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Japan's space elevator; Hella-awesome
Topic Started: Sep 22 2008, 03:04 PM (499 Views)
Vicious1988
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http://www.timesonline.co.uk/tol/news/uk/science/article4799369.ece

I can't wait to see if this can be accomplished. I would imaging emergency escape would involve parachutes though :D . I'd totally ride it though.
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Nightbyer
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Good luck, Japan.
Eh.
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Herr CJA
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5 year old avatar B)

Mitch Stumpville
 
Rather than surmount the daunting task of forsaking the comfortable confines of willful ignorance and humble himself before his Creator.

what?
Edited by CJA, Sep 22 2008, 10:12 PM.
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Jake Ammo
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I can't imagine it extending very far before eventually breaking.
If the larger-scale physics of the earth are anything like I imagine them to be, the wear-and-tear of gravity constantly beating on one side of it will make it very difficult to stand upright, unless supports were to be added, which would extend into the ocean. Even then, the metal would corrode so incredibly quickly that the project would collapse before it is finished. Just the Golden Gate Bridge in San Francisco needs painted constantly to prevent erosion. I may be mistaken, but I believe there is a full-time team of 16 men and women who actively paint the Golden Gate bridge year round, or else it would collapse into the San Francisco bay within a year. Space Elevator is more fail than win.

"Yes" -Dr. No
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Vicious1988
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High resistance to corrosion
http://www.sciencedirect.com/science?_ob=ArticleURL&_udi=B6TVV-4MFTVB5-4&_user=10&_rdoc=1&_fmt=&_orig=search&_sort=d&view=c&_version=1&_urlVersion=0&_userid=10&md5=139797486bfeabdd88ef8b21cfc5be74

Plus they are waiting til CNTs reach the strength of rougly 100+x steel before they even consider it. As for standing straight, it is connected to a "satellite" in geosynchronous orbit which keeps it upright and tense (I can't think of the fucking word I was going to use, may not even be one).

I don't know the entire physics of it all, just saw it and though it was worth a post.
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Nightbyer
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Taut?
Eh.
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Jake Ammo
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Clay Aiken is gay. Big news, eh?

"Yes" -Dr. No
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Soldant
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Will most probably fail. Nobody else has managed it, I can see no reason why Japan would.
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Jake Ammo
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Somehow, japan is going to have to manage to heat, pressurize, etc. all the conditions that need be taken care of also.
This project is probably one of the most complicated we- as a race- have ever attempted.
Edited by Jake Ammo, Sep 23 2008, 08:58 PM.

"Yes" -Dr. No
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Vicious1988
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Nonetheless, I'd like to see it work.

In the mean time, I present Zombies Ate My Neighbors for Sven Coop:
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* - Image number 2: Damn Jesus zombies. (Just happened to take this screeny at the moment it walked into the water)
Edited by Vicious1988, Sep 23 2008, 09:04 PM.
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Nightbyer
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ZAMN :D Loved that game.
Eh.
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Vicious1988
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Any requests for the next map (after I finish this one of course)? I was personally thinking about doing Level 8: Titanic Toddler. I'd like to remake the entire game for Sven and possibly Synergy. Complete with my own updated versions of the music (rock/metal style), custom textures, a new 5 level pack (w/ all new music), and possibly custom models.

P.S. If you couldn't tell, this is Level 2: Evening of the Undead. It looks like shit because I wanted to figure out how to go about making the victims. I've yet to decide if I want to use AI based monsters (even though I disable their AI) or to use monster_generic or monster_furniture. I need to see if enemy monsters will still attack them.
Edited by Vicious1988, Sep 24 2008, 08:19 AM.
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Soldant
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Yeah while we're on the subject, has anybody else noticed that HL2's modding community is decidedly less active than HL1's? Or that with the latest generation games having such awesome graphics, the level of work required to mod them is pretty damn high? I mean in the HL world you could re-use assets and people wouldn't mind, and you could also have lower poly models with less than awesome texturing efforts, but these days to re-use an asset, use models that don't go beyond the poly count of the included ones, or have textures that stress the game to the max, is all a capital offence and results in your mod getting kicked to the bottom.

No wonder there are like a handful of half finished mods and a few SP maps, plus a mass of useless multiplayer maps that nobody ever plays.
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Vicious1988
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The problem isn't in the mods themselves. Its in the engine. I've explained it to people before and they're always, "Nuh uh, Source engine is the greatest blah blah blah HURR." Everybody just getting into mods wants to use the Source engine even though its is the most beastly pile of shit ever. Whereas goldsrc had a spectacular SDK which didn't require Steam or had a half-assed frontend to seem more user friendly.
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Jake Ammo
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So I have spent the last three hours playing Brothers in Arms: Hell's Highway.
In spite of a mixture of vivid and lackluster graphics, the gameplay isn't so fast-paced as it is strategic. This is a game where you need to sit down and think about how you're going to go about and approach the enemy- running and gunning doesn't cut it in Hell's Highway.
When I stopped, I was working my way through a factory filled with good ol' Hitler thumpers, each more bloodthirsty than the previous. I've only encountered one instance of "dull" AI where the Nazi stood in place as I cut him down in a hail of Thompson fire.
I absolutely love the Gears of War-inspired cover system.
I was surprised how un-WWII it feels. It feels kind of like Mafia: City of Lost Heaven did more so than the previous Brothers in Arms have. The story is deep, and you do feel it.
More fun is the slow-motion shots when a bullet literally will rip apart a Nazi's head, a grenade will separate limb from torso, or even torso from bottom half. This game is not for those who can't tolerate people being ripped apart.
So far I agree with the critics- this game contracted Halo 2 Syndrome. It could have been one of the best ever, but it feels like Gearbox didn't spend the time they needed to in order to make it shine. You see certain things that can ruin a flawless cutscene such as something's texture rendering doesn't quite happen quick enough, and it's essentially a blob of whatever color the object should be.
I can imagine a patch coming out soon that should fix most of these simple errors, but the history geek that I am, I'm absolutely loving BiA: Hell's Highway. I think it's a game that you need to have MGS-type patience in order to truly grasp the effect of it.

"Yes" -Dr. No
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Soldant
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Quote:
 
This game is not for those who can't tolerate people being ripped apart.

Or fans of realism apparently. Grenades tearing torsos in half? Okay...

Quote:
 
Its in the engine.

Don't even get me started on the Source engine. I used to do modding with Doom3, and it was mind-numbingly simple to mod for. Practically everything was kept in plain text files (i.e. all AI routines, item pickups, weapons, shaders, texture defs, etc) except for core engine features like the physics engine. So friggin' easy to just open up Notepad and make changes. But in Source, it's all hidden away and as difficult to get to as possible.

I think on a technical level Source is pretty damn good, but only because it scales well and performs on average hardware with good graphics. But then again when you really, really take a look at HL2 levels, it's just the textures and art designs that make the game world look detailed; it's really just a bunch of large, flat blocks and a few useless physprops thrown in.
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Nightbyer
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Quote:
 
MGS-type patience


Hahahaha
Eh.
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Jake Ammo
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@Soldant:
Grenades don't tear torsos apart. MG42s will, as will large explosions.

@Nightbyer:
It's about 50-50 cutscene to gameplay ratio, a TON of strategy is involved.
Running and gunning will get you nowhere in this game. When it comes out for PC, buy it. I guarantee you won't be so quick to laugh.

"Yes" -Dr. No
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Soldant
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Quote:
 
Grenades don't tear torsos apart. MG42s will, as will large explosions.

Large explosions? Unlikely. MG42? No.
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Jake Ammo
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Were you ever, by chance, at Ogrish.com back when it was still there, Soldant?

"Yes" -Dr. No
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