To say that I love using git for managing source code, would be the understatement of the year.

The first tool I used was Subversion (around late v1.4/early v1.5), and I rarely had any trouble using CVS either. I can basically pick up and figure out any tool given a decent manual or enough kick around time.

It’s like having a freaking swiss army knife of managing changesets, having git in hand :-S

You know you need a new life when you dream of the zombie apocalypse like it’s just another work day.

This really did make me laugh out loud

“If I had a nickel for every time I’ve written “for (i = 0; i < N; i++)” in C I’d be a millionaire.”

– Mike Vanier



Even more so because for stuff I’ve in mind to write, involves noting that inescapable fact of C programming :-o.

He that teaches himself has a fool for a master.

—Benjamin Franklin

Ugh 3.0

In addition to yesterday, or should I now be saying yester-yesterday… being one heck of a day it’s own right, things have been busy.

I was awake non stop from Sunday to late Monday afternoon. When I finally crashed from the days exhaustion, even if only for an hour or two.

Started with the system backups on Sunday: ensuring that my impeccably backed up home directory is safe, along with less commonly used things—plus a full “local” backup. That is, everything that seperated the FreeBSD install there from a simple install FreeBSD, install updates. That includes about 6-7GB of applications, system wide configuration, custom kernel configuration, and an archive of /var; where the database of installed packages are. Life without the Windows registry, is so sweet ;).

While that was getting done, I rigged vectra to fetch the current ISOs for FreeBSD 8.0-Release and Ubuntu 10.04 Desktop. The plan being to reformat the laptop (dixie) with GNU/Linux and be ready to set it up to dual boot with BSD, which could be restored easily from the backups I made. Simply put FreeBSDs file system can be grown larger, but not shrunk smaller o/. Out of the ~30 GB of data there’s about 10~12 GB in backups. The rest can be done from install media or network.

My main reason for the switch has to do with XFire support in Pidgin, and being able to use better file sync software. All of which work on just about everything quite smoothly, except for the BSDs :-(. I’m happy enough with GNU/Linux but do actually prefer a BSD unix system.

Monday was riddled with it’s own affairs, plus having to *fix* crap with the laptop. Assuming my instant messenger has stopped crashing (blasted xfire plugin), most things are stable now. The closest I get to sleeping, is being staring at my computer screen all morning: listening to 94.9’s radio stream and hoping to pass out eventually. With luck I get a few moments sleep spread across the late local-morning 15-20 minutes at a time.

Tuesday (what’s now “Technically” yesterday), my brother finally showed up. Not that the combination of Lady Gaga and cigar smoke is not my idea of perfection, I did get some driving time on his car. Although admittedly, it is well past the point where hours matter. It was however nice to get to see my brother.

Broke the “Cease fire” today (eh, yesterday, whatever), very much needed a good walk after everything on Monday. Price justified, even if my mother will likely make my life a living hell if she finds time to think about it. Went to the library. Started to read the Aeneid but only bored my mind clear enough to get work done. Started on a few C++ files before heading home in the thunder. Having done enough walking and running for my sides to hurt and my head to swim, I think I can say: I’m starting to hate running! Walking however is quite relaxing. Rather than make it home to a much needed shower, I instead got dragged across two stores. I definitely hate shopping.

Had a string of messages on my PC by then, and ended up joining someone for a little bit of Raven Shield. Took a break to perform surgery on the laptop, after about 10-15 minutes of that. I rarely play RvS these days unless I’m invited or it’s someone I rarely bump into otherwise.

Laptop is almost done… just a question of whether or not I’ll actually sleep tonight. And tomorrow I get the spend the morning in the vets office bright and early o/.

sigh.

After all these years, I really do not want to know what percentage of the day I spend in front of a computer.

Thoughts on Left 4 Dead 2

Lately I’ve been playing a lot of L4D2, the sequel to Left 4 Dead. I was never able to acquire L4D, so I was of course happy to find part two on sale :-D.

At first glance it is a fairly typical game: the objective is to reach the levels end (safe house or final evac point) alive, while killing anything that gets in your way. Then again that pretty much describes most games on the planet, doesn’t it? Even most of the original Rainbow Six was that way really, until the patches came. For joe smuck, L4D2 is certainly enjoyable enough from the perspective that you have like a good 150-600 zombies per map, the average is closer to 300 I would say.

What I have found, is an incredibly well designed game!

Left 4 Dead works off the premise that a rabies like virus has plunged the world into a zombie apocalypse. Unlike the more graphic depictions in the original Night of the Living Dead, or the flesh-eating norm in most zombie flicks: L4Ds infected “Zombies” just beat the loving crap out of people, no eating. The weak of stomach will be happy that there is nothing remotely resembling the whole truck/gas station thing from NotLD. Gore mongers ofc being made happy by what happens to the zombies ;).

Four “Survivors” are thrown together in the plot, and multiplayer tends to recreate this feeling through a lobby oriented way of hosting games, as well as a “Quick match” function. Gladly, they avoid the brain damage behind SWAT 3s massive lags. Rather than being strictly round based, killed survivors may respawn in a “Closet” somewhere and are stuck in spectator mode until “Rescued” by living survivors. Even going this far, they work to help bring that survival-horror flick mood to things. You just never know who your going to meet during a zombie apocalypse ;).

At it’s heart, Left 4 Dead is a game for people with a different “Taste”. It’s not going to satisfy simulation fans and it isn’t just another DooM clone in a CoDs skin either. The game play and design tends to attract a different crowd, enough so that I have been impressed by some of the teamwork you can get going with a random crowd of survivors. We can only hope the same happens if there ever is such a zombie take over o/.

The control layout at first glance, just breaths of a console games influence (it’s also on the XBox 8=). In actual practice though, it works flawlessly: it is simple, consistent, and almost intuitive. I say almost intuitive because it’s more consistent than most preceding games on the PC lol. At its core, you simply shoot everything as normal or shove things around using what’s equipped. When medical items are in hand, holding fire uses it on yourself, where as holding shove uses (or give) it on(/to) the team mate you’re looking at or shoves. More normally that would’ve been an action/use-button kind of thing. Once you get used to the item model, you’ve mastered the only “Thinking” required. There’s also few controls, which makes my old-side happy, since I grew up where six buttons and a D-pad was a lot of keys. Whoever worked through how to play test this thing, must really have earned their pay cheque IMHO.

Since each level is riddled with a ton of common infected, having four guns firing is a great help. With a little applied thinking and the fact that you are so much stronger than a single infected (zombie), team mates are not needed so much as they come in handy. Namely with that much bullets and limbs flying everywhere, someone is going to protect you or draw off attention from you, sooner or later ;). A basic application of tactics can also be useful, but needs to be adapted to fighting swarms of melee-oriented targets rather than an armed attacker.

Most game modes are little evolved past single player, so there is no real reason not to play in Campaign (co-op) or Versus mode. The difference between co-op and versus mode, is that one team controls the “Special” infected and their spawn points (under tight control). In the strictly co-operative mode, everyone is a survivor, and bots fill in for missing or idle players. Having players as the special infected in versus mode, generally results in a more challenging game than co-op, if not quite as plausible as the one driven solely by the “A.I. Director”. You can’t spawn to close to the survivors, or to fast, but the positioning can still be a bit much at times. Such as a bathroom that’s already been swept clear.

Something that really makes the game, is the special infected: most posse an attack that once successful, is effectively a death sentence unless another player saves your bacon. The rest are mealy a recipe for mopping the floor with everyone. It’s been done to such an exquisite balance that loose cannons are still found, but you will almost always find *team* games! No one can survive alone indefinitely, and statistics tend to add up when a campaign takes nearly an hour (or more depending on pace). The shortest game I’ve actually had, was about 35 minutes for one campaign, but we blew through it like four lighting bolts, hehe.

I’ve never seen a game that so well balances individual skills along side the need to work together, let along one that feels like your knee deep in zombies gone wild.

The game can be rather gruelling at times from the horde, but it’s rather enjoyable. Where as most games have fairly limited replay value, L4Ds use of a “Director” to drive the gameplay takes things to the next level. At the very least, randomising the location of items and enemies is a pretty damn simple thing to do in terms of game design, if so often ignored. In L4D however, it goes as far as giving the A.I. Director control over enemy spawning, item placement, and can be unforgiving at times. In the end the game play is always slightly different, and tends to flow with how well you’re doing. One of the most impressive moments (from my developers perspective) was playing through The Parish campaign, and noticing on the previous attempt: we found a weapons cache in a store room, second attempt it was totally barricaded off – because we were doing well that time around.

I wish every game could take advantage of such technology. It would make things so much nicer, and sure as hell beats Raven Shield. The closet I’ve seen to L4D, is SWAT 3s best maps, but L4D takes it to many more levels of gameplay.

My only gripe with the game has been it’s fairly short: about 6 campaigns (Dead Centre, The Passing, Dark Carnival, Swamp Fever, Hard Rain, and The Parish), ranging perhaps 3-5 levels each. Realistically you could clear the entire game (online) in 3-4 hours time with a solid team, and a rapid pace of attack, sans failures of course. That and the game crashes if I set the shader setting to a higher quality setting than my graphics card apparently supports >_>

Finishing up my laptops backups and prepping for an overhaul of the software setup…. why do I feel like my stress levels are about to climb a dozen rungs?

For the first time in quite a bit, I’ve opened my Private Airport kai map, watching tangos climb up a drain pipe today was a good memory jogger ^_^.

Almost everything I had worked on was complete, except for the question of what to do with the terminal buildings now accessible roof. I need to redo a lot of the maps original layout there, because of how the fake backdrops were done (creating distant scenery for unreachable areas). The amount of work all that represents, means I need to decide whether or not to make the second tarmac area and associated grounds accessible to the player. Well, technically it is accessible since you can walk through a fake backdrop but the HOM effect isn’t welcome lol. I’ve also modified a few things to reward an inquisitive player, rather than making it as obvious as first planned.

I’ve added a set of rooms on the terminals roof, meant to simulate a small office like environment that is rather missing from the stock maps architecture. Minor tweaks to the backdropping there, extra spawns, and some finishing touches in the administrators office, then my map is basically RC ready.

Today I also had a rather interesting idea: while adding that office space, it occurred to me that it would be practical to put a small catwalkesque bridge over to the air traffic control tower would be a nice idea. The ATC of course, is just a big static mesh, which is fairly normal (modern) practice for such scenery – but surprising for raven shields level designers. That means there is no way to make a habitable ATC without building one from scratch. Since the fake backdrops in the area are associated to the ones near the new offices, there is a fair bit of work to be done in that area anyway. The only problem with building a proper ATC however, is the fact that I’ve never had to climb one before lol.