Archive for December, 2007

Blinking Dash Update And The Wisdom of Yahoo Answers

Thursday, December 27th, 2007

I did some more tinkering with my blinking dash issue and I found out the following things:

  1. FIXMBR + FIXBOOT did nothing. Fortunately it didn’t seem to hose my partition table so that’s good
  2. Booting from the WinXP SP2 CD and choosing to repair the installation did nothing
  3. Running the Windows Repair from the WinXP CD did nothing
  4. Parallel install of windows on the same partition (without formating) did nothing
  5. My backups seem to be ok - Captive NTFS actually works in Knoppix these days (yay)

I will try few other tips I got in the last thread but I guess I will need to format and reinstall Windows in the end. But will this work? The repair option should have theoretically fixed any corrupted files on windows side. FIXMBR and FIXBOOT should have fixed the boot entries. WTF else is there? What the hell is preventing windows from booting? Chances are that I might still have this issue after I reinstall. (

In the meantime I wanted to share something very special that I have found while googling for potential solutions to my problem:

SHUT DOWN YOUR HOLE COMPUTER!

Best advice evar: “SHUT DOWN YOUR HOLE COMPUTER”. LOL! This, ladies and gentlemen is the collective wisdom of Yahoo Answers. I swear, I haven’t read a Yahoo answer thread that didn’t make me chuckle and weep for the downfall of humanity at the same time. And I’m not even talking about technology advice - any thread on that site is LULZ-worthy to some degree. P

Update 12/28/2007 04:49:22 PM

I found a solution to this. Well, sort off. Read the linked post.

Dreaded Blinking Dash

Thursday, December 27th, 2007

Oh boy… My home PC did a number on me once again. I’m currently confined to the laptop propped up on the nightstand next to my bed. Yeah, I can’t even sit at my desk, because I have a CRT which is obscenely long in the back and takes up 85% of my desk space. Typing from my bed can be done in two positions: uncomfortable, and fucking uncomfortable. The laptop is kinda big to actually be a lap-top. P

The desktop was working just fine for the most of the day yesterday. In fact, I only did two changes to the system in the last few days. First one was installing the intelisense drivers to support my brand new Microsoft Sidewinder Mouse that I got for Christmas. I will write a review at one point btw, but seeing how my desktop is out of commission right now that post is on the back burner. I restarted the system after the installation and it was fine. The second change was a Windows Media Player update. Recently I noticed that I was experiencing weird discoloration when playing WMV files. In hindsight, I think this issue started when I updated by graphic card’s drivers but initially I thought it might be a media player or a codec issue. I usually use VLC for most of my media but for an obvious reason, WMV files sometimes work better in the MS player.

Since I hardly ever use Windows Media Player, I figured I might as well update it. So I hit the “check for updates” menu item, and allowed it to pull down and install required files. Oddly enough it asked me to reboot afterwards. So I did, and as windows was shutting down I went to grab some food. When I came back, I was greeted by a blank screen with a single dash blinking in the upper left corner.

So here is the situation: when I power up the machine I can see the POST screen, and I can access the BIOS as normal. Right after the POST the screen goes blank and I get that damn blinking dash. I can boot from the CD normally - and in fact, when I booted Knoppix, I was able to access and back up all my data on the C drive. It doesn’t seem to be a hard drive or a controller failure - it even passed the quick built in Dell IDE diagnostic test available from the F12 boot menu.

I ran CHKDSK on the drive from the recovery console and it said it found and repaired some errors but this did not fix my issue. I even ran FIXBOOT to write out a new boot sector, but that didn’t help either.

My next step will probably be FIXMBR, but I don’t want to do that just yet. As far as I can remember, this would always hose the partition table and make the problems worse. So I want to make this the very last step, before formating and reinstalling windows. If I hose a partition or two then, who cares. Before that I want to make sure my backups are working, and uncorrupted. Since I was using Knoppix to write to a NTFS partition, I want to test the backed up files and make sure they are ok before I do any irreversible changes to the master boot record.

Anyway, did anything like this ever happen to you? Any suggestions on how to fix it without killing my current windows install?

Sigh… At least this didn’t happen yesterday or on Christmas Eve. It would surely ruin the holidays for me.

Update 12/27/2007 09:52:30 PM

I posted some updates on this issue in here.

Update 12/28/2007 04:49:19 PM

I found a solution to this. Well, sort off. Read the linked post.

S.T.A.L.K.E.R. First Impression

Wednesday, December 26th, 2007

I’m currently playing S.T.A.L.K.E.R.: Shadow of Chernobyl. I only have few hours under my belt so I can’t really say much about the game but I figured I can jot down few first impressions. Before you accuse me of copying Shamus from twenty-sided, I admit that the fact he mentioned the game recently was one of the factors that made me pick it up. The other one was system requirements. This is one of the very few recent releases that will actually run on my machine. The game actually scales very nicely down to my ancient single core 2 Ghz dell with a puny 1 GB of RAM and the aging Radeon 9800 XT. The game actually doesn’t look all that pretty on this hardware, but it is running very smoothly.

My first impression was: too bad they are not using the Source engine. P If you have been reading this blog in these recent months you know that with exception of Dreamfall all I have been playing lately were Valve HL2 games: Episode One, Episode Two and Portal. I’m so spoiled by Source it’s not funny. I found myself constantly trying to pick up and move debris to create makeshift planks or platforms to move over obstacles. Compared to Gordon Freeman your character seems slow, and cumbersome to control.

The game world initially appears immense, but you quickly realize it is actually quite limited. While the open vistas overlooking desolate grassland, ruins and debris create an illusion of open and fully explorable environment, the accessible areas are neatly fenced off. Yes, STALKER uses the Insurmountable Waist High Fence mechanic. Some areas are cut of by plain razor-wire fence that looks as if you could jump over it. Sigh… The nice part is that the map design leaves plenty of space between the fences and actual game objectives. Unless you go of the trail wandering you may not even hit these limits, but then again the sandbox mode of play actually encourages exploration so sooner or later you will get an excellent feel for where your fences are.

Dirt, rust and grafitti are everywhere in this game

Of course there is a twist - you can’t explore everywhere because some areas are irradiated - or host strange anomalies which usually deal you some sort of damage. When you get close you will hear either beeping (for anomalies), or the characteristic Geiger counter sound for radiation danger. These invisible borders are also use to confine the area where you can explore freely. I think later in the game you can get your hands on better armor and artifacts that can protect you from the radiation but initially you really want to stay away from these areas, or navigate them carefully.

If you look at the map early on in the game, you will probably marvel at the immense size of the gameplay area. Unfortunately it is divided into levels separated by relatively long loading screens. You can cross between levels only in very specific points. Whenever you leave a level, a dialog pops up asking you if you are sure, which only adds to the fragmented feel of the world.

The game itself seems to be a FPS with inventory management taken out of a RPG game. You get an actual, honest to goodness inventory screen on which you can equip weapons armor, and artifacts. The game doesn’t seem to limit your inventory spatially (the inventory screen expands and scrolls and the similar items stack) but rather using an encumbrance factor. If you are carrying to much, normal walking makes you tired the same way as sprinting. If you take too much stuff, you simply won’t be able to move. It really reminds me of the Morrowind/Oblivion style of inventory management. There is no artificial ammunition scarcity here which is great. The ammo is genuinely scarce, but when you loot corpses you can take every single bullet you can carry which makes me almost forgive them those ridiculous fences.

One thing I didn’t like about the inventory screen was that it was non-pausing. In other words, when you pull up the full screen inventory and muck around with your gear you can be easily flanked and killed. While this might be more realistic it’s also kinda annoying at first. I do prefer the pausing inventory screens, but oh well.

STALKER is not really an RPG though. There is no leveling, or character attributes/skills that could improve other than HP, radiation level, armor durability and set of resistances. You can improve your resistance to heat, radiation, electricity or bullets by wearing the right type of armor and by using artifacts. These last ones are odd looking items that can be found around some anomalies which essentially act as “magic items”. Each one has some positive and negative effects - some boost your resistances, while some other drain them but offer you other special benefits. And just as with magic items, you don’t get the cool ones until much later in the game. Initially you just get shitty trinkets that are not even worth equipping because of the negs they put on your resistances.

Combat is a little bit less satisfying than what I like. This might be due to the fact that weapons actually have pretty detailed RPG like attribute sets which include accuracy, damage and etc. The enemies seem to be wearing different types or armor, and I think they actually use bandages and med kits themselves if they have them. Some of the accurate shots might be purposefully dropped due to weapon’s low accuracy score, armor or self healing which might be a bit annoying. Typically, if you want to kill a guy with the starter pistol, you will need to use 3-4 magazine clips before he goes down because of the accuracy+armor thing. A shotgun will score an insta-kill but you need to be really close and completely on target. If he moves off your shot, he will only take some minor scatter damage instead and may get a chance to retaliate. In effect, the enemies don’t go down easily. The only sure way to kill someone is to catch them by surprise. You can do a head shot with the starter pistol, but I was only able to do that from cover when the enemy didn’t see me.

The frantic, twitch action here is replaced by a slightly more complex combat model. The enemy will really try to flank and surround you so circle strafing is almost always a bad idea. You can sometimes seriously injure the enemy but not kill him. In such a circumstance he will hit the floor and drop his weapon - so he is no threat to you. But as he is lying there he will usually scream for help. You can use this to your advantage and set up a trap. When someone comes to investigate the fallen comrade, and give him a med-kit you can pounce on them, or snipe them. Of course it also works the other way - a wounded enemy can still act as a spotter, and reveal your position to his friends putting them back into combat mode where they aggressively pursue you.

When you take damage, you can start bleeding or hemorrhaging - it’s a simple damage over time thing but it really can switch things up a bit. Once you are hit, you usually want to grab some cover, take your hand off the mouse and hit the medkit or bandage button ([ or ] respectively) to you patch yourself up. Fortunately all the enemies usually carry plenty of bandages so you tend to have more than you need at all times. Right now my character has about 58 pieces which is plenty.

The AI is very decent. I’m playing on a medium difficulty level and the enemy is really playing it smart grabbing cover, and flanking. Sometimes they will actually exit the building or a walled area, and run around to get you from the rear. Most of the combat areas are deserted ruins with tons of cover multiple entry and exit points which makes this type of thing possible. So if you stay in one place, you will probably end up surrounded and die. Moving from cover to cover and taking pot-shots at unsuspecting enemies is the ticket. You don’t want to get into protracted firefights, and you definitely don’t want to trade shots in the open because enemies are usually more accurate and you bleed easier..

The mapping and mission management is done through your non-pausing PDA screen which is a nice immersion device, but once again not something I’m particularly fond off. The map feels clunky and is a bit unintuitive and hard to navigate. When you select a mission objective via the PDA you do get a helpful arrow on your HUD mini-map, but there is no way to set arbitrary waypoints, or to mark things on the map yourself for future reference. It’s usable but it could have been much better.

The mission objectives can sometimes be very vague. The main storyline missions are pretty clear but the little side-quests you can do for random people are not. For example, at one point I was asked to defend some arbitrary spot in the junkyard from bandits. So for the next 20 minutes I was sitting there killing wave after wave of enemies stocking up on loot. My allies scattered all over the place, and frankly I didn’t have time to babysit them because I was to busy trying to fend off enemy slowly trickling in from every single direction on the map. At one point I could have swore that I saw a “mission accomplished” text blip on the screen, but the enemy kept coming. I checked the PDA and it said I should return for the reward to an area that was completely out of my way so I figured out that I’ll do that on my way back. Then I killed some more enemies and gout out of there figuring out that they must be just spawning there or something. Then few hours later I checked my PDA again, and I saw the mission logged as failed. WTF?

Another mission I failed was when i saw bunch of soldiers storm some structure far ahead of me. I carefully approached it grabbing cover and expecting heavy armed enemies to gank me at any moment, when suddenly I was notified that I failed to protect some poor stalkers from the raid. Apparently I was supposed to sprint there and gun down 20 soldiers.

Fortunately neither one of those missions was crucial to the story, or particularly rewarding. In the first instance the loot I collected from corpses really beefed up my ammo and bandage collection, while in the second instance I got to kill and loot the soldiers anyway. So all I lost was some pocket cash, and perhaps a shitty artifact or two.

Finally, I still don’t know what the hell is going on. Perhaps I skipped some intro sequence, or some dialog branch, but I really never heard an explanation as to what the zone really is, or where did the anomalies came from. The game starts with an animated sequence in which a truck gets blown up and crashes on the side of the road. In the morning someone finds you unconscious at the crash site, and takes you back to the stalker camp. You wake up with total amnesia, and very curious note in your PDA which reads “kill Strielok”. Frankly, I’m as confused as the character must be - if not more. If you want to, you can get a quick tutorial on how to use the PDA screen, and the game initially gives you little on-screen tips but other than that there is no real story introduction or a tutorial sequence where you learn about combat, looting, trading and artifacts.

To tell you the truth, I can’t play this game for prolonged time because the mood is starting to get to me. The scenery desolate - filled only with ruined buildings, garbage and rusting car wrecks. There are weird anomalies and radiation everywhere. As much fun as it is to play, it just gets depressing after a while.

Let’s hope the story picks up later on, and that we get more answers. I will write more about the overall storyline, characters and other game play elements after I get further in the game (or finish it).

Merry Christmas!

Tuesday, December 25th, 2007

If you celebrate it, Merry Christmas! If you don’t happy whatever you celebrate, be it Chanukah, Kwanza, Festivus, winter solstice or whatever!

Merry X-Mas from Robot Santa

Btw, you should know where is the Robot Santa from. If you might be reading the wrong blog. mrgreen

And yes, this is my way of saying I have nothing today. We will return to our usual content tomorrow. In the meantime, have fun and safe holidays. Now excuse me while I go play some more S.T.A.L.K.E.R.

What happened to the review scores?

Monday, December 24th, 2007

You might have noticed that I stopped using the hreview format, and the 5 star scoring system for my reviews. I don’t know if you miss that part, but I decided to drop them. Why? Well, part of the reason is something that Shamus said in his blog really struck a chord with me. I can’t find the exact link at the moment, but he basically said that putting scores on reviews is completely meaningless and futile exercise which doesn’t really add any value to the review itself. I agree with that. To me, a review should be more of a more or less an objective in-depth discussion of the product in question, rather than arbitrary “awesome” or “lame” score.

In fact, the score is usually the most subjective part of the review - that’s the part where you make a judgment without any quantitative support. Or rather, the review should be a support for the score, but it is not always the case. I noticed that my personal scoring system had really no structure or guidelines. I would award stars based on how I felt that day, not based on how good was the object I reviewed. I went back to the archives and I noticed many discrepancies. For example I gave “End of Evangelion” a score of 4 because at the time I thought it was awesome and deserved a high score but I didn’t think it was absolutely perfect. So a 4 seemed right. Then at some other time I was reviewing some silly comedy and gave it a 3.5 because I thought it was a bit above the average. According to my scoring system the difference between an excellent, thought provoking anime that made my head spin for days and a forgettable average comedy was exactly half a star. WTF?

Naturally I went back and adjusted the scores so the End of Evangelion reviews are now at 5 stars, but this whole exercise made me realize how completely arbitrary this system was. And it’s not just me - I was flipping through the PC Gamer the other day and I noticed exactly the same issue in their reviewing system. What exactly is the difference between the score of 89% and 91%? You’d think that on a 100% spread this would be a completely insignificant minor difference, making the games almost equivalent in quality. But if you read the reviews the 89% is essentially a “great idea, very poor execution” review while the 91% is a “best game evar, but has few tiny bugs you can fix with a patch” one. You hardly ever see reviews that hand out scores below 50% anyway - the game must be incredibly bad for that. And yet you would think that statistically most of the games should score in the average 20-80 bracket with only few exceptional pieces lading in the top and bottom 20%. But if you look back through the issues, you will notice a completely different distribution - most games score above 80. Horrible games score just below 60. No one ever gets the score of 0% despite the fact that someone out there surely deserves it.

So it is a conceptual problem - review scores do not work. Shamus was right, and I was using a faulty model all this time. Hell, I can’t believe it took me so long to figure this out. Needless to say, I’m not going to use these arbitrary scoring methods anymore. If you liked them, let me know in the comments, but I doubt that I will bring them back.

Speaking of PC Gamer and video game reviews (and this is something that Shamus touched upon several times in his blog) I noticed that most of magazines on the market hardly do them anymore. If you flip open a random video game magazine these days, most of the volume is taken up by 4 page “exclusive previews” of new games which are usually nothing more than just thinly veiled press releases handed down from the distributors. Actual reviews are crammed in the back of the magazine, usually accompanied by as single thumbnail screenshot and score box, and spliced in a “4 reviews per page” grid.

I really feel it should be the opposite way - a review of a game should be 4 page long, with in-depth discussion of the gameplay, storyline and screenshots taken by the reviewers themselves depicting actual gameplay, menus and amusing graphical bugs and glitches they were able to find. Sadly, the only people who do this sort of thing these days are independent bloggers who get no money out of the whole thing. It seems that anyone making money out of game reviews (and this includes popular blogs) becomes a “previewer” concerned more with generating hype for a given game, than actually writing critical reviews. Sigh…