HP Pavillion series. I have it and most of my friends have it. It's a really good laptop and it shouldn't be very expensive. I don't know how much exactly as I bought myself a used one.
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Show posts MenuQuote from: miguel on Sat 15/03/2008 13:47:29No! You can turn off your brain completely when you listen to Britney*, Rihanna or any other pop-crap like that. In my opinion emo-music generally has very deep and EMO-tional lyrics, which you can interpret in many different ways.
emo means your brain doesn't have to make an efort when listening to it, it has no depth.
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Overall, however, I believe that the majority of the problems on GK3 stemmed from two things. First, that the team was building a new game engine and most of its related tools and content development processes from scratch. And second, that they severely underestimated the time, cost, effort, and experience base required to do this. The starting team was not at all equipped for this task.
Most of the game's non-art content was being hard coded â€" any story sequences (even a simple dialogue exchange between two characters!) were actually written as C++ code. This was a nightmare for a couple of reasons. First, engineers were creating content instead of working on the engine. Engineers generally suck at creating good content, and tend to be very slow at it besides. GK3 was no exception. And second, it required a recompile to change the tiniest detail, such as which line of dialogue was played or what animation to play to open a window. This made the content development process unbelievably inefficient. Artists would potentially have to wait weeks in order to see their work integrated into the game. This resulted in engineering resenting artists “chucking art over the fence†and probably inspired similar resentment on the art side.
QuoteThis was an ambitious, massive project that required experienced engineers to develop, and the original team was simply not up to this task. GK3 was initially built from members of the Shivers 2 team (one of the last games built with SCI), and had practically no 3D experience in any department. Engineers under the venerable SCI engine were basically scripters â€" putting them in charge of building a game engine from scratch was like feeding them into a furnace. To make things worse, developers that were in over their heads didn't ask for help, which gave management a false sense of progress.
QuoteEngineering never had an accurate schedule. The ones we had were so obviously wrong that everybody on the team knew there would be no way to meet them. Our leads often flat-out lied to management about progress, tasks, and estimates, and I believe this was because they were in over their heads and simply reacted badly.
QuoteThe end result of all this was that once a model was created, it could never be changed. GK3 shipped with a lot of bad art that the entire team was dissatisfied with, yet had no choice but to use. An example of this was the Mosely character (sometimes not-so-fondly called “T-Rex man†internally), whose arms were about a foot too short. This really affected morale, and had a lot of us thinking the game was of poor quality: “the art is bad and there's nothing we can do about it†was the bottom line.
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