Monthly Archives: July 2008
Weird Science
Quite possibly the single most influential movie in my acceptance of nerdhood, Weird Science opened my eyes to the possibilities of being able to get laid as a developer. I still aspire to eventually make my own Lisa and have torched a large number of dolls (i use the life size barbies that are made of silicone!). Anyways, enough about me, Happy August, enjoy the movie!
Abbreviated Coded Rendition of Name Yielding Meaning
A.C.R.O.N.Y.M. is now an acronym.
The camps are split, and the shoes are coming off. It’s indeed time to start a battle of biblical proportions. I really wish that this wasn’t something that needed to be said, but wow is it difficult to take part in development of the interwebs and not be bombarded by this craziness that some call pronunciation. Do you say SQL as ESS-QUE-EL or do you say SeQuilL or SeQueL? Should you say Lahl or just those hippies say that and laugh on your insides? Do you actually take the time to say WWW at all? I suggest that you take a step back from this ‘debate’ and take some time to actually think before you speak.
Do you believe in Australia – Part 2
LOTG Dev – Weapon Firing Modes
LOTG Weapons!
UT3 Development is back in full swing. My inspiration is back and for the sake of argument i pose a question. Do you love video progress reports? I think i know the answer and because of that i am going to be posting a few million or so videos about the progress i am making with LOTG. I strongly suggest you all keep your eyes open and focused on the future.
Ill keep you appraised!
Firing Modes
One of the first things I attempted with HL2 was firing modes and i wrote a dope tutorial about how to add it. Would you believe that the implementation of something equivalent only requires a few lines of code (far less than the hundreds i used for hl2)? Its fucking true and you can take part in the journey. I spent the better part of 3 hours working on the weapons this morning and enjoyed every moment.
check it out folks =)
iDefaultFiringMode = FM_SingleFire aValidFiringModes(0) = FM_SingleFire aValidFiringModes(1) = FM_BurstFire aValidFiringModes(2) = FM_Automatic |
