simon's blog

Quite possibly the worst time to buy a MacBook Pro

I've been looking for a new laptop since January, so far being generally unimpressed due to the slow adoption of i7 processors. I ended up with just a few, the best of which seems to be the HP Envy. Dell and Lenovo have contending i5 and i7-based systems out, but all the models except the Envy seemed to have one or two unforgivable drawbacks, such as only two dimm slots, only one hdd slot, poor screen resoloution, or a new processor coupled with a miserably dated graphics card (I'm looking at you, Lenovo).

Every time I mention that I'm looking for a new laptop I have gotten no good suggestions other than one recommendation for the HP Envy and a handful of people advocating the MacBook Pro. I don't plan on running OSX but I recall back in late 2007 an article mentioning the Mac being the fastest Vista notebook, so I figured I'd at least take a look. Comparing it to the Envy though, the results were pretty stark.

Part MacBook Pro 15 HP Envy 15
Processor Intel Core2 Duo T9600 @ 2.80GHz
(Passmark score: 1995)
Intel Core i7 720QM @ 1.60GHz
(Passmark score: 3296)
RAM 4GB DDR3 4GB DDR3
Video NVIDIA GeForce 9600M GT
512MB of GDDR3
120 gigaFLOPs
OpenGL 2.1
Mobility Radeon HD 5830
1GB of GDDR3
800 gigaFLOPs
OpenGL 3.2
Screen 15.4" 1440x900 15.6" 1920x1080
HDD 500GB SATA
@ 7200 rpm
500GB SATA
@ 7200 rpm
Price: $2,399.00 $1,749.99

Geekbench generally rates the two laptops on the whole with a score average of around 3700 for the Mac vs 5000 for the HP Envy, making the performance-per-price enormously in favor of the Envy.

The Mac's poor marks largely stem from its age. This is the newest 15" laptop, according to Apple's own store, yet it is using a processor and video card that were released in July 2008 and June 2008, respectively. On the other hand, the Envy has a video card from last month and a processor from September of 2009.

So why the price discrepancy? $650 more than the up-to-date Envy is an enormous sum to pay for a laptop that was largely produced a year and a half ago. It doesn't help matters to be reminded that this is the performance line of laptop, nearly Apple's highest attainable 15" without going deeper in to terrible price-per-performance territory. (see below)

I don't mean to say the MacBook Pro will never be worth its cost. It is expected that Apple will be refreshing its product line in the very near future, but in the interim it seems almost cruel to Mac fans to charge so much for pathetically dated technology. Right now is quite possibly the worst time to buy a MacBook Pro.

I guess people who consider MacBook Pros are only comparing them to other (past) MacBook Pros, and in solely that light they're clearly well-endowed. The only reason to buy a MacBook Pro at this point in time would be an enormous desire for OSX over any other operating system coupled with a belligerent ignorance of computer hardware timelines. What's more absurd than the price is be that Apple still seems to be selling the things.

I'm sure others have made this observation in the past, but for the first time (for me) I get the feeling that Apple actually holds their users hostage. If Apple opened up OSX to be installable on non-Mac platforms it would almost surely kill the MacBook Pro of today, or maybe just force them into using hardware that isn't trash. Hardware this old for that much just seems gimmicky, or even dishonest.

Other upgrades not added to my table don't help the Mac much:
The MacBook Pro has an optional Intel Core2 Duo T9900 @ 3.06GHz, which came out in April 2009, (passmark 2328) +$300 for 333 more passmark points
The Envy has an optional Intel Core i7 820QM @ 1.73GHz, brand new, (passmark 3708) +$400 for 412 more passmark points

The Mac can be upgraded to 8GB for $600 more while the Envy can be upgraded to 8GB for merely $300 more. The HP has a large advantage even with after-market upgrades due to it having 4 RAM slots instead of 2.

As an aside, there are a few other aspects of the laptops that could be compared that I didn't factor in to the above because they are hardly worth mentioning once the processor and video card age are apparent, but I'll list them here for those interested. The HP wins on the battery side of things (life is debatable, being able to swap out batteries is not. Like I said above the Envy also has more RAM upgrade options as well as two HDD slots. I didn't look much at sound, but I'm going to guess that the MacBook Pro's speakers produce better sound than the Envy. The Envy also has no optical drive inside of itself (remember the second HDD slot), so I added the HP external USB optical option to my configuration, which added (surprisingly only) $50 to its price.

Why Half-Life 2 Deserved a "Disappointment of the Year" Award

Half-Life 2 is almost five years old, but I am constantly reminded of the game because it is built on the wonderful Source engine, which I still tend to use for map-making. Perhaps more evidently, it is still the #1 PC game of all time according to Metacritic. Also recently, Gordan Freeman, the game's iconic main character, just won the "All Time Greatest Video Game Character" vote at GameSpot. This all baffles me, because I thought the game was awful.

Not just "I didn't fancy the game" awful, but "this game actually won awards?" awful.

I remember back in 2004 and leading up to the game it being hyped to a large degree. The original Half-Life was considered an excellent game, and while I had not played it at that time, I was rather excited to play the sequel, given all the positive press. The graphics looked impressive, and with such glowing reviews behind it, I was all but assured that it was to be a masterpiece.

Yet the more I played the game, the more I was certain I was living in some kind of bizarro-world where "excellent" was some kind of code word that reviewers used to mean "incomplete at best."

I understand that I'm expressing an unpopular opinion, so I suppose I should clarify before continuing. I'm not trying to insult anyone who liked the game and I certainly don't hate Half-Life 2. I think was an OK game with some wonderful elements. The level design was spectacular in several ways (Adam Foster could teach them a thing or two, and he will, now that Valve hired him). The physics were unheard of. The gravity gun was pretty neat. While all of these represent an impressive tour-de-force for the Source engine, they do not wholly constitute an incredible game. What was missing?

For starters, story development.

Who is Gordon Freeman? We don't really know. While Valve Software was busy showing off their new Source Engine, things like character development seemed to fall by the wayside. Their idea of making you feel important in the game is having every NPC that sees you shout, "Ah! Gordan Freeman!" as if you're some kind of super-human prodigy that was sent to save them. A man so impressive that no one else could have done the job. And Gordon Freeman is an impressive man in many respects, but here's the rub: All of the things you do in this game could have been done by any other NPC in the game just as well.

I'm not exaggerating. Your "role" in the story is little more than going from point A to point B, causing various people and things to die along the way. You don't need to be a super-intelligent, MIT-grad physicist to complete your objectives, in fact a mentally deranged man with a passing knowledge of firearms would do just as well, if not better. Valve attempts to play up the fact that Gordon is a renowned (perhaps even infamous) scientist, yet who Gordon is happens to be entirely irrelevant to the actions he does. Serious Sam would have actually been a better character archetype for the role you carry out.

Some have claimed that Gordon is some kind of mutable person who is supposed to take on whatever characteristics to wish him to, or that he isn't anything except what you make him. This is a poor excuse for having no character development. I could see how that would be the case in the context of Deus Ex, Oblivian, Fallout 3, System Shock 2, Fable, or a host of other games where this is actually true. But not for Half Life 2. Here you are a man with a gun who does nothing but gun, with the occasional driving about and token stacking of cinder blocks to help you cover the distance you need to cover.

Storyline wasn't the only part that was woefully lacking. There were other glaring holes, like the game-play.

The game itself was one lonely mission, your sole objective being to save one guy and transport some bullets into a few key people's faces, if you can. You did your hitman-esque tasks as people on the sidelines cheered you on to... wherever your next destination might be. A huge portion of the game was literally spent in transit, and it's safe to say that if some bullets had been at the right place at the right time at the very end of the game (anyone's bullets mind you), the whole ordeal would have been unnecessary. There were already resistance fighters in the city, so its not as if you actually needed to travel everywhere to deliver the bullets to their fleshy destinations.

The weapons in the game were also a disappointment. Not all of them: The revolver and shotgun both had satisfying sounds and a well-perceived kick. The Combine assault rifle was rather satisfying to shoot as well. The main culprits here were the pistol and smg, the unfortunate workhorses of the earlier parts of the game.

Most of the weapons made for some oddly pathetic sounding combat. It wasn't "BLAM BLAM BLAM BLAM", and then a scramble to cover as you reload. It was instead an embarrassingly farcical "click click click, plink plink plink." The reload time on all weapons wasn't something that made you run for cover, in fact, for the majority of the game you can just stand in one place while shooting and reloading at your leisure.

Weak-feeling weapon actions may seem like a minor point, but adding a decent punch to combat, as well as adding a good measure of desperation (loud sounds, big knocks, long and dangerous reloads) can really affect the way game-play feels. They are some of the more significant sounds in the environment of a first person shooter. If you don't think sound adds a lot to video games, try playing an immersive game with muted sound some time and you'll see what I mean.

Compare how combat feels in Half Life 2 to the Call of Duty franchise, especially the later ones. Both feature urban combat, yet Call of Duty has the feeling of real, gritty, desperate fighting, and Half Life 2 feels like you're playing a cartoon. I admit it's a little unfair to compare Half-Life to CoD, since CoD was distinctly going for realism - CoD actually won the "Outstanding Achievement in Sound Design" from the Academy of Interactive Arts and Sciences for their true-to-life sounds in the first game - but it illustrates how the feeling of combat can be largely affected by things that the Valve team apparently deemed trivial.

Let me also address the puzzles. The puzzles in HL2 weren't puzzles so much as they were excuses to show off the physics. They were terribly rudimentary (Make the ramp float! Make the seesaw turn the other way! Weigh this thing down!) and so words like "challenging" or "entertaining" did not come to mind. If the intended market for this game was something like physicists, or perhaps children looking for something to show-and-tell their 4th grade science class, I'd understand. And don't tell me that puzzles any harder would have been a turn-off from the game. Tomb Raider's puzzles back in the 90's were far harder and far more interesting. Compared to Tomb Raider, which did not have the luxuries of Havoc physics, Half-Life 2's puzzles were of a laughable quality.

The only thing I'm going to say about G-man is that, as far as the first two games are concerned, the "G" stands for "reusable plot device."

Perhaps Valve didn't care about puzzles, or game-play, or story development. Perhaps they already knew that they had enough textures in their engine to woo the common denominator, and most people would be thrilled to play it no matter what the other parts were like, so long as the game was pretty.

Half-Life 2 certainly won the beauty contest, but I don't recall excellent games being made on shiny bits alone. I don't expect that perception to change, though, so long as we keep rewarding shallow games. I hope in the future that we aren't so easily impressed by eye candy set inside a mediocre game.

A few asides: some people have asked me what I do consider to be a good FPS. Some examples: System Shock 2, Deus Ex, and Thief 1 and 2. There are certainly many more, but those were the first to come to mind.

Also aside, for some excellent fan-created story and levels, see Minerva. And for fan-created Gordon Freeman with an actual personality, see Freeman's Mind

Wikipedia Search Woes

Wikipedia's search was once rather sub-par. Unlike Google's search, Wikipedia would not test for pages closely resembling the search query. In fact, it wouldn't even spell-check.

My brother disliked Wikipedia's search so much that he issued an inflammatory bug report with Wikipedia back in August of 2008, titled "Search Engine So Poorly Deseigned It May As Well Be Broken."

While his idea of a bug report wasn't exactly appropriate - he just pasted in an IM conversation that we had - it raised a point. Wikipedia didn't have a Did you mean? functionality for misspellings of words, and as I pointed out, it would have simply been better if Wikipedia would add "+wiki" to the end of the query, send the query to Google, and then return Google's own results.

The example I gave was this: Typing "ray-man" into Wikipedia and "ray-man" in to Google, you are presented with some interesting results.

The Ray-man query in to Wikipedia produces trash: mostly pages about an artist named Man Ray, and even the article for Roydon, Essex, but no articles on the front page for what I was actually looking for.

The same Ray-man query in to Google produces some funny results: The first result is the Wikipedia page for Rayman, a once-popular video game character. The next result is the Wikipedia page for Man Ray, a good second guess.

Back then, Google could find Wikipedia's pages better than Wikipedia. Fortunately, Wikipedia has since implemented the Did you mean? feature to their search, so basic spell-checking functionality has been implemented.

Unfortunately, if you test my original queries, the same bad results still exist that did in August of 2008.

Why I won't use Bing (yet)

I'm a big Microsoft fan (I suppose I should mention that I'm a big Google fan, too), so I was excited when I first heard about Bing. Microsoft seemed to be pumping a lot of money into the search game and I hoped they had a good offering in the works.

I tried it soon after launch. It had a nice presentation: The starting page would change daily with a new image and a few facts (interesting queries) about that image. Search-wise, at first glance, it seemed rather comparable to Google. I decided to let it have some time in the public field before trying it at length.

Last week I decided to give it a more comprehensive go., setting it as the default search engine in Chrome. Unfortunately, on the very first query, it gave me disappointing results.

My friend told me to look up the movie How I Won the War, a silly film about a British officer in World War II. However, I misspelled the query and these were the results:

My hoped-for link (Wikipedia or IMDB) was nowhere to be found. "How I Won the War" was not even a suggestion. Instead, it made a spelling error suggestion, which didn't make any sense in context.

For kicks, I tried the same improper wording in Google:

Here Google has delivered in a way that Bing cannot yet: Instead of correcting my spelling solely based on a spellechecker, they have used some kind of contextual analysis to see that my phrase, instead of just my word, was probably something else. And they were right.

I must stress the "yet." I'm sure Bing will improve with time, but when search engines are so close in quality of results returned, this is the kind of thing that counts.

A solution to the ATI Hammer Text Corruption Problem

Many people with newer ATI cards have been having trouble using Valve's Hammer, the Source SDK's level editor. Specifically, the text that tells you what the dimensions of an object are has become unreadable.

This topic has been discussed in threads like this one.

I did a great deal of digging, most of it ending in other users complaining about how neither Valve or ATI seem to care about this issue - and indeed I emailed Valve and they emailed me back saying that they don't support the SDK. Alas, I have found a solution to the Text corruption many of us have seen in Hammer!

The solution:

1. Download a program known as ATI Tray Tools. I had to use the Beta since I'm running Windows 7.

2. Right click its icon, Go to

3D >
Additional Options >
and check the box for Alternate Pixel Center

This will fix the error.

Happy level making!

EDIT:
Apparently, while this tweak fixes Hammer, it breaks all the Source games in a similar text-garbled manner. You'll have to turn it off again to play Source games.

How to play Age of Empires II on Windows Vista and Windows 7

I love Age of Empires II. I love all real-time strategy games, but Age of Empires II must be among the finest I’ve ever played, especially as a multiplayer game.

Unfortunately, getting Age of Empires to work in this modern day and age is a bit of a pain. The game was built on network technology known as IPX that has since gone the way of the dinosaurs. So far gone, in fact, that Microsoft decided not to include it in Vista and Windows 7. All of my computers are using Windows 7 now, so getting the game to play over LAN proved to be difficult.

I didn’t want to deal with trying to hodge-podge together an IPX installation, so I decided to look for ways for the TCP/IP method of gameplay to work. This method rarely worked for me, and when it did it only worked on some computers and not others.

Apparently, all I needed to do was assign all the computers that were playing in the game to have static IP addresses. If you don’t know what that is, there’s a link to a guide at the bottom of this article. Set static IPs on every computer that will be playing, not just the host.

Then, on the computer hosting, select Internet TCP/IP Connection for DirectPlay and NOT the LAN option. For some reason, selecting the LAN option caused issues. However, all the computers that will be joining can just select the LAN option.

Assuming there are no firewall issues, you should be good to go. I tested this with Windows 7 only machines, and only over LAN. If anyone has tried this as described and couldn’t get it to work, I’d like to hear from you.

Have fun playing!

Here’s a wonderful guide from PortForward.com on setting up a static IP.

The Beginning

So simonsarris.com is online. Not much to see yet.

More content will be up during Summer 2009. (When I get sleep.)

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