Live data from Hacker News

Simpsons Hit and Run source code (2003)

github.com

161–170 of 177 posts

Re: Simpsons Hit and Run source code (2003)

#161

Earlier quoted context omitted.

It werfers the nebels. Not sure why the German language' put-together-able-ness always tickles me. I've always loved when language works like that: Spanish: paraguas - which is umbrella in english looks like it comes from 'para aguas' or 'for waters' English: billfold - a wallet where dollar bills are folded

Small nitpick: the "para" prefix comes from Latin and means to defend, to protect against. Thus "Paraguas" is to protect against water. In French, you similarly have parapluie (to protect against rain), paratonnerre (lighting rod), etc..

Neat, I was not aware of that. Thanks!

Re: Simpsons Hit and Run source code (2003)

#162
post #23
post #22

Earlier quoted context omitted.

Just upgrade to the 56k baud already. :) I still think Groening was trolling with his Oregon comment. It's still every Springfield in the US.

Didn't 33.6 modems offer higher upload speeds than 56k?

Upload is unchanged. Interview with inventor:

Oral History of Brent Townshend [Computer History Museum] https://www.youtube.com/watch?v=QqudP6ojEDI

Re: Simpsons Hit and Run source code (2003)

#163

Earlier quoted context omitted.

Some v92 "winmodems" were more glorified sound cards so needed CPU. If the PC was busy, sonetithe line could drop. A 33.6 would be hardware, so there could be a time when slower becomes faster due to CPU load. All external 56k modems were hardware, some people wouldn't risk an internal card for fear of ending up with a driver based device. Ah good ol' days of BBS and wvdial for internet.

The first 56k modems were download at 56k, upload at 33.6. In theory that was the same upload speed as a 33.6k modem, but I guess line quality could have caused some issue with the higher download baudrate meaning that the upload suffered (say getting 45 down 28 up) It wasn't until 2000 that upload got upto 48k (still not the full 56k on the download). I moved to cable/dsl in late 1999 so didn't go beyond 56/33.6

Physical upload never went over 36.6, higher numbers you saw was MNP 5/V.42bis/ V.44 compression https://en.wikipedia.org/wiki/List_of_ITU-T_V-series_recomme...

Re: Simpsons Hit and Run source code (2003)

#164
post #111

Earlier quoted context omitted.

I tossed a comment above, but I think it has to do more with large publisher perspectives than the model itself. https://news.ycombinator.com/item?id=36707943 Afaik, Paradox is still small enough / left alone enough by its parent to have avoided the shenanigans. We'll see what happens if they keep growing. I also think by virtue of being niche and specific, Paradox incentivizes dev teams to stay true to the spirit of…

For Stellaris, one of Paradox’s space 4x games, they have a team dedicated to maintenance and a separate team for DLCs. The result are large free updates that improve/rework on the mechanics which compliment the DLCs keeping the games fresh for years. Usually the base paradox games feel like they’re “missing” major features which makes some DLCs necessary for a more full experience, but by the time that happens the b…

>Usually the base paradox games feel like they’re “missing” major features which makes some DLCs necessary for a more full experience, but by the time that happens the base game is heavily discounted so base+dlc=full price of a new game.

As someone who recently played a bunch of HOI4, this is not true. Even during a summer sale, game plus DLCs that fix the "new" ways they changed the game is often multiple hundred dollars.

They don't do this out of the goodness of their heart, they do this because it's insanely profitable to make a single game and then charge $12 for every adjustment and additional mechanic over the next ten years.

It's somewhat defensible for them, because I don't need the Japan DLC for HOI4 if I don't give a shit about playing as japan, but it's still the equivalent when Civ 5 charged ten dollars to add religion back to the game and fix the dumb health mechanic that allowed you to kill any unit with ten spearmen.

Re: Simpsons Hit and Run source code (2003)

#165

Earlier quoted context omitted.

DoW is probably one of the best modern "classic" RTSes. It distilled all of the classic mechanics (resource collection, army management, upgrading, etc) into just refined enough without dumbing things down. It's a shame it progressively got worse with each sequel (focusing more on RPG and MOBA elements).

i mean it really doesnt have much competition does it? the only other notable rts games within the last 15 years were Starcraft 2 and Age of Empires 4

That you omit/do not know of Supreme Commander only makes it sadder.

Re: Simpsons Hit and Run source code (2003)

#166
post #16

Earlier quoted context omitted.

It finally finished uploading on dial-up ;) Yea surprisingly fun game given the premise. Up until that game I thought he Simpson's lived in Illinois instead of Oregon

I think they chose Springfield specifically because how generic a name it was. It is a very common name across many states (might be the most common place name in the US). Groening is from Oregon though.

The US has more Springfields than it has states: https://en.wikipedia.org/wiki/Springfield_(toponym)

Re: Simpsons Hit and Run source code (2003)

#167

Earlier quoted context omitted.

DoW is probably one of the best modern "classic" RTSes. It distilled all of the classic mechanics (resource collection, army management, upgrading, etc) into just refined enough without dumbing things down. It's a shame it progressively got worse with each sequel (focusing more on RPG and MOBA elements).

i mean it really doesnt have much competition does it? the only other notable rts games within the last 15 years were Starcraft 2 and Age of Empires 4

Dawn of War came out almost 20 years ago.

And there have been plenty of RTSes...the genre just lost it's mainstream appeal in general. In this very thread alone, four others have been mentioned.

Re: Simpsons Hit and Run source code (2003)

#168
post #48

This is the most clean, grokkable, readable C++ code I think I've ever read. I feel like most open source C++ projects I read in non-game spaces are just a complete mess of indecipherable syntax. Is this game code uniquely well written or am I often looking at the wrong codebases?

> am I often looking at the wrong codebases? I don’t think you are. I have a couple of decades in the industry, in which I’ve had the honour to see quite a lot of code from many different organisations through one of my roles in Enterprise Architecture in the Danish public sector. In my completely anecdotal experience it takes quite a lot of dedication to the CI part of the development process to achieve clean code b…

Yes, OOP is seldom good for writing clean code.

In contrast, while far from my favourite language to write code in, I found Erlang to almost enforce, or at least strongly hint to the developer, many practices for writing clean code.

Re: Simpsons Hit and Run source code (2003)

#169
post #23

Earlier quoted context omitted.

Didn't 33.6 modems offer higher upload speeds than 56k?

Some v92 "winmodems" were more glorified sound cards so needed CPU. If the PC was busy, sonetithe line could drop. A 33.6 would be hardware, so there could be a time when slower becomes faster due to CPU load. All external 56k modems were hardware, some people wouldn't risk an internal card for fear of ending up with a driver based device. Ah good ol' days of BBS and wvdial for internet.

I actually had both a V.90 and V.92 external modem. V.90 was limited to 33.6k upload, and rarely exceeded 50k in download. The side sending at "up to 56k" needed to have a digital connection to the telco (in theory ISDN, but ISPs would have trunk lines usually).

I'm not sure I knew this at the time (if I did, I had forgotten it by now), but V.92 actually did allow sending at up to 48kbits from an analog line. This was usually not used because it would lower the rate coming from the other direction, and l̶e̶e̶c̶h̶e̶r̶s̶ ̶g̶o̶t̶t̶a̶ ̶l̶e̶e̶c̶h̶ most people cared more about downstream.

Re: Simpsons Hit and Run source code (2003)

#170
post #101
post #70

Earlier quoted context omitted.

Apparently Boltgun (new FPS) is a 40K game and has been getting rave reviews from FPS youTubers

WH40K: Mechanicus is an excellent modern Warhammer 40k game for people that need a strategy/tactic fix more than FPS :)

And the opening cinematic and soundtrack throughout the game absolutely slaps.

“… but I am already saved.” shivers

Post reply on HN