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Cdr Fokker

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Everything posted by Cdr Fokker

  1. Yes, but the original question was raised by a couple of Europeans, the whole point being whether or not the release will be playable on their systems in Region B. We're all well aware that Region A BDs play in systems marketed within the confines of Region A. And games are a whole other story; but to my knowledge, the PS3 has never had region-locked games. (Supposedly, developers/publishers could choose to implement region-locking - possibly keying off of the same HW keys as DVDs or regular BDs - but the default was to allow everything everywhere, and AFAIK, that's all anybody's ever done on that particular system.)
  2. That is incorrect, or at least an overstatement. Putting a G device on a N network will not restrict all communication on the network to G speeds. It will, however, reduce total throughput versus a "pure" environment, and thus N devices will be slowed. A quick search says that testing of a mixed-mode network with both G and N devices results in the N devices having anywhere from 10-30% reduced speed compared to a pure N network. (So, the N devices are still well above G speeds.) Brining in B devices lowers throughput even further; some routers offer an "NG-mixed" mode that prevents B devices from joining the network and adding further slowdown (caused by both their own comms as well as other BC actions necessitated for B, rather than just for G.)
  3. Just got home after Christmas and thought I would share some custom Macross-related items that I received from a combined effort of my mom & my sister. A set of coasters: UN Spacy logo, VF-1S Strike, and SMS logo: And a UN Spacy blanket: It should be worth noting, too, that they themselves aren't really Macross fans. They just know what a huge Macross fan that I am!
  4. So, I've managed to find all of the stuff for the HW1 mod as well. I've put what I had running in HW2 as well as both installers (main+patch) for HW1 up on Crusader, my dev server. Anybody who wants access, please PM me. (If somebody then wants to upload it somewhere else, that's fine - I just don't want to post up details for my personal server in public.) I'll be looking into the other stuff from this "Macross Generations" project over the next few days. And yes, the name of my server is both a reference to the VF-3000 as well as the F8U. All of my computers are named after aircraft that have both real-world and Macross namesakes.
  5. I've gotten what I had running again in HW2. Digging around online, though, it appears there was development going on during my rather long hiatus from MW (and Macross in general). I have found a working download for the later Macross Generations project and I will look into that over the next few days. I will pack up what I have tomorrow and get you details on how to access it. Also going to continue to look for DYRL 1.3 for the original HW1.
  6. I'm quite happy with the monitor on my new PC: A 50" LG Plasma. It's actually the thing that has brought me back to MW. Built a new HTPC/Steam-gaming-rig a few weeks ago and have been ripping all of my DVDs/BDs. Of course, one of the first things to be put on there was SDFM followed by DYRL, which got me back into watching all of it. Which has now gotten me back here, which will of course lead me to spending all kinds of time and money on Macross, as it always does. (And, really, what's wrong with that?)
  7. Wow, 9 years later this is still coming up? (More amazingly to me, it's really been 9 years? Holy crap.) The project may be long since dead, but I'm still alive. Setting up my new HTPC and ripping all of my Macross DVDs recently reignited interest and has brought me back to MW yet again. My memory is fuzzy on how things turned out since my last involvement many years ago, but I do still have everything for the HW2 DYRL:SWO mod from when I was last active on the project. I don't know how much more occurred after that point. I've got bits and pieces of the HW1 DYRL mod around right now too, but can't find the whole thing. I have located the final patches and some of the development files, but haven't found the main install or my main dev folder yet. It's should be around here someplace, I just know it... but I can't seem find it right now. It's probably on one of my secondary backups, as my primaries are already mounted on my main active machine. If there really is demand for one or both of those, PM me and I can hook you up.
  8. Try not to limit yourself so much. Don't think in direct terms of existing conventions. Oh, and paging is nothing new. Scaling from continent-scale to a road-scale in real-time is entirely possible, and has been accomplished. It's all about memory management. You cannot have a simulation with a typical "game" engine, end of story. One of my biggest pet peeves is people throwing around the world "simulation" when they haven't got a clue as to the implications of the term. Oh, and I myself don't even get a satisfying experience out of most "flight sim" games. That tends to happen when you are involved with real aircraft and real simulation. YMMV.
  9. I'm a Software Engineer who specializes in real-time simulation (particularly graphics). All of the above. A typical game will run flat-out : as soon as it completes one pass of processing, it starts on the next. Depending on the current load - due to AI, graphics, what have you - the time that is required to perform this processing may fluctuate. This does not lend itself to doing precise calculations, as the timesteps are variable and not always easily calculated on the fly. A real-time simulation, on the other hand, runs fixed-frequency loops (or at least attempts to... sometimes the load becomes too great and you can experienced dropped data, frames, etc). There are often several different loops running simultaneously at different rates. For example, mechanics (kinematics, aerodynamics, etc) code typically runs fairly fast. 300 Hz isn't unheard of. High precision is needed to ensure proper simulation, even though all of these timesteps are not being rendered to the screen (though it would certainly be nice to be able to!). Other simulation-related code - for example, network communication or low-fidelity physical simulation (simplified rigid-body kinematics, for example) might be running at a slightly slower rate - say 120 Hz. The slowest loop (or thread) is the graphics thread, which is usually run at 60 Hz. Depending on the implementation, though, this thread may actually be decoupled from the real-time loops and run at a variable rate, like games do. However, most stricter simulations enforce a fixed framerate to ensure consistency. Most game engines are not set up to deal with this kind of loop/process/thread maintenance. Since this management is the central core of the overall engine for a sim, it's not like you can just shove it in a standing game engine - especially one that is closed-source. Games are often not optimized for such CPU-intensive processing either, with graphics being a big part of current games, which have the vast majority of their processing accomplished on super-fast (due to optimizations) GPUs. It really all comes down to a design mentality. A sim operates differently than a game. My current side project ("side" only to denote separate from my paying day job) involves a sort of hybrid, with framework in place to support simulation design, but with out-of-the-box implementation more toward the line of games. Distinguishing between a game and a sim is like distinguishing between functional and object-oriented design. You can't just say that one is the other with more stuff. C++ isn't just C with a bunch of extra things added on - it opens a whole new series of design patterns, a whole different mentality.
  10. Except you would still need the other arms. The arms are also different between TV and DYRL.
  11. http://macrossworld.com/mwf/index.php?showtopic=26302 Readily available from places that ship internationally, like HMV Japan. Back on topic: I concur with the others that there should be more TV -1As coming. I doubt that Yamato would go to all the work to get the head sculpted and the tooling set up just for a limited run.
  12. I would be up for it, but I have long since abandoned modding in favor of working from scratch. I'm also not particularly fond of Steam, or any coding Valve-related after my last run-in working with a Half-Life (1) mod. Also, if you're truly interested in a simulation rather than a game, choosing a typical game engine is the wrong move. A sim needs a consistent real-time loop running at a known frequency for calculations, which most (if not all) game engines tend not to support. For example, most games don't support running an internal calculation RTI loop at 300 Hz (especially while the graphics loop is simultaneously running at only 60 Hz). I have a full Macross flight sim planned after I finish my current side project. Actually, if anyone is interested in helping with this effort down the road, I will need some "media artists" (2D/3D, audio, etc). Not to pull anyone away from this, of course. As I said, my project will be quite a ways down the road time-wise.
  13. As to the 1/48s, there were two releases of the VF-1J (TV) - one with FP and one without. I wish they would release a TV version -1S with FPs instead, personally. Just a plain -1J for me.
  14. FYI, if you're in the US, you could order from HMV.co.jp or something similar and get the first issue + binder for significantly less than $50.
  15. Got my first issue + binder in the mail today. Very awesome. (Too bad I can't read Japanese though.) Has there been any consensus on the best means of acquiring the rest of the series (via subscription or similar means) for those of us in the US?
  16. That's because R2 is just that - R2. Blu-Ray Region A includes both Japan and North America (among others). Conceivably, one could release the exact same disc in both Japan and North America without any changes to the product itself. This means that there is a MUCH higher probability of seeing anime on BD including subs for non-NA releases. The question becomes, then, is it cost-effective to put subtitles on BDs? Translation, timing, etc takes time, and you have to pay somebody to do all of that. If there isn't a sufficient market to purchase the final product on the basis of including subtitles, then it isn't economically feasible to produce subs. The real thing is, Bandai is more than happy to stick with the multitude of Gundam series than worry about smaller-market titles like Macross. Bandai is huge - if they cared, it wouldn't take much to effectively eliminate HG stateside in preparation for BV-licensed releases of Macross products.
  17. After a long hiatus, I have returned to browsing MW again! Who knows what toll this will have on my time and - more importantly - my wallet. (The latter was actually one of the reasons I made myself stop coming here. Nonetheless, it is good to be back.
  18. My bad - I knew the original thread was moved to the "archive" and wasn't aware that the thread had been restarted. I'll move my AR topic there... mods, feel free to delete this thread now.
  19. Guess it's about time to re-start the MW weapons thread... I'm currently planning out my first AR-15 build - currently the only things I have "set" are a RRA lower (which I'll have within a week), a Magpul MIAD grip, and these general specs: - 16" M4-profile barrel - Flat-top upper (A3/A4) - Collapsible stock (probably a VLTOR standard carbine modstock, open to options, though) I've got a number of recommendations from a few AR-knowledgeable friends - any comments/suggestions/recommendations from those here with ARs to add to my list of things to consider? The key points I'm trying to decide at the moment are: 1) Whether to go with a complete upper, or get a barrel, stripped upper, etc and build it as well 2) What manufacturers and dealers to go with for the LPK and upper 3) Ideas on sight setup. My current thoughts are to go with a standard FSB with an EOTech as the standard sight/optic co-witness, with a flip-up style backup rear sight. This will mainly be a "fun" rifle, but is also intended to be possibly used in some form of competition (not too serious, though), and of course any necessary "tactical" applications which may be necessary.
  20. I'm still working out a lot of issues IRL (it's still early in the semester, and I'm trying to get a part-time job as well, and I'm trying to keep some campus organizations I'm involved with afloat); however, I should be able to get started on nailing down a couple of issues soon. Devs, check the dev forums (or contact me) over the next few days so I can make sure that everyone has the necessary up-to-date ship and source files for the latest batch of work I did.
  21. Missiles do indeed disappear after launching (though they do not directly launch - instead the missiles launch, then they disappear off of the launching unit after the launch is complete). In addition, launching missiles (of any kind) is a special action which must be manually executed (great for valks, not so great for other units). Transformation is planned, but as of now, on-command transformation is not a possibility. Stance- or attack-based automatic transformation (without changes in fight/flight characterisitics) is currently possible, but the Valkyries have not yet been animated. And while we want the Macross to transform, it may not be feasible, since we haven't found a way to change the collision/hit-detection meshes during transformation. However, since I was the one dealing with scripting/coding and I've been busy, I don't think we've got very far in determining this for sure yet. Don't forget to check the forums at http://www.dyrl.vze.com !
  22. I still firmly hold the belief that the term "perfect variable" is flawed. It's not perfect, because the legs don't detach. The VF-1's legs are supposed to detach, not have some funky swing bar. Of course, to make it "perfect", you need the little actuators (just little swing panels for a toy/model of course) to move the legs, but they should detach (and reattach to the nose, of course). The use of the term "perfect variable" to refer to the use of swing bars on valks is a bit of a pet peeve of mine, if you can't tell by now. And to the subject of 1/60s - I still love the 1/60s (and I'm looking for some more -1Ds if anyone has any ). One of the real things that I feel the 1/48s have over the 1/60s is superior articulation/posability. A 1/48 in GERWALK looks a hell of a lot better than the 1/60's poor attempt at that wonderful mode. That's really the only downside of the 1/60s to me. Everything else is great. Just figure out a system with better articulation - even at the expense of diecast or other minor considerations - and I'll buy a bunch. Of course, I buy a bunch regardless. Don't we all?
  23. Looking sweet. All we need now is to use some smoothing groups on that thing. 405488[/snapback] If the UVs aren't changed with Chthonic's updates, then we already have full LOD'ed Regult (and variants) with proper normals.
  24. Email me at my gmail account - konrad.lssah (There is absolutely no point in me being on any IM anymore, nor is IM of any use for me to send or receive files. Email and PM are the only things that are worth anything)
  25. I haven't the time or motivation to work on textures. (And I wasn't redoing any textures anyway - maybe some adjustments, mainly contrasts to adjust for in-game lighting, but that's it) I do have the time and motivation to work on the conversions and code-related work, though (hence why I've been asking for several weeks now for anyone with updated stuff to get in contact with me).
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