Path: chuka.playstation.co.uk!news From: Mark Green Newsgroups: scee.yaroze.freetalk.english Subject: Re: yaroze 2 ? Date: Mon, 15 Mar 1999 17:35:15 +0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 41 Message-ID: <36ED44D3.3689EB4A@reading.ac.uk> References: <36CC9BDC.9CFE9409@dolphin94.freeserve.co.uk> <7akgvn$btf36@chuka.playstation.co.uk> <7cb5r7$cij17@chuka.playstation.co.uk> <36E9803E.33F53562@hinge.mistral.co.uk> <7cc7e8$cij20@chuka.playstation.co.uk> <7cc8h4$cij21@chuka.playstation.co.uk> <7chbi0$fu93@chuka.playstation.co.uk> <7cignk$fu94@chuka.playstation.co.uk> NNTP-Posting-Host: ssfmse3.rdg.ac.uk Mime-Version: 1.0 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: 8bit X-Mailer: Mozilla 4.5 [en] (WinNT; I) X-Accept-Language: en George Bain wrote: > > Hi there, > > Remember that a Net Yaroze cost £229 and a pro kit almost £10,000. > You get what you pay for.... > > P.S. I still have not seen one single Net Yaroze game/demo that uses > the Net Yaroze libraries to their fullest. I think that the suggestion that the quality of Yaroze demos suffered through the kit being slightly incomplete isn't true. The effect is simply the result of the fact that people who buy Yarozes have to fit their Yaroze development in around their existing job (or course, or whatever). I was doing quite well with mine until I went back to University, and then immediately suffered severe burnout, as I didn't really want to fiddle with Yaroze coding in the evenings after having spent the whole day reprogramming bits of research project. My main annoyance was regarding the documentation, although a lot of that has been replaced by better stuff by people in the community (although the entire community system may have made the program rather difficult for anybody who's shy or not on the internet). Where did the Yaroze documentation come from? I was expecting it'd be a subset of the professional documentation, but it appears to be completely seperate.. I actually found the program more complete than I thought it would be. I was rather pleasantly surprised (for example) when I read the files about analogue controller and GunCon support because I didn't expect they'd be available. On the other hand, at least part of the appeal of Net Yaroze is to be able to fiddle about and see - oh, that's how they do that, that's what that bit does, that's how they made this happen - and just on the basis of that the restrictions can get annoying. Obviously the anti-piracy ones make sense, but I still don't understand the one about writing to the controller ports (is it to stop damage to force feedback controllers?), or the one about the low-level graphics architecture (which appears to be something like "It's too complicated for us"). Personally, I'd far rather have a Yaroze-equivalent for PSX2 than the professional kit for 1 once the PSX2 is out. Although I doubt there'll be a Yaroze-2, or at least that it'll be as popular as the Yaroze-1, if the rumor I hear about the PSX2 devkit supporting only SGI/Linux hosting is true.