Apple Keyboard Review 2008 Posted August 24th, 2008 by EyesOfARaven
Categories: hardware, hardware review, linux, mac, windows

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I am not a Mac user. I have been and will be a PC user - with that said I love mac’s style. Clean, sleek, and simple. For $50 I picked up an Apple keyboard at Best Buy; I am typing on it right now. It has rounded white keys with simple lower-case gray glyphs (except the letter keys, which care upper-case). The rest of the keyboard is a beautiful brushed metal finish.

It has a number of media keys, and (at first glance) all of the typical keys that, as a PC user, I am accustomed to. The “Command” key maps to the “Super” (Linux), or “Windows” (Windows) key on other operating systems, while alt and ctrl are the same. The transposed Super and Alt don’t bother me and were easy to adjust to. There are also some differences from a PC keyboard…

The strangest thing on the keyboard, as a PC user, is the presence of F13 through F19. Obviously these don’t map to PC keys, but will make nice media keys for launching apps, etc. There is also an eject key! There is, interestingly, no numlock (there’s more to this, covered later), scroll lock, etc. The only lock key is the caps lock, which has it’s light right on the key (very elegant! the light is green btw). The “Backspace” key is labeled “Delete”, which just plain makes more sense. The typical spot for the numlock key is taken up by a “Clear” key, which on Linux (and probably Windows) acts as numlock. Finally, there are a few Mac-specific glyphs on F1 through F4 - Brightness Down, Brightness Up, Expose, Widget Layer, respectively. These do no such thing on PC, of course (though we could set this up, if truly desired, with third-party hotkey apps and apps to emulate the functionality).

The experience of the keys is similar to typing on a laptop. They are notoriously hard to type on when your hands are used to the raised keys of a typical desktop keyboard, but I’d wager it won’t take more than a few days before I type as fast, if not faster, than I did on my Saitek Eclipse, which this replaced (that keyboard had many of the gaming letters scratched off at this point, and the controller started to stick and repeat keystrokes)..

There is a bit of a negative side in two areas for this keyboard (at least on Linux). The function keys default to their fn+function key behavior, meaning that you must press fn+F1, for example to get an F1 keypress. Personally I like this, as I rarely use the function keys for their normal purposes. :p

My biggest (and only personal) gripe with this keyboard is the “Clear” key, which acts as numlock (more correctly it’s not a problem with the keyboard, but my Linux distro). When you enter numlock, it puts a keypad on the alphanumeric section, and disables all other keys. Double-tapping F6 disables this, not the clear key. This issue may well be exclusive to Ubuntu-based Linux, however, as it seems to be that the driver maintainers are assuming that the keyboard is one without a built-in numpad, causing the issue.

Overall, I’m loving the keyboard. The $50 was totally justified, and I enjoy the solid, and quite different, feel of the board.

Popularity: 6% [?]


Wine Posted August 24th, 2008 by EyesOfARaven
Categories: game, linux, technical

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I’ve been on another Linux kick, and so of course have checked up on my favorite program, Wine. For those of you who don’t know, Wine (recursively standing for “Wine Is Not an Emulator”) is a compatibility layer for Windows code to run on Linux. This allows you to do cool things like run Photoshop and DirectX games.

Wine recently hit version 1.0, a milestone in it’s very long development. The version as I write is 1.1.3 - and it works beautifully. It runs Civilization 4 Beyond the Sword with very little tweaking. I’ve become an app maintainer for that game, in fact. You can view how to get it working, as well as updates on it’s compatibility with Wine here: Civilization 4 BTS Wine AppDB Page

With yet more games playable on Linux, I won’t need to change to Windows nearly as often. Hence, you can expect some more Linux material from me (yay)!

Popularity: 4% [?]


Red Alert 3 Beta - Nations Overview Posted August 13th, 2008 by EyesOfARaven
Categories: game, upcoming games, windows

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Let me first start by telling you how astoundingly fun this is. Alright, moving on..

I’m going to post a number of articles on the beta as I play. This first one covers the balance of the nations you can play as.

One of the biggest changes from RA2 (aside from the inclusion of Japanese an exclusion of Yuri) is that the ore is no longer mined from fields, but from weird little auto-mining things. The refineries are then placed at the shortest distance possible, and you are forced to only have as many collectors as there are mines. This is by far the thing I hate most about RA3 - the rest of the game is pretty well made (albeit with a short techtree).

The Japanese are often perceived the most powerful. Their infantry are great, their navy is great, their air units are great, and their mechs and tanks are great. This wouldn’t even be bad, if the other teams weren’t weak in areas. They also build differently. The other two races have a radius around command posts of a sort (including their conyard) where they can build. The Japanese build little nano cores that can be moved wherever and unpacked into units. This lets them expand to a full economy in a few minutes, regardless of the fact that the refineries are more expensive by 500 (for a total of 2500 in price). The other teams must slowly lumber toward an economy, being able to capture only 1-2 ore areas right away (more later as they expand using special deployable buildzone units). This gives the Japanese a big economical advantage, but early on this is all funneled into their buildings, which must be individually upgraded to support building the more advanced units. This also makes production buildings a bigger target, as to build those advanced units it’d take a new building and several upgrades when one is destroyed.

The Soviet Union has some nice units, like it’s Sickles for tearing up infantry, it’s tesla-weaponed boats, etc., but it’s real power is in two areas. The USSR has V4 units, both boats and land-based, which launch large missiles at the enemy. This is the most effective anti-building weapon in the game (perhaps rivaled by Japanese laser battleships), as it keeps you out of range of any defensive structure. They also have the powerful Tesla trooper, which can be attained faster than most advanced units. These guys can tear through tanks and buildings like paper, provided you have enough of them - but watch out for vehicles trying to run them over! My favorite tactic for land-based battle is a large group of tesla troopers, some V4 launchers, and flak troopers to round it out with AA and a bit more AT punch. Simply moving this group near a base makes the base die. The other advantage of the Soviets is the way their upgrades work. When you build the requisite buildings for a unit, any production facility you make can build them. This means that you have less buildings to defend, but also less redundancy. In strategy, you must be careful to counter everything, have some anti-infantry sickles, a few AA trucks, etc., or else the strategy won’t work due to unit counters.

The Allies also cannot build away from their conyard, same as the Soviets, until making deployable units that make new build zone. This slows the economical expansion, as it does for the Soviets. This team’s tech tree is based on conyard upgrades. There are two levels of upgrades that only have to happen on your conyard or a deployable build zone unit (which in this nation is also the gatherer unit). The Allied forces have the best cheap defense unit you can get - rocket buggies. A group of these can tear through anything, even the tough armor of the Kirov bomber. They shoot air and ground, and do wonders against armor and aircraft. Their main weakness is infantry (anti-armor of course), but these can be run over, and with enough buggies (as holds true with any unit), even a unit that is strong against them doesn’t stand a chance. The Allies have a good bomber array. They have small bombers that deliver two bombs, and if you have 4 or so of them (the load of one airfield) you can take out most small buildings. There is a bomber further in the techtree, called the Century bomber, as well. These monsters can carry troops and also bomb in a line. These are much more effective, and much more resilient, than the smaller ones. This means that they get to their target more often and do more damage. They cost much more, and take longer to build, however. I also doubt that they’d have enough time to drop troops and bomb without dying. The allies are also very powerful in the early game, with the most powerful basic infantry. In addition to all of these units, probably one of the more popular ones is a huge naval unit that can simply roll onto land. These buggers decimate buildings, tanks, and most other things. They are extremely weak against air, and simple anti-armor infantry, however. These are pictured in the below screenshot on land (and the above one as boats).

If anyone would like to know anything specific, or see screenshots (taken by me for you) of the game, perhaps specific things in it, let me know by commenting! Your comments will guide the next RA3 article I do, so be clear if you want to see something specific!

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