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22 maniaplanet:///:ketrub - link for socials

Joined September 2017
Photo by ketrub (@ketruB)Photo by ketrub (@ketruB)Photo by ketrub (@ketruB)Photo by ketrub (@ketruB)Photo by ketrub (@ketruB)Photo by ketrub (@ketruB)Photo by ketrub (@ketruB)Photo by ketrub (@ketruB)Photo by ketrub (@ketruB)Photo by ketrub (@ketruB)
kamui uehara will arrive in 7 days
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Yes, I think doing good is bad. That was the point of my post. I walk the path of darkness and evil.
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ketrub retweeted
60 FPS is commendable, but what blows my mind even more is the UI and all the menus that are fixed for 16:9
PS1の名作『リッジレーサー TYPE 4』が、チートコードだけで大幅にパワーアップ可能な事が発見される!! なんとこちら「日本語版のリッジレーサー TYPE 4」 を対象に、フレームレートを60fpsに引き上げられるほか、16:9のワイドスクリーン化が可能に。 更にミニマップへのライバル車の位置表示、オープニング映像のワイド化まで実現など、PS1エミュレーター上で複数の機能を追加できる、とは本当に驚きのチートコードでしかない。 gbatemp.net/threads/i-create… 勝手移植でしかできないと思われていた事が、エミュレーター + チートコードで可能になったというのは、マジで凄い話だぞッッ!!
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male mental health advice: - bottle up all your emotions - never open up to anyone - never say or do anything that may be perceived as weakness or vulnerability - stay stoic forever - bottle up all your emotions - bottle up all your emotions - break down - cry - go insane - die
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i deliberately put all of my consoles next to my bed but it's been kinda pointless since i have to sit up to see anything. so i just never use them. fail
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you can see everything is the first movie to re-create umineko's meta world in real life
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Was YOU CAN SEE EVERYTHING worth a 7 hour drive to and from Poland? Yes. It was.
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ketrub retweeted
thank you
We’re giving away an original social media icon and wallpaper featuring Chihiro Rokuhira (CV: Taihi Kimura) for free! Once you’ve set yours up, quote repost this post to show us! #Kagurabachi #BachiAnime
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having any kind of obligation or plan completely oneshots my ability to function for the entire rest of the day
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頑張れ頑張れ。steamからAI slop全部引き抜いて持って行ってくれ あのゴミども全てEpicだけで引き受けてほしい。まともなゲーム探す際にAI slopは本当に邪魔なんだ ゴミ集積所はEpicだけでいいよ
Replying to @mattworkman
Forcing developers to write a political statement to be used against them by the hate mob they’re helping organize is abhorrent.
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Denis Villeneuve calls Alejandro G. Iñárritu’s ‘DIGGER’ “a furious comedy” and “a very important movie,” praising its ambition, practical effects and Tom Cruise’s performance. “I think it’s a total success.” (Via: youtube.com/watch?v=a8i4hTan…)
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'Sony reportedly exits UHD Blu-ray player market' flatpanelshd.com/news.php?su… 'Sony Japan has discontinued its last remaining UHD Blu-ray player, UBP-X700/K, seemingly marking the company's exit. The news comes via Japanese blog Kunkoku, which happens to also be a Sony retailer. Sales are officially ending in Japan today, October 22.'
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shit looks like a creepypasta wtf is this
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25 years ago, on October 22, 2001, Grand Theft Auto III was released. This is the team that made it. (I'm second from the right) Here's what I remember about making it. For most of development, GTA3 was in a sorry state. It crashed frequently, the frame rate was terrible and the map was full of holes. Only in the last six months did everything come together. For the longest time, it looked like the frame rate was going to be 20 fps. Only in the final months did we manage to hit 30. In 1999, DMA Design, based in Dundee, Scotland, was going through some changes. The company had recently been bought by Take-Two Interactive, and a satellite office had opened in Edinburgh. Space Station Silicon Valley for the N64 had been finished in 1998, but there was no new project lined up. Leslie Benzies and Aaron Garbut started working on GTA3. Unprompted. Meanwhile, the original GTA1 and GTA2 team had started work on GTA2.5, set in Miami. It was called 2.5 because it used the 2.5D (isometric) perspective. In March 2000, the Dundee office was closed and GTA2.5 was cancelled. Take-Two/Rockstar gave GTA3 the green light. Everything was written from scratch. Only two people worked on both GTA2 and GTA3, and no code or art from GTA2 was reused. The way we worked was organic. People would come up with ideas for missions and we'd just try them. If they were fun, they were in. The story was secondary. In fact, the opening plot involving Catalina trying to kill Claude was added well into development. Leslie Benzies (the producer) plastered a wall in the boardroom with Post-it notes. They were yellow, green and pink, representing missions, contacts and locations. Missions were moved around all the time, often handed from one contact to another. Only once the voice acting was recorded were these things set in stone. You sometimes come across locations on the map that are more detailed than you'd expect. Chances are there used to be a mission contact there that got moved elsewhere. Working on GTA3 was a lot of fun. Every day there was something new going in. A new mission, radio station, car, pedestrian, building or whatever. The game was growing at an incredible rate. Other than the multiplayer mode we did some work on, I can’t remember a lot of wastage. Although everybody worked hard, I don't remember many people doing crazy hours. On the rare occasions I was in over the weekend, there were usually only one or two others. Even during crunch time, most people left the office around 9 or 10 in the evening. I always thought it was better to work eight focused hours than spend your life in the office. Although we liked the game, it wasn't at all clear that it would be a hit. GTA3 had a disappointing showing at E3 in May 2001. Most people weren't interested, and those who were thought it was too violent. It had an OK launch, but sales never tapered off. Our office was in Leith, Edinburgh. It was a fairly run-down neighbourhood at the time. Just a couple of years before we arrived, J.K. Rowling had been writing the first Harry Potter in that very same neighbourhood. The thing I remember most is the camaraderie. In a small team, everybody relies on each other and everybody has a lot of input. Most of us were young and had only recently moved to Edinburgh. We went to the pub together. It felt like a group of friends who happened to be working on a project together. teapawt.net/ObbeVermeij/status/178… teapawt.net/ObbeVermeij/status/175… teapawt.net/ObbeVermeij/status/187… teapawt.net/ObbeVermeij/status/182… teapawt.net/ObbeVermeij/status/179…
For gta3, Vice and SA; Memory on the ps2 was tight. We had to limit the number of used vehicle models to 8. My code would occasionally pick a car model to be phased out. Once there were none left on the map, this model would be removed and a new model could be loaded. The code would pick a model that was appropriate for the area (sports cars in business district, old cars in run-down areas etc). Most of the time this worked fine. A few things could throw a spanner in the works: If the player had gone up the wanted levels, some of the 8 slots would be taken up by police cars, FIB and swat vans and the police heli. Level designers would sometimes load specific car models for missions. Often these were not appropriate to be used for ambient traffic. Ambulance and firetrucks could be needed if there was an accident. If the player travelled to a different area of the map; some of the loaded cars would look out of place and could not be used. It would take a while for replacement models to be loaded. The game would keep the last player driven car, as it would be jarring if the player went back and it wasn’t there. At times there would only be 1 or 2 cars models available for ambient traffic. This lack of variation was particularly noticeable if the player was driving the one car that had to be used. To alleviate the problem, garages remove cars inside of them once the door has closed. This way the model could be removed. When the player opened the door, the cars were re-created in the same spot. Npc models were loaded/removed the same way. It just wasn’t as noticeable if variety was lacking. For each game we picked a generic looking character model that looked appropriate in each area of the map. This model was never removed and always ready to fill in. Screenshot from this vid: youtube.com/watch?v=KWhjv4J6…
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polish messianism was the most pathetic movement possibly in the entire history of art and we are still suffering the effects of its delusion. polish immigrants were always the same
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ketrub retweeted
Replaying Alan Wake has reaffirmed to me that people are extremely unwilling to meet old games on their own merits. Is the game a little janky/quirky? Yes absolutely but it is still great. Gamers should be willing to look at old games for what they are instead of what they aren’t
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