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Comment Re:Digital means distract too much (Score 1) 76

Agreed. We went digital-heavy with Pathfinder, all characters in HeroLab (there are so many modifiers in PF beyond a certain level you kinda welcome the help). But then everyone is staring at their screens all night.

With 5e we've gone back to paper sheets and it's way better. I still use a laptop to help DM but that's it.

That being said, projector gaming is amazing. What I really want, digitally speaking, from 5e is officially produced PDF versions of adventure modules. Pathfinder had this, which made it easy to extract the background graphic layers of maps (ie without text labels and notes all over it), since a properly authored PDF (ie as opposed to a scanned book) will have all this stuff on separate layers. If I want to do this in 5e I have to remove all the notes and stuff by hand in Photoshop which can be very time consuming.

Comment Re:A paltry $150 million? (Score 1) 58

Alright fair enough, that is very impressive 3D for the time. BUT:

- It ain't a shooter
- It had much higher system requirements (Wolf3D's engine was a true breakthrough in terms of performance)
- It came out at pretty much the same time as Wolf3D (two months earlier)

Carmack deserves his accolades (and not "for bringing Shareware to the table"). After Wolf3D he went on to do Doom and Quake. He was (easily) the most accomplished graphics-engine programmer of the 90's.

Comment Re:How are light gun games developed now? (Score 1) 184

So then why is there no screen-flickering evident in Operation Wolf?

If you watch Duck Hunt, the effect is obvious, you can clearly see the screen flicker with each shot:

If OW uses the same technique, why is this flicker not evident at all? I remember the complete lack of flickering from playing it in person too.

(It's not that I doubt your explanation, clearly it must be using scanline timing. I just wonder how they made it so "invisible" compared to Duck Hunt)

Comment Re:How are light gun games developed now? (Score 1) 184

That's how Duck Hunt worked.

But other games like Operation Wolf seemed to work on an entirely different principle. There was no flashing/white boxes like Duck Hunt, and (more significantly) you could shoot anywhere on the screen and see your bullet have an effect (even if you missed).

See for yourself:

Comment Re:How are light gun games developed now? (Score 1) 184

Of course it's possible to make a light gun work "like a Wii remote", but that takes special hardware (IR "sensor bar" equivalent, and the gun itself is basically a camera) and a system that is programmed for it.

The point is though, existing CRT light-gun games will simply stop working when the CRT is replaced, and there will be no easy fix.

Comment Re:" Faye must've skipped that part" (Score 2) 199

You understand that the prefix "kilo" means 1000, right? And this predates the "kilobyte = 1024 bytes" shit by MILLENNIA. Right?

Stop trying so hard to misunderstand the point.

"kilobyte" has ALWAYS meant "1000 bytes", according to the standard SI prefix system. Defining it as 1024 is a temporary anomaly based on the coincidence that 10^3 ~= 1000.

Hate on "kibibyte" all you want (I hate it too), but it is the modern, standard definition now.

It's been in use for several decades

So fucking what. What are you arguing, that we need to blindly follow tradition? Then kilo = 1024 never should've arisen in the first place. You defeat your own argument.

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