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Messages - Qhimm

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26
Funny that, I thought it was a pirated version that put patches on the ISO. I always figured that Eidos, being a publisher and all, wouldn't need to include patches but could just change the CD to install the 1.2 version directly if they wanted. I also always figured they'd know better than to include unofficial hackers' patches (chocobo patch) on their products. Thank God you're here to set me straight.

No pirating here. End of discussion.

27
Not only that, your output looks better than mine....
As I said, that's not the real output (I've cleaned it up, and added the "else" clauses manually). Also, my script dumper just outputs to a windows listview; it doesn't even have a copy function yet (hence I had to write it down from the screen -- I only have the executable). So I'd wager its only use is reading field scripts, not implementing them.

28
Agreeing with Synergy Blades, Akari's dump decodes that part wrong. There is no SPECIAL command there. Here's the output for that area from my old dumper (extra work added, it doesn't actually decode else clauses):
Code: [Select]
  goto label1                 // 13 C9 00
}
else                          // 11 02 01
if ( UByte()[0] == 1 )        // 15 50 00 01 00 DF 00
{
  AKAO                        // F2 00 00 00 C0 7F 00 00 00 00 00 00 00 00
  AKAO                        // F2 00 00 00 A0 7F 00 00 00 00 00 00 00 00
  AKAO                        // F2 00 00 00 A1 7F 00 00 00 00 00 00 00 00
  AKAO                        // F2 00 00 00 A2 7F 00 00 00 00 00 00 00 00
  AKAO                        // F2 00 00 00 A3 7F 00 00 00 00 00 00 00 00
  AKAO2                       // DA 00 00 00 C8 FF 7F 00 00 00 00 00 00 00 00
  AKAO2                       // DA 00 00 00 E4 00 00 00 00 00 00 00 00 00 00
  AKAO2                       // DA 00 00 00 B0 00 00 00 00 00 00 00 00 00 00
  AKAO2                       // DA 00 00 00 B1 00 00 00 00 00 00 00 00 00 00
  AKAO2                       // DA 00 00 00 B2 00 00 00 00 00 00 00 00 00 00
  AKAO2                       // DA 00 00 00 B3 00 00 00 00 00 00 00 00 00 00
  MUSIC(0)                    // F0 00
  AKAO                        // F2 00 00 00 28 3F 00 00 00 00 00 00 00 00
  AKAO                        // F2 00 00 00 29 3F 00 00 00 00 00 00 00 00
  AKAO                        // F2 00 00 00 2A 3F 00 00 00 00 00 00 00 00
  AKAO                        // F2 00 00 00 2B 3F 00 00 00 00 00 00 00 00
}
else                          // 11 1E 00
if ( UByte()[0] == 2)         // 15 50 00 02 00 0B 00
{
  SPECIAL(AddAllMateria)      // 0F F9
  SPECIAL(AddAllMateria)      // 0F F9
  SPECIAL(AddAllMateria)      // 0F F9
}
else                          // 11 0E 00
{
  BATTLE(999)                 // 70 00 E7 03
  MHMMX                       // 3E
}

29
Scripting and Reverse Engineering / Re: REQ* Opcodes?
« on: 2006-07-10 18:52:49 »
It's 3 bytes for 0xF5.
Right you are, my mistake.

30
Scripting and Reverse Engineering / Re: REQ* Opcodes?
« on: 2006-07-10 08:51:17 »
Looking at my script dumper, I'm not getting how to parse the REQ* arguments...

for example, from startmap. Yufi, script 1
Quote
23f:    req(11,74)

In your doc, you said that it's REQ(E,P/F)

According to this, the entity is #11, but there are only 4 entites in this script.

Also, is it Priority 7, script 4?

I need the numbers unjumbled....
First of all, Akari is right. There is no such REQ in STARTMAP. Most likely you are misinterpreting the SPECIAL opcode; it too has variable length, depending on the second byte (the sub-opcode). The only valid sub-opcodes for SPECIAL are 0xF5 through 0xFF, and their corresponding lengths are 2, 6, 4, 4, 2, 2, 3, 3, 4, 2 and 2 bytes, respectively (where 2 bytes means no additional arguments, just the opcode and sub-opcode). In this case, the SPECIAL opcode uses one byte more than you decoded, meaning the next command is actually a jump, not a request.

As for the decoding of REQ arguments, you have no doubt deduced from my documentation that the priority is stored in 3 bits and the script ID in 5 bits. The upper three bits of the second argument is the priority, and the lower five bits is the script ID.

Code: [Select]
#2  IFUBL(50 00 01 00 0A 00) // if not - go check other value (#3)
    SET-BYTE!(20 1E 00)
    RET // probably wrong... it should not be here
    JMPFL(81 00) // (#A)
This is also incorrectly decoded, opcode 0x81 is actually SET-WORD!, meaning it uses one more byte, thus there is no RET immediately following it. Where is this script dump from though? It is quite detailed (apart from not decoding arguments properly), and obviously has some manual additional decoding work done to it. Is this how lasyan's script dumper's output looks like? (I have never tried it out)

31
Q-Gears / Re: PC or PSX data?
« on: 2006-07-09 10:20:36 »
Unlabeled pointers? That reeks of bad code. No wonder I didn't realize it.
No, that reeks of efficient code. Why keep names in your code when simple integer IDs are much faster? It's rather weird that the PC version still has the names left in, typically you'd compile them away into integers/pointers only. It's the PC version that reeks of bad code, a sloppy development released half-finished.

32
Scripting and Reverse Engineering / Re: REQ* Opcodes?
« on: 2006-07-07 08:38:35 »
I have few more question.

First is about memory bank. (I think it's for Halkun... or not?)
The savemam save all memory bank data from 1/2 3/4 7/F B/C D/E (according to Gears) but the size of those are 256 each. So there are five blocks * 256, but acording to PDF you showed earlier second memory bank contains 256 * 2 bytes. Or I misunderstood you?
Probably a misunderstanding; all script memory banks contain 256 bytes, where any two adjacent bytes can also be treated as a single 16-bit value. Judging by the scripts though, the variables in these banks are probably pre-allocated without overlaps, so if you see a 16-bit reference to an address in the script, you can be reasonably sure that address will always be referenced as a 16-bit variable.

Quote from: Akari
After initialization (script 0) entity start to run some other script, or it wait until some trigger will be activated?

How many instruction are executed on every game frame? Why not run whole script at once (maybe until synchronous instruction?).
If I recall correctly, the init scripts (script 0) are a bit special in that they are first fully executed (up to the RET instruction), but they can then also contain more code after that RET instruction. This code (let's call it the default script, or script 0a :) ) is what will continue to execute (with normal, parallell execution) after the init scripts are complete. That is why many instances of script 0 end in two RET instructions, which signify an empty default script. The second RET marks the end of the default script, at which the entity will simply begin to do nothing at base priority (the priority is still busy, it just doesn't do anything useful).

I think there are eight or so instructions executed at each frame, unless one of them is synchronous in some way, in which case it will automatically be the last one to be executed during that frame. The scripts are executed in this way to mimic the parallelism concept as closely as possible; thus you can write two scripts regardless of each other, and their events will happen roughly in parallel without the need to explicitly synchronize and wait for frames in the scripts. If the scripts executed all the way up until a synchronous instruction, this would result in a drastically different "clock speed" for each entity, depending on their use of syncronous events. I agree that it would indeed make more sense not having to worry about an "instruction limit" for each frame, but it also means you don't have to worry about manually timing every aspect of your script. That having been said, a lot of scripts depend almost entirely on WAIT and other synchronous instructions anyway.

I guess once you have your script engine running, you can experiment and see if there are some deeper reason for the "x instructions per frame". I'm betting it was just a design choice, that scripts should be running at a virtual "clock speed" in order to enforce the idea of parallelism.

Quote from: Akari
So base priority is zero (the priority takes 3 bit so it can be from 0 till 7)?
Actually they're counted the other way, so base priority is 7.

Quote from: Akari
So there can be 8 depth calls. If we run script at zero priority, then requesr to run at firts, then at second ... until seventh priority. All previous call will wait until others finished.

And there are 8 priority slots there are may be such situation:
1) we run script at 0 priority.
2) we request script at priority 1 (the 0 pr stops and 1pr starts)
3) we request script at 7 pr.  (the 1 pr stops and 7pr starts)
4) we request one more script at 7 pr (it placed in priority slot 7)
5) we request script at 3 pr (it placed in priority slot 3)
6) script 7 finished (start script 7 in priority slot)
7) script 7 finished (start script 3 in priority slot)
8) script 3 finished (continued script 1)
9) script 1 finished (continued script 0)
A) script 0 finished

Is this true?
Not quite... The "priority slot" is the information required to resume execution at a lower priority after the current request is completed. They are not really "queues", and more importantly, the priority slots at and above the currently executing priority are always empty. As such, when you (as in point 4 above) request something at top priority while something is already executing there, the request will simply fail; depending on the opcode used (REQ/REQSW/REQEW), the calling entity will then either forget the request and continue execution, or abort and try again the next game frame (next round of script execution). It is thus up to the calling entity to continuously retry the request, meaning that the lower-priority request might begin to execute before you get a chance to request the second top-priority script.

Other than that, and the priority numbering, you seem to have understood the base mechanics fairly well.

33
Scripting and Reverse Engineering / Re: REQ* Opcodes?
« on: 2006-07-06 10:59:21 »
How are the scripts executed? Did they run only once, or they called on every game logic update?
The first script in each entity (script 0, the init script) are called once, when the field file is loaded. They are fully executed up until the mandatory RET command (first entity's script is run, then second entity's, and so forth). Typically the init scripts do not contain any REQ* commands.

After the "initialization", scripts are run in parallel, a few instructions on every game frame (30fps). Entity 0 runs a few instructions, then entity 1, and so forth.

Quote from: Akari
What script do when it executed animation or start movie? Does it wait untill animation ands and continue execution or it just start animation and continue execution before animation ends?
This is not fully known (at least by me); it could depend on the specific opcode used to start the animation. A lot of opcodes are available in both synchronous (wait until complete) and asynchronous (don't wait) variants.

Quote from: Akari
Could you tell a bit more about priority? What are "base priority"? What will script do if it executed something at priority 4, wait something at priority 4  and we want it to execute something at priority 4? How are th priority queue organized?
Base priority is what scripts are executing at "normally". The init scripts are run at base priority, and probably trigger scripts as well. When REQuested at a higher priority, the base priority is preempted, its state saved, and the entity runs the requested script at the requested priority. When this is done, it resumes where it left off at the lower priority. There is not really any "queue" for priorities; if the requested priority is busy, the calling entity will either block and try again at the next opportunity (next frame), or give up and continue its own execution. There is as such no real scheduling, and starvation is possible in severe cases.

34
Probably some script language, but likely not much higher than the opcodes themselves plus macros and simple control constructs. I have a fair lot of the opcodes implemented (think virtual machine) as part of a project a while back, I'll see if I can find the code...

35
Q-Gears / Re: Help with the Q-gears website.
« on: 2006-06-28 11:58:40 »
Heck, ask someone who has been working on the new forums for *cough* quite some time *cogh*. :-D
You should have that cough looked over. It sounds nasty. :P

36
Scripting and Reverse Engineering / Re: REQ* Opcodes?
« on: 2006-06-27 11:47:43 »
I documented the REQ* opcodes on the wiki, though it might not make a terrible amount of sense if you don't already understand how FF7's scripts are run. :P

Essentially in a given field file you have a number of entities. Some of these entities are connected with a physical object on the screen, while others are simply abstract (I believe earlier documentation referred to these as "entities" and "characters"; the number of each are defined in the field file header). Each entity has up to 32 "member functions", or scripts (the offsets of these are stored in the large arrays of shorts early in the field file). Only the entity itself is allowed to execute these scripts, so no entity can directly "call" someone else's scripts.

Now, all entities run their scripts in parallel. In separate "threads", if you will. Unless specified, each entity will just execute their "init" function (script 0), at base priority. "Triggers" can be set up in the field to activate other member scripts, i.e. "ontouch", "onactivate" etc. Also, one entity can request that another entity runs one of its member scripts. This is done with the REQ* commands. A target of a REQ* command will pause his current execution and instead begin executing the requested script at a specified priority. If the target entity is already executing something else at a higher priority, the requested script will be queued at its specified priority slot. If the target entity is already executing or waiting to execute something at the specified priority, the requesting entity will either block (wait) or silently fail the request.

The different variations of the REQ* commands specify how the requesting entity should behave while the target entity is running the code. The REQ command simply requests that the target entity starts running the script, but does not care if the request is successfully completed or not, or when the script is actually started. The requesting entity will immediately continue its own execution, regardless of what the target entity is executing. The REQSW (request-start-wait) command behaves similarly, but will block (wait) until the target entity actually begins to execute the script, then continue executing in parallel. This version will not fail silently like REQ, since it always succeeds (sooner or later). The REQEW (request-end-wait) command does all this but blocks until (surprise) the target entity has finished executing the script (indicated by the RET command, which btw tells the target entity to resume execution at whatever lower priority it was executing on before, or simply halt at base priority). Finally, the PRQ* commands simply means that instead of referring to a specific entity, you refer to the entity associated with a character in the current party (0, 1 or 2).

This kind of multithreading makes it relatively easy to make characters perform things on-screen, regardless if they're controlled from a central "story script" entity or triggered by some event in a character or object entity. To get the characters to do something simultaneously, all you would have to do is issue the REQSW command to the relevant script in their entities. To make Cloud walk across the screen and only once he's arrived have the door open, you first request Cloud's entity's "walk over there" script with REQEW, followed the door's "open" script.

Piece of cake? :P

37
Scripting and Reverse Engineering / Re: KAWAI Opcode
« on: 2006-06-25 00:28:16 »
The byte after the opcode looks like a size to me. KAWAI... What is it used for anyway?
Pin-pon! Correct answer, KAWAI is a variable-length command. Can't recall what its function is at the moment though. I'd pass you a copy of my script parser/reader/displayer-thingy (which AFAIK correctly decodes all op-codes and also the arguments a fair amount of them), but unfortunately I have misplaced that entire project on another hard drive. Which I have lying around ...somewhere. =\

38
General Discussion / Re: Remake Petition
« on: 2006-06-22 09:33:15 »
Mental exercise: Count all online petitions that have ever accomplished anything, except annoy people.

39
General Discussion / Re: Uh. Hello
« on: 2006-06-21 13:38:59 »
But other than that, I kneel for noone. But if you'd really like to, I'll bend me knees a bit.
Zod is amused by your insolence, so you will be spared. For now.

40
General Discussion / Re: Uh. Hello
« on: 2006-06-20 23:41:10 »
I'm Dennis, the supreme ruler of sweden.
Foolish mortal, trying to impersonate me in my own domain! Now kneel before Zod! :evil:

41
Completely Unrelated / Re: Blu-Ray Launches Next Week!
« on: 2006-06-18 22:02:57 »
Oh-kay, you want a long post war, fair enough. First of all, Jari's reply is mandatory pre-reading as he clarifies a point I thought everyone already understood, but you can never be too careful.

Ah, that would lend them a convenient win-win situation, wouldn’t it?  Of course, the ad is meant to appeal to whomever, so if those people think it is clever, mission accomplished.  But when the other side claims it’s offensive, well no problem, because it was just a joke, right?  They should lighten up!
There's no pleasing hyper-sensitive people, because there'll always be someone offended by your actions. For example, I'm offended that you're making such a big fuss out of me thinking people should chill over a goddamn joke. Does that mean you should shut up to avoid potentially offending me?

Quote
Again, I’m not seeing why that should be justification.  If tobacco companies showed their consumers dying in hospitals from lung cancer, would that be funny, because it’s true?
How about making the dying people into caricatures who comically take one last swig off the cigarette, look at the camera, then say, “I’d die for that.”  Then fall down dead.  Ah, it’s so funny, because the guy chose to smoke all his life, and he died, ha.
If you consider this out of context because cigarettes kill while posting pictures of your girlfriend’s naughty bits doesn’t “harm” anyone, try looking at it from another perspective.
Both take otherwise tragic real-life situations and try to put a humorous spin on them, all for the sake of getting into your pocket, even though of course it means keeping the travesty going.
Of course, in my example, most people can actually see the tragic side to the story, so it won’t quite work as well as hiding the tragedy in an empty meaningless shallow relationship.
Fine, I retract my statement, changing it to "it wouldn't be funny if it wasn't based on something true". There, was it worth wasting so many words on correcting a grammatical technicality? Also, who are you to judge whether carrying around pictures of your girlfriend's naughty bits are "tragic"? My last girlfriend was really into things like that, and the fact that a guy has pictures of such things implies the girlfriend went along with it. "Tragic"? Not all people have to conform to your opinions on proper behavior, you know. You've never thought "I wish she wouldn't bother me with this while I'm trying to play this game", then good for you. You are clearly the epitome of human male evolution. All hail and all that.

Quote
I’m not laughing at their ads because it’s a personal offense. Why is it personal?  Why wouldn’t it be?
I think you just illustrated the problem I have with this kind of conflict better than I ever could have.

Quote
I’m the target of that ad, aren’t I?  I’m the one they want to buy their products.  So, doesn’t that suggest somehow that they must have tailored that ad for me?  So, doesn’t that suggest that they think I’m a self-righteous male-supremist prick who wouldn’t know a meaningful relationship if it bit me on the ass?  I sense some friction!
Just like this ad suggests that you're a furry, deceitful caffeine-addicted canine? They're not suggesting you're a sandwich-stealing thief, they just want you to buy Pepsi. And you're probably more likely to do it, because you saw their ad and thought it was funny. So why exactly is it so offensive when you replace a trick-filmed dog with a caricature of John Doe? Or do you perhaps think it's made to accurately depict their expected customer? Reality check please.

Personally I'd rather think they were trying to save themselves some trouble by removing all the uptight people from the list of potential future customers. "We'd hate to get people who'd get offended by something like this calling our tech support later on." :P I pity Sony for thinking people would have a sense of humor instead of trying to find insults in everything. I have in my days seen quite a number of ads featuring stupid men, are you suggesting I should be offended by those as well because they suggest that I am stupid?

Quote
Hark!  For me to consider their ad a direct insult to my character and intelligence must mean I am too sensitive!  After all, I’ve never had a problem with Nintendo’s ads or Microsoft’s ads, even though I don’t even like Microsoft, so of course it’s my own sensitivity that would cause an issue out of the blue where none had been before.
And yet, millions of others noticed this same level of offense and one guy even found it worthy of mentioning in an article.
And just how does the fact that "millions" of others were offended weaken my point that people are too easily offended?

Also I don't know why you start naming company names as counter-examples. I don't believe I ever bothered with the source of the ad in my post, nor does it matter.

Quote
Quote
if you shun this joke and claim "I would never treat my girlfriend like that", you're probably either a) lying
Well, obviously not in my case.
Well, obviously not.

Quote
Quote
or b) haven't been in a long-term relationship.
Again, I’m not sure why this is relevant.  Are you actually suggesting that all long-term relationships involving male gamers must somehow, at some point, include a stage where the male posts stickers of his girlfriend’s naughty bits on his day-to-day tools?  I’ll give you grace in the issue of “pointless” questions, only because there usually is some point where both sides have some tussle and feel the other side’s questions/issues are pointless.  But I’m not sure why encouraging them to “escape” from it is more responsible than encouraging them to work it out.
Wake-up call. Most long-term relationships involving anyone at all sooner or later involves a stage where one party would rather do something else than cater to the other party. This is not something I'm "suggesting". Of course not yours. Just, you know, lesser folk's. And also yes, a lot of relationships are quite sexually active, and giving your partner something erotic to keep with him/her while you're apart can be an effective way to keep it that way. The fact that you would never do something like that is irrelevant. If you're really that concerned about how companies hypothetically think of you based on the literal content of their ads, then at least be thankful they regard you as someone competent enough to be able to get a girlfriend. That's actually quite a compliment, considering the average gamer.

Quote
Quote
There are extremely few "perfect matches" out there, live with it.
Oh, I certainly live with it.  I just don’t try to turn it into a comical situation to extort money from people.
Ah yes, "extorting" people. Good one.

Quote
Quote
Bet you if the ad had featured women using PSPs in similar, slightly sexist ways, there wouldn't be a beep worth of complaints
Again, not the issue.
#1: No, I wouldn’t care if people attacked me in the same way.  Why?  Because I myself can handle it.  I decided on my own to simply ignore it.  Others may feel bad for me, just as I would feel bad for them being attacked, but because I can handle my own attacks means I am a hypocrite?
#2: That’s not the issue; my anger doesn’t stem from them attacking one group or another.  It stems from them assuming I am clueless to the concept of a meaningful relationship, then trying to put a happy spin on that to get into my wallet.
On the contrary, criticism founded merely in the target of the "attack" is quite an issue indeed, closely related to the "is this offensive or not" issue. I'm sorry if my debating several aspects of the topic in the same post confused you.
#1: It's very good that you can handle it, you are obviously a very mature and sensible person. So why is it you so obviously cannot handle the current situation?
#2: I see no difference; you're just flipping the conflict from the larger "men offending women" to "sony ad offending men". Or more specifically, your anger stems because you perceive it as an attack on you. Is your self-confidence and self-image so fragile that you cannot even handle one ad possibly being based on some company's marketing executive's possible view that if taken to the extreme would imply that "men are clueless to the concept of a meaningful relationship"? I mean I think the "offensive to women" issue is extreme already, but your issue seems downright theoretical by comparison.

Quote
Yes, I used my girlfriend (when I have one) as an example to relate to the situation, but the issue here is personal.  It isn’t about the attacks they made to them, it’s about the ways they offended me.
To be perfectly honest, did I even mention your name in my last post, Mr. Clean Slate? You happened to make a very good example of people overreacting over small things, which is something I see all the time in the feminism camp (who are riled up about this very ad too, imagine that). But fine, you feel that I was referring to you specifically, I might as well have. Most of the arguments are identical, with the only small change being that instead of being insulted by the slightly sexist tone against women in the ad, you're insulted that that somehow implies that you're sexist. Did I miss anything? And how does that negate my issues against ultra-sensitive people intensely allergic to anything not politically correct? I'm still trying to figure out whether you're writing this because you're actually upset at being considered "sexist", or whether you just appreciate the chance to assert that you are of course better than everyone else.


Signing off; I'm getting too old for this.

42
Completely Unrelated / Re: Blu-Ray Launches Next Week!
« on: 2006-06-18 13:12:18 »
How about 5) People who can't take a joke? Jesus, I've seen much more raw (racist) jokes flourish; an ad campaign with some exaggurated commentary on (male) "gamers" doesn't strike me as the end of the world. As if anyone who's ever been engrossed in a game (and had a girlfriend, admittedly that cuts the numbers down a bit) doesn't recognize the sentiment? And as if you'd honestly think that's what you're expected to do all the time? Jeez, for once there comes an ad with a bit of masculine humor, and a PC SWAT (Sensitive Words And Topics) team raids the place. Hint: it's funny because it's based on something true. It's okay to laugh at caricatures of sexist men, hell it'd even be okay to laugh at it if this was how all relationships looked. But seeing it in an ad doesn't force you to goddamn duplicate it, as little as playing GTA forces you to steal cars -- but you can still enjoy it. But by all means, go ahead and watch entirely humorless boring ads instead, or laugh forcibly at politically correct "jokes" where you only wish you could identify yourself with it. I put forth that if you shun this joke and claim "I would never treat my girlfriend like that", you're probably either a) lying, or b) haven't been in a long-term relationship. There are extremely few "perfect matches" out there, live with it.

Bet you if the ad had featured women using PSPs in similar, slightly sexist ways, there wouldn't be a beep worth of complaints, and definitely not angry news stories being written about it. How's that for equality? Men take the same beatings quietly without complaint, because somehow it's what's expected of us. Well screw that; that's not equality for women, that's submission and vengeance. Now, a campaign featuring both male and female PSP gamers would probably be the most politically correct thing to do, but then you'd still get the complaints because a part of it was offensive to women (even if the other part would then technically be as offensive to men). It's a brave new world, where it's offensive with male > female but not the other way around. Yay feminism!

Me I consider myself a proud masculinist, of the Maddox school. While somehow the term "feminist" has come to signify "supporting equal gender rights" or even "supporting women's revenge on men and the patriarchical society", I still claim "masculinist" to simply mean "being proud to be a man". That's not in any way exclusive of respecting women, quite the opposite, I love women; just that I'm tired of having to walk a finer line in today's politically correct society just because I'm male. Nor should I feel ashamed and apologetic just because I'm male. Yet I look around and watch politicians making laws giving women preference for top jobs, men being jailed on the mere accusation of rape (women's testimony is practically proof enough), and even some suggestions on a "male tax" to finance spousal abuse reparations, because "most perpetrators are male". Hallelujah!

Quite a rant this became, sorry about that. I just get fumed up by uptight, ultra-sensitive (and often hypocritical) politically correct "feminists" who get all riled up about a relatively harmless joke just because it's about women. It's not like the guy is hitting or raping women, he's just a guy with apparently enough sensitivity to get a girlfriend, oh and he's human. So what now, is it henceforth improper to joke about relationships unless the man unconditionally exists to serve the woman without regard for his own needs, or maybe to joke about women entirely? Based on gender equality then, of course joking about men will also become improper. And then with animal rights, no jokes about animals either. Hmm, that cuts down on the possible jokes a bit... but what about plants? There we go, from now on all jokes will be based on the "two tomatoes were crossing the road..." template. Yay! "Ha-ha-ha"!

Morons.

43
Did you know 79.6% of all statistics are made up on the spot?

44
Completely Unrelated / Re: Blue-Ray Launches Next Week!
« on: 2006-06-16 10:24:16 »
blue ray shall fail
How about Blu-ray then?

45
I've heard some pretty grim stories however of both the police and the festival "security" getting VERY agressive for no reason.

Apparantly, this year there were 102 thefts, 53 accounts of GBH, 25 accounts of propriatery damage, and 3 accounts of rape.
I rest my case. :P

46
Q-Gears / Re: Resolution in Q-gears
« on: 2006-06-14 12:31:14 »
Shame that hq4x and similar filters are all mainly designed for "cartoony" images, and not photographic imagery. There are of course filters that extract features from photographs and reproduce them at higher resolutions as well, though they are a tad too processor-intensive (we'd need to reprocess the background as soon as it changed, no?), and also most likely patent-protected. ;) For reference though:

hq2x:


Genuine Fractals:

47
Actually he is banned already, that's what my post was hinting at. It's just that since these forums don't (yet) have the card system I had on the phpBB forums, it doesn't show by his posts. :)

48
Completely Unrelated / Re: What work do you do?
« on: 2006-06-11 10:28:38 »
Performance review = pay rise :D £££
Bah... I started work just a month before the company's yearly performance review, hence I got none, hence no salary increase, hence I'm actually working at last year's salary level [for new employees], which means that I might get permanently stuck one year behind on my salary development. :( In contrast, the people who started work one month later than me have higher salary than me, and will probably remain that way... Grr!  :x :-P

49
Then it will show you being a racist prick, and you will be banned from the forums. Good bye, and enjoy your ban
This is sooo funny... I was just going to say that! :-D

50
Completely Unrelated / Re: acne
« on: 2006-06-09 08:53:13 »
I know it says "completely unrelated", but jeesh...! :-o

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