support
>Non-power-of-two size textures support

Other features:

>UnrealCascade extensible particle system with visual editor
>UnrealMatinee cutscene toolset vast improving
>UnrealKismet visual script editor
>Visual material shader editor
>Improved GUI editor
>Includes AGEIA's PhysX physics engine
>Physics-based animation
>Dynamically deformable, LOD-based terrain
>Procedural vegetation layer
>COLLADA import pipeline
>Seamlessly interconnected indoor and outdoor environments
>Fully multi-threaded
>Incorporates Artificial Studios's Reality Engine

Announced projects

>All Points Bulletin — Real Time Worlds
>America's Army v3.0 — U.S. Army
>America's Army: Real Heroes — (PS3 and Xbox 360) — U.S. Army
>Assassin's Creed — Ubisoft
>Brothers in Arms: Hell's Highway — Gearbox Software
>Coded Arms: Assault — Konami
>Empire — Chair Entertainment
>Elveon — 10Tacle
>Fatal Inertia — Koei
>Frontlines: Fuel of War — KAOS
>Fury — Auran
>Gears of War — Epic Games
>Huxley — Webzen Games Inc.
>Interstellar Marines — Zero Point Software
>Lineage III — NC Soft
>Lost Odyssey — Mist Walker / Feel Plus
>Magna Carta 2 — Softmax
>Marvel Comics Online — Sigil Games Online
>Mass Effect — BioWare
>Monster-Madness — Southpeak Games
>Parabellum — Acony (Games)
>Project New Jersey — Obsidian Entertainment
>Resident Evil 5 — Capcom
>Roboblitz — Naked Sky Entertainment
>Section 8 — Timegate Studios
>Stargate Worlds — Cheyenne Mountain Entertainment
>Stranglehold — Tiger Hill Entertainment
>Swat 5 — VUG
>Tom Clancy's Firehawk — Ubisoft
>Tom Clancy's Rainbow Six: Vegas (PS3, Xbox 360 version) — Ubisoft
>Tom Clancy's Rainbow Six 5 (PC version) — Ubisoft
>Tom Clancy's Splinter Cell 5 — Ubisoft
>Too Human — Silicon Knights
>New Turok — Buena Vista Games
>Unreal Tournament 2007 — Epic Games
>Vanguard: second expansion pak — Sigil Games Online
>Many unannounced titles

Non-gaming projects

Unreal Engine 3 Runtime Custom License is used in many non-gaming projects including construction simulation and design, training simulation, driving simulation, virtual reality shopping malls, movie storyboards, continuity, pre-visual, etc. According to Mark Rein, no such license exists from the architecture. The only form available is Unreal Engine 3 with the toolset and sourcecode meant for games.


Unreal Engine 3.5

Epic is using UE3.0 for Gears of War and Unreal Tournament 2007. However, Epic will continue improving and extending UE3 over the entire hardware generation, so there are at least till 2010 of significant development being planned at this stage.

Tim Sweeney says that, regarding the timeline, development of Unreal Engine 3 will continue throughout the current hardware generation to 2010. but, till then will not come next hardware generation, continually improving and extending this generation engine by till next hardware generation come out.

UnrealEd toolsets will be improving and extending, and also all other modules and all engine elements.

Rendering Technologies:

>Direct3D 11 and 12, same level of OpenGL support
>2010 and beyond will be probably hardware based graphics technologies
>Vast improving and optimizing renderer and engine

Ohter Features:

>Improving and extending toolsets
>Add the useful new toolsets
>UDN site support on other very many technologies


Unreal Engine 4

Mark Rein, the vice-president of Epic Games, revealed on August 18, 2005 that Unreal Engine 4 has been in development over the past two years(1). The engine targets the next generation of consoles after the coming generation, as well as the PC. The only person to work on the engine so far is Tim Sweeney, lead programmer at Epic(2).

41
Games & Programming / Unofficial UnrealED Manual Version 0.5
« on: Tuesday, July 27, 2010, 20:48:29 PM »
I found maybe last week but I didn't open it until today. Some guy named Skarz made a help file for UnrealEd that comes up when you press F1. Pretty cool actually and when you think about it you can make your own where you can add stuff to look at while mapping. One thing I don't like about this is the file is from 1998 lol. Still an interesting resources and in my mind is an Unreal gem. A cool thing about this though is Tim Sweeney, the guy who made Unreal emailed this guy with information from the engine. So reading this you can see what a lot of options do and how much of the engine actually applies to legacy things.

http://dl.dropbox.com/u/503811/ued_help05.7z

42
The Lounge / Dann the Man
« on: Thursday, July 22, 2010, 13:22:57 PM »
This showed up on Dann's profile, in addition to a complete purge of what used to be on there.

Apparition of Face and Fruit Dish on a Beach


This is a Salvador Dali painting.

43
Hardware/Software / Super Nintendo - Tetris Attack
« on: Saturday, July 17, 2010, 00:29:52 AM »
I bought this guy today at the local Disc Replay store.



This is a puzzle game where the object is to clear the blocks on the screen. Even thought Tetris is in the name, this is nothing like Tetris at all. Don't expect it to be. Maybe I'll get some pictures and videos of playing it later :)

44
Hardware/Software / Blue's Annoying Ass Old Computer Building Topic
« on: Wednesday, July 14, 2010, 20:33:32 PM »
Alright so lets keep this short. Im re-building the other piece of trash in my house and hopefully it'll stop being slow when trying to play SNES games on it :) The formatting will be made as to follow a diagnosis or something. Its easier for me to follow.


Notes
When reading from Story, the text comes first, then the picture(s).
End of notes




Configuration
Motherboard - MSI MS-6340 Ver. 1 aka MSI K7TM Pro | View Manual | View Manual Mirror
CPU - AMD Duron 800
RAM - 192MB SDRAM PC-100 or PC-133
Sound Card - Creative Sound Blaster
Graphics Card - Integrated with motherboard. VIA ProSalvage something like that
PSU - 250W
Hard Drive - 15GB Western Digital
Cooling - Heatsink with large fan on top. Cleaned and silver thermal compound applied.

Problem
Graphical corruption on desktop and .jpg files. Also programs using DirectX have problems displaying (There are no pictures of this).

Story
Picture of what we're working with.


We get to the bios and find everything normal. It's even at the latest bios version 4.7.


I installed Windows XP earlier and it boots up fine. Really quick too.


We get to the desktop. All the drivers are installed so there are not any unknown devices. The background is set to None by default, I did that on this installation of Windows XP. Personally I know pre setting the background to none is fine and nothing bad happens. I've installed this version of XP on my current computer and on my friends computers and there has never been a problem.


If you look both in the picture below and above, you'll notice around the desktop icons and text there are pixels of blue. This is something not normal and I've tried many ways to fix it but I think it's a problem with one of the computer components. It's important to note here that Ive installed XP on this machine with and without a graphics card and with a different hard drive. In total I've reinstalled Windows XP 6 or 7 times. Once for each change in component and a few extra times with a different XP install CD to make sure the disc was not the problem.

Okay if we look at the preview of the wallpaper, its garbled (to me it actually looks like it can't represent the compressed data correctly). Lemmie also say this only happens when your previewing jpg files. When you preview a BMP file, it comes up normal.


Lets apply the background. Okay everything looks kind of normal. Even if we apply the new background and click on another jpg file, it will come up garbled like before. Also check out the desktop icons, they still have the extra blue pixels around them.


A closer look at the messed up icons. This time it isn't as severe as other times.


If we check the registry and go to the icons we see they are being drawn in full 32-bit so they should look completely smoooooth. However, we've just seen otherwise.


Tests (Ultimate Boot CD; I am very cheap)
Memtest86+ - Ran it for almost 30 minutes. No problems here.
Mersenne Prime Test - This totally failed lol.

End Result
I've given up on this set-up and will now rebuild the computer with different a different mobo and cpu. I think in this configuration, the mobo or cpu has some problems. Possibly it was overheated in the past and there is evidence of this corruption in programs using DirectX. I know though that I used a heatsink and fan with thermal compound so it couldn't have been overheating while I was using it. It's silly to not provide statistics, but I'm confident it was in a good temperature range otherwise if it was overheating it would be really obvious on screen.



Configuration
Motherboard - ASUS MEB-VM | View Manual | View Manual Mirror
CPU - Intel Celeron 700
RAM - 192MB SDRAM PC-100 or PC-133
Sound Card - Integrated with motherboard
Graphics Card - Integrated with motherboard. ATi 3D Rage Pro
PSU - 250W
Hard Drive - 15GB Western Digital
Cooling - Heatsink with small fan on top. No thermal compound, this is testing

Problem
CPU is not supported by the motherboard.

Story
This is the last configuration!


Okay, lets try this new motherboard with the Intel Celeron 700. But first we reset the CMOS. This board doesn't have reset pins so let's just pull out the battery and put it back.


Hmm, doesn't want to even start POST.


Lets shift this jumper to another position. This motherboard is old and you can change the clock by changing the jumpers. Bad part is, the motherboard doesn't come with all the pins. Lets hope this make its greater than 700MHz.


Nope, no good. Well this one is done!
End Result
Let's try a different CPU!



Configuration
Motherboard - ASUS MEB-VM | View Manual | View Manual Mirror
CPU - Intel Celeron 466
RAM - 192MB SDRAM PC-100 or PC-133
Sound Card - Integrated with motherboard
Graphics Card - Integrated with motherboard. ATi 3D Rage Pro
PSU - 250W
Hard Drive - 15GB Western Digital
Cooling - Heatsink with small fan on top. No thermal compound, this is testing

Problem
None so far!

Story
This is the CPU we're trying next!


End Result

45
Media & Art / Really Recent Photos
« on: Wednesday, July 14, 2010, 17:02:26 PM »
I can do it too! I took these earlier in the day, the sun was still not up haha.






The more pictures I see, the more I noticed Windows and Firefox don't use embedded color profiles. Maybe I need to calibrate my monitor some more.

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