Movies, crying men

If you think men don’t cry, you’re out of touch with reality.  If you think men never cry in the movies, you are terrible wrong again.  Check out this article, and scroll through Digg comments to the original post.

When it comes to crying the cinema, I have to admit, I’m among the wettest people ever.  The list of movies that make me cry is long that it makes no sense in compiling it.  It’s probably easier to name movies that didn’t make me cry.  And even with those, it’s probably that I haven’t seen them enough times…

Another Quake 3 impression

As I mentioned earlier, I’m back to Quake 3 battle fields.  I am still trying to remember things, and adjust my brain to how it all works.  While major things are still there, and still important, there have been quite a few small changes.

Quake 3 is very much about mods (modifications).  There are many mods out there, and each of them takes Quake 3 into a different direction – different physics, different graphics, different gameplay.  When I used to play Quake 3 five years ago, the two most popular mods were OSP and RA3.   I never particularly liked RA3, despite its beautiful graphics.  All my time was spent in OSP.

That’s where I started now.  But what I quickly found out is that OSP isn’t as popular now as it used to be.  The mod of the new generation is CPMA, which stands for Challenge ProMode Arena.  It has OSP built-in as an option.  It is also based on the ProMode settings, which we also played sometimes.  But overall, it’s a different thing.

What is different?  Here is a quick overview as I saw it:

  • CPMA is much much much faster than OSP.  It’s unbelievably fast.  OSP was never slow by any means, but CPMA is so much faster that I’ll need a lot of time to adjust.
  • CPMA introduces more moves and enhances the old ones.  Double jumps are there.  Circle jumps.  Strafe jumps are there, but they are much faster now.  There is more in-flight control, as it was in ProMode.
  • CPMA brings in more maps with more tricks.  With all those increased speeds, a new set of maps was pretty much a requirement.  The well-known pro-q3dm6 used to good enough for TDM and 1v1.  With CPMA it feels very small, almost tiny, even for a duel.  CPMA maps are bigger, but not more complex.  They also provide features for all those tricky moves.
  • CPMA uses faster weapon-switching, like it was in ProMode.   Instantly switching between weapons in heated combat adds to intensity of the game.
  • CPMA handles timing differently.  First of all, the timer doesn’t show seconds.  Players are forced into doing timing in their own head.   Although this is not a big problem for a mildly experienced player, it still feels a bit weird.
  • CPMA handles health and armor stuff different.  I’m not sure yet how differently, but it seems that when hit, player loses more health even if he has armor, than he does in OSP.  Also, picking up armor is a bit different now.  Basically, you can’t pickup yellow armor after picking up red, without receiving some damage in between.  Oh, and there is a green armor there too now.  So it works out like this:   green armor is the weakest, then yellow, and then red.

There are probably a few other things that I haven’t noticed, but even these are make for a sufficient list.  How does it feels now?  Here is how I feel about it after playing a couple of times:

  • Extremely intense!  I still can’t believe how fast this thing is.  It’s painful to watch.  It’s even more so to play.  I can’t blink once over the course of a whole match.   Two main components of this intensity are greatly increased movement speeds and instant weapon switching.
  • Timing and movement is everything.  If you can’t move, you are dead.  Instantly.  If you can move, you are dead instantly anyway.  The only way to survive even a brief fight is to have you health, armor and weapons packed.  And for that you need timing.  Aim is a good addition to the list, but it’s not a requirement.
  • Respawn points are much more important in CPMA than in OSP.  Respawn points are well known (CPMA even highlights in the special way).  When a player enters a game, he is not moving.  For a split millisecond he’s stationary.  That’s an easy target.  And when a player enters a game, he has no armor or weapons (except for a tiny machine gun and a gauntlet).  It’s like shooting fish in the aquarium with a shotgun.   Oh, and there is a sound that notifies your enemies at which point you respawned.
  • Communications in TDM are less important now.  Things are changing too fast – items availability, players locations, etc, to notify team-players about them.  And there is  plenty of stuff going on on its own…

Stay tuned for more of these, as I get more practice…

Morning Coffee Firefox extension

Via this post at Web Worker Daily, I learned about Morning Coffee extension for Firefox.

Keeps track of daily routine websites and opens them in tabs.
This extension lets you organize websites by day and open them up simultaneously as part of your daily routine. This is really handy if you read sites that update on a regular schedule (like webcomics, weekly columns, etc.).

I haven’t tried it yet, but it sure sounds promising. I don’t close my browser very often these days, but I know a lot of people who do. Many of those people also don’t use any RSS readers to keep updated. Instead they revisit their favourite web sites once in a while. Morning Coffee seems to be the perfect extension for them.

If you are still not interested, check the link above for excellent screenshots, which show exactly how this thing works.

T-shirt observation

It came to me that geek t-shirts aren’t very well suited for gyms and other places crowded with strong people. Geek t-shirts tend to be a little offensive and aggressive. Here are a few examples:

It’s good to know that sports-ware manufacturers realize this problem. That’s why they make t-shirts with just their brand labels – “Nike”, “Adidas”, “Reebok”, etc.  These aren’t even real words…