You cannot change your google email itself .. because there's no other reference to identify you with them. But you can use your email as the "inbox" for all other services. OpenAI doesn't have an "inbox" .. they accept other "inboxes" so they should allow you to change it.
Google only allows email changes if you didn't create it with a gmail address. When I found this out years ago I immediately scrapped that account and created a new one with a non gmail address before there was too much on the original account.
That might be technically true, but in practice not an issue. I have a Gmail account, so the primary address is fixed because the address is the account, however I use a different address to sign-in, and Google recognises those addresses as being on that account. For pretty much all uses my account has a different email address.
I found the CD earlier this year while I was packing for a move. Couldn't help myself and played a few DM-Morpheus bot matches. The graphics look dated but the fun was all still there. Few games ever since managed to hook me like this one did.
This part is one of the features that doesn't seem to get mentioned enough. Unreal Tournament was one of the first franchises to have bot behavior that was well thought out, relatively realistic and challenging, and most importantly worked for every single one of the game types included (including multi-player team objectives).
In addition to just being able to play single player in what would have normally required a functioning online environment and WWW connection for other franchises, you could also fill out large teams with bot players if you could not find enough actual humans to log in and join your game.
Gametypes like Team Deathmatch and Assault were then viable for single or small groups even when you didn't have a great (or completed lacked) WWW connection.
I remember modding the homing missile gun (forgot its name) to be more agile around corners and building obstacles courses in Unreal Editor for DM-Morpheus to shoot the missiles through. Modding Unreal games was always a great time considering the technology back then.
Hell yeah! So many runs on that map. It’s so funny how it was basically a strategy-less map since there wasn’t much you could do other than trying your best avoid incoming fire while running like a madman up the slope in the middle of the map.
I only really played ut2k4 not 99, but in the 2k4 Face map there was a "ledge" (I don't know the term, like a stray polygon edge or something) out of sight on one side where you could fake like you had fallen off, land on the ledge, wait a couple seconds and then crouch or do whatever it was that made you drop the flag.
The game would show the message "so and so dropped the flag" which IIRC was the same message it shows when you die while holding the flag, and to most people it seems like you fell into the void and died, but you're actually just hanging out on the ledge.
There wasn't a way back up from the ledge, so you can't do this to shake people chasing you and then go score, but if you do this while you're ahead, the other team can't score until they get their flag back...
okay that's not really "strategy", it's super cheap.
I liked getting to the other side of that map by telepunting - drop the translocator disk at your feet, smack it with the impact hammer just right, and you could send it flying ridiculous distances. You could easily send it the opposite tower in Facing Worlds if your aim was good.
Camp out in the upper chamber, wait for Redeemer to spawn, grab it and nuke 'em all. Great for taking out snipers posted on the opposing tower who are preventing your guys from crossing.
UT99 was the first real FPS experience I had. My friend invited me to a LAN party (also first time), and the whole thing was mind blowing.
People all over the house shouting and laughing.
I have a distinct memory of someone attempting what you just described, but my friend just happened to be ready and he sniped the redeemer right as it was shot. Big explosion and nothing left of the player but a scorch mark on the building. I laughed myself to tears. Good times.
I think most UT99 maps were balanced for chaos. Different types of chaos depending on the mode and the map. But they were genuinely all great. I don't remember hating any map in particular.
That’s kind of what I miss about classic shooters. No rankings, no matchmaking — just random jank in service of pure pubbie fun. Don’t like the map? No worries, we’ll cycle to a new one in a few minutes. (Or hop on over to a different server.) Versus CS just being endless rounds of perfectly balanced de_dust2 these days. “Competitive,” sure, but freakin’ boring!
It really was all geared towards having fun. And the fact that all the weapons were available on the maps rather than being pre selected made the game so easy to play.
There was no wasting time figuring out what style of play you wanted to go for. You just picked a game mode and went for it.
And as you said, maps were changing very quickly depending on how the game mode was set up.
After a particularly shitty day on the helpdesk there was nothing quite like loading up Facing Worlds, jimmying team balancing so it was 8v1 and then holding off the ensuing rush of bots for a half hour with a sniper rifle.
Allowing paywalls vs not been discussed for a long time. Latest comment from dang about it seems to be this:
> The answer is that paywalls are allowed when there are workarounds (such as archive links) which allow ordinary readers to read the article without paying or subscribing, while hardwalled domains (i.e., without such workarounds) are banned. - https://news.ycombinator.com/item?id=43876575
Guys, you should do it with a cockroach ^^ https://makeagif.com/gif/fifth-element-remote-controlled-coc...
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