Waiting for the Internet

By Shamus Posted Tuesday Oct 7, 2014

Filed under: Personal 55 comments

I'm back. Well, that was a stupid waste of five days.

Somehow, the designers of the Minecraft mod Technic PackThese days I'm playing a ton of the Technic “MoonQuest” mod collection. made it so that if you launch the game in offline mode, then it has no sound. I have no idea why, but I'll be sure to ask them right after I hunt them down and right before I kill them.

I couldn't play vanilla Minecraft, either. Once I was off the net and I discovered Technic wasn't working, I remembered that my Minecraft launcher was set to run in Oculus Rift mode. I tried to turn that off, which meant changing profilesNot change users, just profiles. It's complicated., which forced me to log in, which I couldn't do. I'd hunt down the person responsible for this stupidity but I'm not sure who to blame in this case. I always saw the Minecraft launcher as a convenience thing, but after fighting with it for an hour or so I'll say it feels very DRM-ish. It doesn't stop any pirates but it did prevent this customer from using the software when he really, really needed it. That sounds like DRM to me.

So my #1 time-killing game was unavailable. Instead, I composed a song. I spent my time waiting for the internet writing a song about waiting for the internet entitled, “Waiting for the Internet”:

You say it's repetitive? Yes, yes it is. I was trying to capture the tedium and frustration in musical form. The upbeat stuff at the end can be interpreted as the return of the internet, or the sweet release of insanity. The line between half-assed and avant-garde sometimes gets pretty blurry, but I know which side this song is on. And it's not the side with the fancy French words.

We will resume our regular posting schedule shortly. Right after I play some Minecraft. And catch up on my webcomics. And some YouTube videos. And blogs. And gaming news. And Steam sales. And email. And comments. And Facebook. And…

 


 

Moving Day II: The Movening

By Shamus Posted Thursday Oct 2, 2014

Filed under: Personal 133 comments

Note that the photos in this post are unrelated. They’re just pictures I took while wandering around the neighborhood. Also because I think the Pepsi-door looks kind of strange and cool.

We are moving. Aside from the normal hassle of cramming things into boxes, hauling them somewhere else, and taking them out of the boxes again, I also have to make the phone calls to the utility providers:

The apartment building nearby. They have a really bad case of dish overgrowth.

Continue reading ⟩⟩ “Moving Day II: The Movening”

 


 

Pleasant and helpful error messages

By Shamus Posted Wednesday Oct 1, 2014

Filed under: Programming 132 comments

This was originally a commentary on the talk by Jon Blow about creating a programming language designed specifically for games. At one point he mentions “Pleasant and helpful error messages” and I got caught up thinking about what that would really entail. So let’s talk about compiler errors.

Compilers are very bad at giving us useful error messages. I’ve been doing this for decades and I still get errors that baffle me. You could make the case that “better error messaging” could be a whole project in itself. You could keep yourself pretty busy by just ditching the whole “new language” idea and just attempting to give the C++ compiler more useful output. (Although that’s probably a bad idea, for reasons I’ll talk about below.)

There are errors that don’t make sense and point to things that aren’t the source of the problem. They also lean really heavy on the jargon. This is a subject near and dear to my heart. I mean, this article exists because I have this compulsion to help other people understand difficult things.

Lots of people point to templates and classes as a source of baffling messages. But rather than dive into the deep parts of the language or pick on some goofy obscure edge-case, let’s look at a really simple error:

Continue reading ⟩⟩ “Pleasant and helpful error messages”

 


 

Experienced Points: Can Virtual Reality Actually Hurt You?

By Shamus Posted Tuesday Sep 30, 2014

Filed under: Column 134 comments

My column this week is a little more anecdotal-ish than usual. It’s a bit about VR sickness in general, along with some of my personal experiences with it.

Just a bit of personal curiosity here, but have any games ever made you sick? Which ones? It’s been SAID that Descent made some people queasy, but I don’t think I’ve ever heard anyone say the game made them personally sick. It’s always “some [other] people”.

 


 

Diecast #75: Diablo II, Final Fantasy 13, Concursion

By Shamus Posted Sunday Sep 28, 2014

Filed under: Diecast 180 comments

The plan this week was to talk about the canceled Blizzard MMO and a few other current topics. Instead we talked about a sixteen-year-old hack-n-slash. I don’t know. That’s how this show goes sometimes.

And yes, I’m still fiddling with the theme music. Based on the feedback last week, most people would prefer if I just went back to the original theme that we used for 70 episodes. I might. But allow me this little vanity for now. It’s short and I’m having fun with it.

Download MP3 File
Download Ogg Vorbis File

Hosts: Jarenth, Josh, Shamus, and Rutskarn.

Show notes: Continue reading ⟩⟩ “Diecast #75: Diablo II, Final Fantasy 13, Concursion”

 


 

Last of Us EP6: Very Poor Life Choices

By Shamus Posted Friday Sep 26, 2014

Filed under: Spoiler Warning 133 comments


Link (YouTube)

We already had the discussion on consumable melee weapons last episode when we talked about breaking metal pipes. Let’s not have the exact same discussion about shivs. Instead, let’s talk about buildings:

In the episode I said that buildings ought to be standing after just twenty years. (Assuming they weren’t bombed.) I mean, there are hundred year old buildings all over the place (especially around Boston) and buildings shouldn’t suddenly fall over just because people stopped sweeping the floor. But then Josh pointed out bursting pipes, and now I don’t know what to think. Let’s just set aside the bombed-out scenario we see in The Last of Us where (basically) warfare has turned the place to rubble. Let’s just imagine one of those “everyone is suddenly gone” scenarios:

Continue reading ⟩⟩ “Last of Us EP6: Very Poor Life Choices”

 


 

Last of Us EP5: The Brick Thief

By Shamus Posted Thursday Sep 25, 2014

Filed under: Spoiler Warning 89 comments


Link (YouTube)

So Joel rolls up his sleeves, and Tess walks around with bare arms. This is silly. But it doesn’t bother me as much as this:

Watching the episode after recording, I see that Joel’s metal object (a pipe, I think) snaps in the middle of combat. Look, I understand the need for the player to gather and manage resources, but that is simply not good enough as a reason for having heavy-duty objects snap in half after a few hits. Neither is the “well, maybe it rusted!” excuse. Get a wooden bat, and see how long it takes you to snap it in half by pounding away on a mattress, punching bag, or other things that give and bend the way the human body does. I’m not saying it’s impossible, but I am saying it’s not going to happen after five swings. It’s certainly not going to be common. And I don’t care how ripped you are, you are not going to snap a metal rod on a human torso. Guffaw.

We’ve got bullets, guns, potted plants, food, pills, bricks, shivs, and documents. The player has lots of crap to gather up. Please don’t add this ridiculous nonsense to a game that’s trying so hard to be taken seriously. I could hand-wave it (like so many other mechanics) if it made for good gameplay, but melee weapon degradation was an annoying contrivance twenty years ago, and it hasn’t become fun since then. Now it just looks silly.

Having complained about all that, I do like the approach to combat that this game takes. Most zombie games have you fighting waves of them, but TLOU keeps it small, focused, and tense.