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crakkie

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Posts posted by crakkie

  1. Don't get your hopes up. This game will surely be crawling with bugs, if you know what I mean. :shifty:

    Space Marine 1: This some kind of bug hunt?

     

    Space Marine 2: Yeah, the bugs are doin' the huntin'

     

    Space Marine 3: Cut that chatter Marines. Eyes open, 2 by 2. We're approaching the first barricade.

     

    Space Marine 1: What the heck is that noi--

     

    *Space Marine 1 has encountered and error and needs to close*

     

    Space Marine 3: MAN DOWN. GET ME A DAMN PATCH!!

     

    Space Marine 2: Them bugs are everywhere sarge! My controls are locked u--

     

    *Space Marine 2 has encountered and error and needs to close*

     

    Space Marine 3: HEADQUARTERS! THIS IS SQUAD BETA! WE NEED THAT DAMN PATCH ASA--

     

    *Space Marine 3 has encountered and error and needs to close*

  2. I googled around and found a few.

     

    http://www.centralpictures.com/ce/tp/paper.pdf

    An academic paper on building procedural cities.

     

    http://unreal.epicgames.com/Fire/AnimatingTextures.htm

    Unreal's procedural textures

     

    http://www.planetside.co.uk/terragen/galle...=8&ind=1&group=

    A somewhat impressive procedural landscape design program

     

    http://mrl.nyu.edu/~perlin/doc/hypertexture/

    Noise, from Perlin

     

    http://www.gamasutra.com/features/20010302/oneil_01.htm

    Procedural planet generation

     

    http://accad.osu.edu/~smay/al.pdf

    A procedural modeling and animation language

     

    http://liris.cnrs.fr/docs/RR-2004-008.pdf

    Putting cracks in your models, procedurally of course

     

    http://www.devx.com/Intel/Article/20182

    Procedural content creation overview

     

    Initiative! That's what I need more of. Hope this helps, nik.

  3. This is cool. Of course, I don't believe generating textures and sounds would ever be a viable option, for 2 reasons.

    1. The amount of processing required to create good graphics this way will always exceed the amount doing it the tradiional way. Hence, the traditional way will always manage to look better.

    How does 'reduced processing' mean better looking textures? The textures in this game are as good as most games out right now. These bricks, for example, though they are a little too specular. Things like faces and paintings on the walls would be difficult to model with this system, but for wall and floor textures, this is great.

     

    The most interesting thing about this game is that the frikkin level geometry, models, and animations are procedural (and they have a demo that has procedural voicing). The sound and music aren't as hard to imagine (the sounds sound like fm).

     

    If one can create level and model geometry this well algorithmically, then you can possibly create random levels (with mind-numbingly complex heuristics) that would look this good. Random towns you would encounter on a map would be different every time you played a game. In a galactic exploration game you could find a new world every time you landed, like you would if you were actually exploring the galaxy. Hell, the entire game might be different every time. This would be a lot of work, yes, and much more research needs to be done on this subject. Occasionally your generated medieval town might be a big cube with dodecahedron buildings and your generated aliens might be blue puddles that only talk about cheese, but if it actually worked reliably...that would cool.

     

    This is something I've always wanted to do in a game ( my dream job -- random-procedural content generation, or so I call it ), ever since I played Planet's Edge. Nice to see it's being done so well without me. :(

     

    Do any Dev's know about research on content generation? Any papers or articles? I'd appreciate it.

  4. Define web?

     

    We have tons of dummy terminals at my work, that run nothing but X, with all applications being run on the server side.

    I think that's the point. Dummy terminals offload the work to the server. Dynamic websites do the same (like this forum) and only make the client worry about displaying the end result. The XAML/Avalon/Longhorn thing is to have network applications run on the client. The .NET framwork already defines most of the functionality and Avalon defines the interface, so the applications are very thin. This means the applications run in realtime, transferring only the data needed to interface with the server (as opposed to html/js/css apps where you need to send a request and get a page back each time you want to transfer something). This is very cool. The only framework like this on linux is J2EE or E17, which is perpetually unfinished.

     

    Yes, it would have been unevil of them to make it an open standard, but at least they aren't sueing Mono out of existance.

     

    For now.

     

    MUAHa. Ha.

    ha.

     

    Also, Longhorn/.NET uses C++, Managed C++. You get all the speed benefits of C# with all the elegant clarity of C++!! ( << sarcasm )

     

    ugg. What was this thread about again? Oh, books. The C++ Primer by Lippman is good. Thorough, like Stroustrop's, but reads much easier, in my opinion.

  5. Haskell is a screwy functional language and Plankalkul was the first high-level programming language, spec'd by a nazi scientist and not implemented until the early 70's (by which time it was obsolete). Plan - Kalkul : 'programmed calculus' or something to that effect (if anyone knows German...)

    Smart ass, I was being

     

    As for UML, I know there are some programs to turn your UML model into emtpy methods (VS.NET Enter. Archi. does this, as well a a couple of open source tools), saving you the trouble of writing them down yourself. Seriously though, I think the point of most Software Engineering is just to make managerial types nod. You explain something over their heads with vaguely familiar and natural-sounding words, easing them into a steady, smiling nod.

  6. Wow, 2 people who know forth on the same forum.

     

    As for me, Pascal, Delphi, C, C++, Java, Perl, sh, ML (the little I remember from college), HTML/XML/Make if we're counting that. I feel awfully boring.

     

    Any advice on how to get a development job, anyone? I've been stuck in IT for the last year, but I have a CS degree and a math minor. Need job. Am willing to work for less than you if you don't live in India or China or Russia or Indonesia.

  7. They already have a standard for audio/video systems, I mentioned it already. It's called Simple Directmedia Library. It's a cross-platform library for abstracting the audio and video systems, just like directx (except for the cross-platform part). It's what Bioware used to make the linux port of NWN. It uses openGL for 3D, so you would be running into the same low-level problems FrankK was describing.

     

    And thanks for the reply, FrankK

  8. Bulls***. I do not buy this idea that an RPG must never call upon the skill of the player. It's weak and far too arbitrary. The very second you move into the medium of computer games, the player has to excercise skill in order to achieve results. The player has to be skillful at working with the game's interface and has to have a certain amount of manual dexterity so that he isn't always misclicking or hitting the wrong keys.

    I'm not trying to make RPG's slow enough to accomidate those of us with only two fingers.

    If I am playing Baldur's Gate and I lack the quick reflexes to hit the space bar and pause the game when I need to pause, then I'm going to be playing at a huge disadvantage because of my lack of skill. If I see that a fireball is coming my way and I quickly am able to maneuver my characters out of harm's way and minimize damage, then I just used my skill with the interface to make up for my characters' inability to dodge. Indeed, it could be argued that when I load up Unreal Tournament, I'm just telling my character where to move and when to shoot and that it's the character that has the skills; he is skilled at holding the gun straight and his agility allows him to move around quickly. Where exactly does the line get drawn?
    Well before you start playing UT. The difference between letting the character perform actions and taking control of performing these actions yourself is the latter is an action game. Sorry for the technicalities, but this is simply what an action game is: you control the action of the character and you must you use your dexterity, timing and reaction. If you make an RPG-like game where all the skills are controlled by your dexterity, it's an action game (Deus Ex, Morrowind).
    Perhaps the only kind of gameplay in which this argument might hold up is turn-based, and even then, the interface would have to be very forgiving in case the player is unskilled with a mouse or what have you. If this is what defines an RPG, then Baldur's Gate and Planescape: Torment and Neverwinter Nights and Morrowind and any other game with real-time action are not RPGs. It also means that the RPG ought to pack up its bags and go have a seat next to the Point-and-Click Adventure game, because, quite simply, its time is past.

     

    I prefer to think that the RPG still has a future though and much room to evolve.

    In all the games you mention (except Morrowind) you do have the option to pause at the end of each round, negating your need for quick pause-button reflexes (and turning it into a crappy hack of turn-based). I don't want to get into a "What's a real RPG" discussion here, we're OT anyway. Start a new thead if you want to keep on this idea.

  9. I've read that in the movie, Pilate doesn't want to kill Jesus, but Jewish clerics convince him to. Several times, I've read this.

     

    Yes, the Jewish priests did want him dead. So did the Romans. He was advocating politicaly dangerous things. No one knows how the decision to have him crucified was reached. "The Passion" has decided to blame it on the Jewish clergy. Those friendly Roman fellas wouldn't have crucified some guy just for proclaiming himself the son of god and king of the jews. Oh, wait, they crucified people for stealing bread...

     

    EDIT : and in response to the original topic, yes I'm probably going to go see it. If it pulls in enough dough, Mel might make a sequel.

    Jesus 2 : Easter's Over, Baby

  10. Depends on how well the rules of the game is being implemented.  Frankly I like to see d20 System stay out of the computer market all together.  d20 System was designed for PnP gaming first and foremost, NOT computer gaming.  Its like putting a square peg in a round hole.

     

    I rather see a rules system built specifically made for the computer being implemented.  Something like SPECIAL or even SPECIAL 2.0 that the real Black Isle staff was working on.  If you guys can do something like that instead of using d20 it would be indeed great.

    If they are doing KotOR2, then they'll probably just do like Bioware and use the Star Wars RPG system (d20).

     

    I don't know why people use a system as "die" oriented as d20 for computer games. 2nd edition rules were much easier to understand, they were just tedious as all hell when doing them by hand.

     

    Shadowrun's unprogrammable "d6" system is one reason it hasn't had a good CRPG treatment in the last decade.

  11. Unfortunately, convincing physics and representational hit detection still can't simulate a reality, which is what rpg rules try to do.

    You could have every section of a model's body cordoned off to check where the sword struck, which organs where hit and how badly, check how the force of the blow would unbalance the model, check if an artery was hit, if it put this person into shock, so on and so forth.  All of this built into the game mechanics.

    Or you could use RPG rules.  1-6 damage, critical hits, stunning, knockback and such.  These are well defined rules that are already pretty much balanced and just need to be put into place.

    I never suggested that convoluted simulations be put in place for everything. Some things work just fine as is and complicating the simulation further would be neither noticeable to the player or necessary. But what's the excuse for not having projectiles or fireballs or whatever that move according to real world physics and bounce and ricochet accordingly? What's the excuse for using die rolls to check if the PC is silently hidden in shadows when computers can calculate line-of-sight and light sources and how sounds moves through an environment? Why break time up into rounds if it could possibly be avoided?

     

    Basically, all I'm saying is that I think CRPG developers shouldn't be afraid to pick and choose from the ruleset, ditching rules where another algorithm could produce better results. That, and I'd really really like to see a good CRPG in true, full 3d with all of those neat things that true, full 3d worlds can do in modern video games.

    Sorry if my example was crappy, but it still sounds like you want to replace the RPG rules with simulations of the environment.

     

    Having algorithms check for hiding in shadows, critical hits, how much damage was done, where bullets ricochet, whether someone was knocked over, and how well they hear is extremely difficult if you don't use random values.

     

    My convoluted example was pointing out that if you want to see how much damage was actually done to someone, you would need a fairly complex model to test that. Or you could use random values (or static ones) to gauge the damage. In that case, you're basically using RPG rules.

     

    The same goes for the rest of the checks. If these systems have a solid threshold, they'll seem less realistic. i.e. "I know that if a guard comes within 2' of me he'll see me, no matter how dark it is." Also, how would these skills increase over time (a rather big RPG thing) if you're just using the mechanics of the engine?

     

    If you're bouncing fireballs around a corner, it sounds like you're playing an action game. RPG deal with tactics, they always have. Skill with a mouse and gauging angles of deflection properly aren't really an important part of playing a character. Your CHARACTER has the skills, you just tell him how to use them.

  12. After all, look at what video games are capable of nowadays. Representational hit detection, extremely convincing physics simulations, and realistic character perception just to name a couple. Unfortunately, adherence to D&D mechanics has meant that these possibilities are ignored and so we get gameplay that, compared to that of other genres, feels outdated and will feel inconsistent and needlessly confusing to players not familiar with D&D.

    Unfortunately, convincing physics and representational hit detection still can't simulate a reality, which is what rpg rules try to do.

    You could have every section of a model's body cordoned off to check where the sword struck, which organs where hit and how badly, check how the force of the blow would unbalance the model, check if an artery was hit, if it put this person into shock, so on and so forth. All of this built into the game mechanics.

    Or you could use RPG rules. 1-6 damage, critical hits, stunning, knockback and such. These are well defined rules that are already pretty much balanced and just need to be put into place.

     

    Don't get me wrong: I'd love to see the former, but I don't think it will happen anytime soon. It seems like a pretty mammoth project in itself. Maybe a good idea for a game-resource company, like Havoc.

    Reality Game Systems Inc. All I need are a bunch of people who know how to do it and a reason for them to give me some of the money. Any takers?

  13. There's been a lot of work making Linux a useful gaming platform. Nvidia and ATI have written opengl drivers for linux. SDL does most of what DirectX can do (except 3D). Civ2 and NWN used SDL to replace DirectX in the linux ports.

     

    A lot of games work on linux, but they're emulated and run slow and shoddily.

     

    Loki tried to push Linux gaming way too soon and folded. With a growing market share (3%, Macs in comparison are around 5%) is it a good time to start treating Linux like Macs as far as porting viability? Does writing a game for PC+consoles make this more difficult? (guess I'm asking dev's here)

  14. "Toward the close of a novel, the writer brings back?directly or in the form of his characters recollections?images, characters, events, and intellectual motifs encountered earlier. Unexpected connections begin to surface; hidden causes become plain; life becomes, however briefly and unstably, organized, the universe reveals itself if only for the moment, as inexorably moral; the outcome of various characters? actions is at least manifest and we shall see the responsibility of free will. It is this closing orchestration that the novel exists for. If such a close does not come, for whatever theoretically good reason, we shut the book with feelings of dissatisfaction, as if cheated."

     

    I can't possibly be the only person here who actually enjoys these kinds of unsatisfactory endings, can I? Surely others like the "this is not right" feeling you get when things don't work like they should, especially when the process Gardner describes has already begun.

    No, you're not the only one. When movies or novels don't give me closure, it's closer to real life(which rarely affords those kind of endings). Take Fallout for instance: in the multiple endings, past events and choices manifested themselves in ways that were certainly not inexorably moral. By and large they were indifferent or cruel and left you feeling cheated and disallusioned. I love this, of course I'm an "emotional masochist" my girlfriend keeps telling me.

  15. umm... what is QA?? ;)  :blink:

    It's Q - & - A,

    a question and answer session between the developers and their cats. Cats must answer correctly with one 'meow' for no, and two for yes. When one of the felines misses more that 3 questions, it is put down.

     

    It's a vital part of any game's development, and no game can be truely 'good' without it.

    Example : TOEE. No cats were killed during its production.

  16. ...err, I suppose the original question was actually asking how one would model a game consisting of quests and events which, while linear in and of themselves, are not necessarily guaranteed to happen in any set order.

     

    I've seen pix of Rockstar's studio during GTA3's production, and they have a large board with a lot of post-its in a tree-like structure mapping out all the quests in the game. I believe they mapped out the stories and plot arcs based on the locations in which they occured, as opposed to the point in the game where they might happen. I imagine you could organize the plots/subplots according to where they happen and what their prerequisites are.

     

    If you kept good records of a quest/events prerequisites (isEvil, killedThisGuysBrother, haveBeenHereBefore) you could keep locations heavily layered with quests (Like Tarant) rather well organized, I imagine, even if they came back to the same location several times.

     

    I'm trying to write a text-rpg myself. I use openoffice/draw to model the locations' quests. Just ovals w/ brief descriptions branching out from rectanular locations.

     

    As far as the main story arc's paths, you could just use a tree to show where different choices diverge, branch out, end, or converge. I've only seen story-organizing programs, which look like project managers, for linear (pardon the expression, Gormir) storytelling.

  17. They use Java at my school for the introductionary imperative programming course (?!)

    "Don't worry about that 'public', 'class' or 'object' stuff, just write it in and do the bubble sort." I didn't use C or C++ until my senior year (for databases and OpenGL). Even my frikin Operating Systems class was in Java!

    But a CS degree is usually just what it says: a science degree. Theory, fundamentals, and math. Writing software is engineering (or art, depending on who you ask), not science. Big schools' CS programs have a separate 'Software Engineering' or 'Computer Engineering' degree that delve more into this.

  18. The most non-linear RPG I know of is Daggerfall, but it is still one of the greatest games of all times. If you count out the bugs, that is. Graphic-wise it may suck compared to present-day data, but its atmosphere is 100 times better than Morrowind's.

     

    And the first Ultima I remember playing was Pagan. Man was that great. What number was that in the series...

    *goes to dig up the cd*

    Pagan was Ultima 8. It was actually a bit of a departure from the previous games in the series as you were on a separate planet with none of your companions.

    That and it was THE worst (surpassing U9 by far) Ultima game ever conceived. It was like diablo, but even less of an RPG and with godaweful controls.

    Oh god the memory, stab it out of my eyes

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