« September 2005 | Main | November 2005 »

October 2005 Archives

October 5, 2005

Something to play, when you're sick

Orbox is a nice puzzle game.

October 6, 2005

Once bitten, twice shy (by +version)

I think I stumbled into this pitfall years ago,but I forgot about it. It appears to me, that it doesn't work to override +version (for NSCoding) in your class. You must explicitly set it with setVersion:. So this has to be done in +initialize explicitly.

October 9, 2005

Moronic Developer Tool Writers

You know your little programs are going to crash. Why is it that fucking vi has had a autosave feature for what must be a century by now, and highly volatile programs like Quartz Composer dont ? I regularly lose work in Quartz Composer, because I am experimenting with something and that biotope-for-programming-errors bombs away. Autosaving to /tmp or whereever should be like the first feature to implement, when you release an editor of some sorts.

I rag on Xcode for the same problem. Now Xcode has become pretty stable with 2.1, but that doesn't mean not having autosave is acceptable, because one relatively stable version in a long chain of miserable bombing IDEs from -um- 1990 something up till now is rather an indication that this will be the exception and not the norm.

Return to the good old days


Download to see it in full resolution
I made myself a little Quartz Composition to relive my exciting youth, that consisted of watching or wanting to watch stuff on the familys black and white TV set.

From what I can remember we had the usual white noise as the background, then some sort of moving vertical lines - for what ever reason - that made it up or down the screen like little waves. Finally we got some ghosting images due to signal reflection. All that analogue goodness is gone, and the only thing we got now are MPG artifacts and decoder bugs.

Anyways it all looked actually very close to the movie that should be playing on the left side. I used a video from a 1984 conference and got a picture from an old SABA TV-Set. With both these as inputs to my Quartz Composer thingy I get that retro effect.

October 13, 2005

Changed the comment system

People kept entering URLs in the comments, though that didn't work. URLs were immediately detected to be spam and refused. Lets see how much spam this change will incur.

October 14, 2005

Created some documentation for MulleEOInterface

Its a little PDF and I like to think it's pretty useful. I wish I had this a few years back. Nowadays I might be a endangered species, that I still have a use for it :) Actually just today I looked it up. The way changes propagate in a EOF application is not that trivial.

Drawing

If you see an error or if somethings unclear, feel free to leave a comment.

I grayed out the somewhat superflous second EO and EOAssociation updates, that hopefully makes it a little clearer.

October 19, 2005

Hit again by the Spammers

I had to turn the comments off again. It seems they are parsing the HTML and look for the URL to the comments. probably by parsing the google cache, because I get no "prior" hit before the comments are posted. So I have to ponder what I do about the comments again. I don't really want to hack MT though.

October 24, 2005

Helpful comment

After replacing the original EOControl with my custom framework, I got a peculiar problem, that just didn't make sense, because I was misreading the stack trace. What it turned out to be was a fault firing at an unexpected time, that hosed a few instance variables.

When I navigated to the point where the problem happened I saw this comment, I had written and quickly forgotten a few months earlier:

helpful comment in code

October 26, 2005

Bought Quake IV

Money wasted. Although my PC was able to play Doom III somewhat, it's just no use to play this.

It has become sadly apparent to me after reading some published benchmarks, that anything less than a 6800GT will not do. I would have to wait quite a bit till the 6800GT card comes into a price range, where I would even consider buying it (< € 200). And then I'd need an AGP version, which doesn't exist... So I would need a new motherboard, new CPU all for Quake IV ? I don't think so.

I had a look at the remakes of q2dm1 and q3dm17. I was severely disappointed. I have no clue, why Raven thinks it's necessary to "remix" these maps.


q3dm17 in Quake III. Plain but structured textures. Weapon, upgrades and ammo stand out with simple colors, whereas the interior is multicolored, with a well chosen palette of colors that blend nicely together. Notice the simple yet effective use of lighting all over the level.

I did not make this screenshot. I grabbed it off some forum. What I saw on my lowly 9600 XT with high quality, 1024x768 and 2 FPS :) was the same. So I suppose it's not the graphic card, that's drawing this so badly. Here is an alternative screenshot of "The Longest Day" from a different source.

q3dm17 looks worse to me in Quake IV than in Quake III. Quake IV has better technology, but butt ugly textures and no taste, at least on this map. Please! This nasty, nasty looking metal texture does not go well with items and assorted pieces in all colors the rainbow has got to offer. That level hurts my eyes!

I was also very surprised that many of the items do not cast shadows, like f.e. the rocket ammo on the right side. Hey, I thought that's what the Doom engine is good at, creating shadows. I wonder what is using up all that GPU power ?

About October 2005

This page contains all entries posted to Nat!'s Web Journal in October 2005. They are listed from oldest to newest.

September 2005 is the previous archive.

November 2005 is the next archive.

Many more can be found on the main index page or by looking through the archives.

Powered by
Movable Type 3.34