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| 00:42.06 | starseeker | O.o Apache APR has a CMake build for Windows |
| 00:42.46 | starseeker | wonders how much more work it would be to get that working for other platforms - APR was a major sticking point doing the original geometry versioning work... |
| 00:43.09 | starseeker | if they could provide a working CMake build out of the box, that would be Seriously Awesome... |
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| 03:12.47 | brlcad | bhollister2: yes, received and responded |
| 03:15.20 | starseeker | bhollister: subcommands look like a good starting point |
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| 03:46.30 | gurwinder | brlcad: Hi, I want to discuss on elliptical torus |
| 03:47.53 | gurwinder | In it, there is C vector used for major axis of the ellipse but for minor axis it uses magnitude only. |
| 03:48.01 | gurwinder | i.e. D |
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| 05:39.59 | gurwinder | brlcad: What is radius of revolution in elliptical torus? |
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| 09:27.59 | milinda | poly2tri/poly2tri.h include fails even though I added the header file path to the project file in qt. Do anyone know why this is happening ? |
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| 14:57.40 | ``Erik | hm, groupon moved to fbsd https://www.youtube.com/watch?v=yQx_dJIG-sg |
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| 15:49.22 | vasc | so svn is still down |
| 16:08.06 | Izakey | vasc , I think so |
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| 18:46.27 | bhollister | starseeker: good. glad to hear that i'm on the right track. should have some patches ready soon. |
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| 20:49.08 | brlcad | vasc: everything else is back up now, so services will almost certianly be restored by tomorrow |
| 20:51.45 | vasc | i hope so |
| 20:52.09 | vasc | it hasn't affected my work on brl-cad much but its still annoying |
| 20:54.15 | vasc | i also had some other projects in there, that i actually took out of my personal homepage because i thought they would be safer on sf.net, so i'm kind of miffed |
| 20:54.16 | brlcad | it's highly annoying |
| 20:55.16 | brlcad | I also have to keep it in context, though ... |
| 20:55.19 | brlcad | pretty much every service has had or will have a major failure eventually |
| 20:55.33 | Izakey | brlcad, Did you get that information from their twitter page ? |
| 20:55.35 | vasc | yeah but it's gonna take like a week downtime at this rate |
| 20:55.54 | brlcad | and I have a moral issue with complaining too much about a free service |
| 20:55.58 | vasc | i expect that on some other services but from sf.net... seems kind of bad to me |
| 20:56.06 | vasc | sure |
| 20:56.10 | brlcad | and we could always take our ball and go home, but I don't really see any option that is overall less time ;) |
| 20:56.43 | vasc | well the problem is there aren't many options available with a repository size of brlcad's. |
| 20:56.50 | vasc | unless you pay |
| 20:56.51 | brlcad | it's sort of like paying out on insurance -- eventually an accident will happen, no matter who what or where ;) |
| 20:57.08 | brlcad | pay or time |
| 20:57.27 | brlcad | we could certainly self-host and accept the risk ourselves .. but that's also a time commitment |
| 20:57.39 | vasc | well i had most of my stuff on github anyway. |
| 20:58.10 | brlcad | sure, but they're certainly not immune to this kind of thing happening either |
| 20:58.29 | brlcad | they too will eventually have (another) catastrophic failure :) |
| 20:59.08 | brlcad | only saving grace there is that you have the repo locally, but then we could have had that with sf too (and did in the past, we just got lazy) |
| 20:59.27 | brlcad | because it takes time to maintain |
| 20:59.42 | vasc | yes you should keep automatic backups of the repo at sf.net |
| 20:59.50 | vasc | in case something like this happens |
| 21:00.53 | brlcad | we do/did, they're just a bit out of date (few months iirc) because again, eventually something always(!) will break :) |
| 21:00.59 | vasc | i know we had a lot of issues with where we would keep services when i was freeciv maintainer |
| 21:01.18 | vasc | we used to self-host cvs, web and so on |
| 21:01.18 | brlcad | yeah, we self-hosted a lot with BZ |
| 21:01.23 | Stragus | You were the freeciv maintainer? |
| 21:01.23 | brlcad | and bitched about sf all the time |
| 21:01.26 | vasc | one of them |
| 21:01.43 | Stragus | Eh, neat. There were... serious design issues last time I tried |
| 21:02.08 | vasc | a man's work is never done |
| 21:02.13 | brlcad | Stragus: you know that can be said of pretty much every code that one does not write themselves |
| 21:02.24 | brlcad | and can then be said of one's own code about 5 years later :) |
| 21:03.09 | vasc | i wasn't one of the original authors. those guys left long before i put my hands on it |
| 21:03.33 | Stragus | brlcad, I meant serious gameplay design issues ;) |
| 21:03.38 | Stragus | I hadn't actually looked at the code |
| 21:04.48 | vasc | which issues btw? |
| 21:05.34 | vasc | well |
| 21:06.13 | vasc | when i started working on it i mostly overhauled the networking code, rewrote the graphic game client, and then i worked on the game rule inference system |
| 21:06.39 | vasc | i won't claim it was perfect but it was better off after i left than it was when i started working on it |
| 21:06.43 | Stragus | Just many gameplay issues, things didn't make sense, it's probably best not to go over the whole list. I actually played with Justin from the ARL, brlcad knew/knows him |
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| 21:07.49 | vasc | we used to have some big issues in the networking code |
| 21:08.06 | vasc | a user with a bad connection could cause 15 minute freezes for everyone else |
| 21:08.08 | vasc | things like that |
| 21:08.19 | Stragus | Darn :) |
| 21:08.40 | vasc | the original devs played it on a LAN. i don't think they realized some of the issues in the design |
| 21:09.02 | vasc | anyway from what i heard the original devs left because they were tired of the users complaining about the bugs |
| 21:09.45 | vasc | they did a lot of work reverse engineering and reimplementing that thing |
| 21:09.47 | brlcad | heh |
| 21:10.06 | brlcad | I always found that the most impressive, technically speaking |
| 21:10.27 | brlcad | i mean, not impossible stuff, but not trivial by most dev standards |
| 21:10.28 | vasc | they had one guy that worked just on reverse engineering the rules |
| 21:10.41 | Stragus | They probably should have aimed at improving upon the concept instead of replicating Civ 1, with extra gameplay design issues/bugs |
| 21:11.04 | vasc | well the thing is, its hard to put a team together to work on a nebulous concept |
| 21:11.11 | vasc | especially on an open source project |
| 21:11.18 | brlcad | yep |
| 21:11.40 | Stragus | True, it needs a clear plan and strong leadership |
| 21:11.45 | vasc | if you say i want to do something like THAT and point at something that exists at least people know it can be done and what it will look like |
| 21:11.57 | brlcad | working towards replicating civ is very tangible, has very clear objectives, behaviors that aren't up for debate |
| 21:12.03 | vasc | most open source projects which have a unique vision start as a one man team project |
| 21:12.23 | vasc | if he doesn't burn out before doing something that people like then the team can be put together |
| 21:12.25 | brlcad | change those ground rules, and you lose most (probalby would have lost me as a dev, we had many similar discussions with bzflag) |
| 21:12.53 | Stragus | I can see that point, but I also see little point in replicating what already exists |
| 21:13.08 | brlcad | it doesn't exist as open source |
| 21:13.11 | vasc | well they only wanted to play the game over a network on their IRIX workstations or something |
| 21:13.15 | brlcad | that alone is meritworthy for some |
| 21:13.18 | Stragus | Unless it's seen as a first step toward something else, just to get graphics/networking and such out of the way |
| 21:13.51 | vasc | look at the wesnoth guys for e.g. |
| 21:13.55 | vasc | it started as a one man project |
| 21:14.13 | Stragus | That's a good example of a project exploring in a new direction |
| 21:14.28 | vasc | yes but its like i said he had to work alone for a loooong time |
| 21:14.34 | Stragus | Right |
| 21:14.36 | vasc | a lot of those projects never get anywhere |
| 21:14.46 | Stragus | Yup I know that too well :) |
| 21:14.51 | brlcad | s/a lot/MOST/ |
| 21:15.08 | Stragus | wrote so much stuff over the years that never was completed |
| 21:16.03 | brlcad | is a digital pack rat -- I have almost every single line of code in every language that I've ever written |
| 21:16.23 | vasc | i used to until i had a hard drive failure a couple of years back |
| 21:16.33 | brlcad | I need to set up a kill switch that just dumps it all on the web when I'm done |
| 21:16.45 | Stragus | I lost most of my very early stuff |
| 21:16.52 | Stragus | From my teenager years |
| 21:17.18 | Stragus | It was mostly DOS stuff anyhow. :) Or worse, I wrote a protected mode multitasking operating system in assembly, able to run edit.com |
| 21:17.21 | vasc | i wish i still had my software renderer and compiler i did as an undergrad. |
| 21:17.37 | brlcad | I have backups of backups, offsite, replicated, etc .. my house could burn down and I'd only be set back a year or so |
| 21:17.58 | vasc | that's nice |
| 21:18.04 | Stragus | doesn't actually miss his DOS Sound Blaster library |
| 21:18.19 | vasc | i had stupidly formatted my old hard drives to do a firewall server |
| 21:18.29 | vasc | and then my new hard drive failed |
| 21:18.58 | Stragus | I just forgot to copy files at some point between two machines |
| 21:19.15 | Stragus | A sample of the earliest stuff I still have: http://www.rayforce.net/war2clone1600.png |
| 21:20.35 | vasc | i nearly lost all my phd work too |
| 21:20.43 | brlcad | ouch |
| 21:20.55 | vasc | but i managed to recover most of it, only lost like 2-3 months work |
| 21:21.03 | brlcad | Stragus: where the sprite artwork come from? |
| 21:21.09 | vasc | its warcraft 2 |
| 21:21.17 | brlcad | ah |
| 21:21.36 | vasc | but that has a lot more screen res than warcraft 2 ever had |
| 21:21.50 | Stragus | Eh yes, 1600x1200 instead of 640x480 |
| 21:22.12 | Stragus | The unit AIs were optimized in assembly to manage battles of ~1000 units on a Pentium 133... |
| 21:22.34 | brlcad | looks a lot like an agent based simulation |
| 21:22.36 | vasc | warcraft had a lot lower limit on units than that too |
| 21:22.47 | vasc | you couldn't build more units once you hit the limit |
| 21:22.50 | vasc | i think it was like 255 |
| 21:23.09 | Stragus | 255 yes. I wanted to make a Warcraft 2 with gigantic maps, large armies, more technological depth |
| 21:23.18 | Stragus | (and sub-pixel positioning, etc.) |
| 21:23.23 | brlcad | so.... what game are we going to implement next? :) |
| 21:23.48 | Stragus | Not a clone of something else! :) |
| 21:24.11 | Stragus | I have brushed up on my OpenGL, I'm sure I have shared this already: http://www.rayforce.net/newproject024.png |
| 21:24.19 | brlcad | that sounds like a workable title NACOSE! |
| 21:24.26 | Stragus | Ohhh |
| 21:24.36 | vasc | well it looks neat |
| 21:24.38 | brlcad | yeah |
| 21:24.55 | vasc | how much framerate? |
| 21:25.08 | Stragus | 60 fps on a crappy GPU, requires OpenGL 2.0 |
| 21:25.13 | Stragus | Looks nicer with 3.0 |
| 21:25.36 | vasc | you could do something like zeewolf on amiga with that kind of engine |
| 21:25.37 | Stragus | is unable to write code without it being optimized to death |
| 21:26.18 | vasc | https://www.youtube.com/watch?v=tVwScInZfP8 |
| 21:26.53 | Stragus | Terrain details are generated at runtime on demand from very few "sample points", http://www.rayforce.net/newproject034.png |
| 21:27.31 | vasc | so you got lod working |
| 21:27.42 | vasc | geomorphs? |
| 21:27.43 | Stragus | Trees were generated by procedurally building "real" trees, raytracing with ambient occlusion, automated decomposition in just a few triangles (like 8) to preserve details from any angle... |
| 21:27.57 | Stragus | No idea what geomorphs are |
| 21:28.16 | vasc | are the lods discrete or continuous |
| 21:28.56 | Stragus | Implemented as discrete, to save on processing |
| 21:29.26 | brlcad | unrelated, http://blog.imgtec.com/multimedia/implementing-fast-ray-traced-soft-shadows-in-a-game-engine |
| 21:29.57 | vasc | https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/RayTracedDistanceFieldShadowing/index.html |
| 21:30.33 | Stragus | That looks nice... though I also learned to aim *low* for any future personal project, instead of never finishing anything |
| 21:30.57 | vasc | unreal engine has ray traced soft shadows |
| 21:31.49 | vasc | http://web.ist.utl.pt/~vasco.costa/uploads/Main/jgpdemo.avi |
| 21:32.08 | vasc | this was the undergrad project i wrote with a friend of mine over a decade ago |
| 21:32.26 | vasc | he did most of the rendering engine bits |
| 21:35.01 | Stragus | Not bad, variable density details would have helped |
| 21:35.09 | Stragus | Like screenshot 034 above |
| 21:35.55 | Stragus | Also, use a "detail" texture :p |
| 21:36.35 | vasc | well i think we did that in 2001 |
| 21:37.10 | Stragus | Right. 2001 hardware had GL_ARB_multitexture |
| 21:37.30 | vasc | i remember we had issues with the texture size |
| 21:37.39 | vasc | we had to page the terrain texture |
| 21:39.07 | vasc | he ended up changing gfx card because he started coding it on a 3dfx card |
| 21:39.17 | vasc | i think the texture size limit was 256x256 |
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| 21:39.29 | Stragus | Ouch, yes |
| 21:39.32 | vasc | so he switched to an nvidia card |
| 21:39.36 | vasc | i think it was 1kx1k |
| 21:39.55 | vasc | but the texture is like 4k or 8k i can't remember |
| 21:39.56 | Stragus | The TNT had multitexturing, for that detail texture |
| 21:40.20 | vasc | complain to him :-) |
| 21:40.35 | vasc | he's working in san fran at google now |
| 21:41.26 | vasc | i'm kinda sad we never did try to sell it like we planed to |
| 21:42.06 | vasc | i think we did it too early |
| 21:42.23 | vasc | lotsa people didn't have a permanent connection to the net yet |
| 21:42.35 | vasc | i mean i did it so it would work on a 56kbps modem |
| 21:42.56 | Stragus | It could have been played local with AIs |
| 21:42.58 | vasc | i mostly worked on the network comms |
| 21:43.05 | Stragus | Ah. |
| 21:43.15 | vasc | i did this peer to peer game protocol |
| 21:43.27 | vasc | you could play with hundreds of other guys over a 56kbps modem |
| 21:43.48 | Stragus | No centralized server to decide what each peer needed to know? |
| 21:43.49 | vasc | or at least you should have been able to |
| 21:43.54 | vasc | i only run simulations |
| 21:43.56 | vasc | nope |
| 21:44.09 | Stragus | That's a lot of traffic then, or having to blindly "trust" other clients |
| 21:44.11 | vasc | we considered having one of those for game world data |
| 21:44.17 | vasc | trust it was |
| 21:45.03 | vasc | and dead reckoning |
| 21:45.55 | Stragus | I really wish I could combine the motivation I had 15 years ago with my skills from today |
| 21:46.16 | vasc | like i said you could do a game like zeewolf or virus with your engine |
| 21:46.37 | vasc | you only need a ship to control and some target on the ground |
| 21:46.37 | Stragus | I once wrote a browser-based persistant game, entirely written in C. And I mean, the whole HTTP server was written in C and had the game built into it |
| 21:47.05 | vasc | i once modded a MUD so it would act like a cgi-bin |
| 21:47.05 | Stragus | Had several thousands players, and I burned up with the administration needs and stress |
| 21:47.16 | vasc | that didn't work so well |
| 21:47.22 | Stragus | Hum. :) |
| 21:48.07 | vasc | ah see |
| 21:48.17 | vasc | you should have distributed tasks to other people |
| 21:48.27 | vasc | i ran a mud once |
| 21:48.31 | vasc | with a couple of my friends |
| 21:48.32 | Stragus | Yes, I have learned that back then |
| 21:48.39 | vasc | we only had like 120 players or something |
| 21:49.07 | vasc | but eventually i didn't have the time to do the day to day admin anymore |
| 21:49.15 | vasc | neither did them |
| 21:49.19 | vasc | so i knifed it |
| 21:49.28 | Stragus | It's very stressful, very demanding |
| 21:49.42 | vasc | yeah we only had like 100 players and i was kind of a problem |
| 21:49.46 | Stragus | The game server was programmed to play music and wake me up during the night if there was a problem |
| 21:49.49 | vasc | i can't imagine thousands of ppl. |
| 21:50.40 | Stragus | Well, we learn a lot from our mistakes and failures :) |
| 21:50.55 | vasc | well we had other problems too |
| 21:51.10 | vasc | we ran it on the university's computers but we didn't exactly have permission to run it there. derp derp |
| 21:51.30 | Stragus | Bad move :) |
| 21:51.44 | vasc | i talked with the sysops and we had this kind of gentleman agreement to do it |
| 21:52.05 | vasc | but the sysops team changed and i couldn't work on it anymore |
| 21:52.20 | vasc | the other team and the new sysops didn't manage to hmmm. see eye to eye on this. |
| 21:53.13 | Stragus | I ran my game from home and had to pay extra fees in exceeded bandwidth |
| 21:53.16 | Stragus | (for a free game) |
| 21:53.18 | Stragus | Darn it :p |
| 21:53.39 | vasc | see. if only you did those inane funding drives like wikipedia does. |
| 21:53.46 | vasc | now you could be rich. rich i tell you. |
| 21:54.01 | Stragus | I was a teenager fooling around, without any idea of what I was doing really |
| 21:54.22 | vasc | well you knew what you were doing or you wouldn't get thousands of players |
| 21:54.40 | Stragus | I knew what good gameplay looked like, yes |
| 21:55.57 | vasc | scaling up is never easy |
| 21:56.24 | vasc | i tried it when i was freeciv maintainer |
| 21:56.29 | vasc | with our player base |
| 21:56.33 | vasc | we ran our own game servers |
| 21:56.54 | vasc | i basically organized these forums with a couple of players we had |
| 21:57.12 | vasc | they handed out mod perms to other people they knew |
| 21:57.15 | vasc | that kinda of worked well |
| 21:57.44 | Stragus | Cool |
| 21:58.06 | Stragus | For the browser game, I handed mod permissions to some players and... one of them cheated |
| 21:58.09 | Stragus | o.O |
| 21:58.26 | Stragus | Reading the private forums of their opponent in a war, and stuff like that |
| 21:58.26 | vasc | sometimes that happens |
| 21:58.52 | vasc | you have to be ready to kick people out when that happens |
| 21:59.27 | Stragus | I have clearly decided that next time, I write code and let someone else manage everything else |
| 21:59.41 | vasc | no you need to manage things |
| 21:59.45 | Stragus | (There hasn't been a next time yet, but who knows ;) ) |
| 21:59.48 | vasc | but not all and not all by yourself |
| 22:00.07 | vasc | i mean with freeciv a lot of maintainers just didn't care about our game servers |
| 22:00.30 | vasc | i cared because, well, the players know best where the game needs improvement |
| 22:00.46 | vasc | even if they might not know how the improvement should be done |
| 22:00.51 | vasc | i don't like losing that connection |
| 22:01.15 | vasc | but the day to day stuff... you should just give it to someone else |
| 22:01.21 | Stragus | The AI was terrible from what I remember, I would have improved that |
| 22:01.29 | Stragus | And I mean terrible by Civilization standards |
| 22:01.39 | Stragus | (The FreeCiv AI) |
| 22:01.50 | vasc | oh that |
| 22:02.02 | vasc | it was all coded by this guy which vanished |
| 22:02.10 | vasc | we never found out what happened to him |
| 22:02.30 | vasc | its like i said we had 3-4 guys reverse engineering his code before we could improve on it |
| 22:02.39 | vasc | for years no one wanted to touch his code |
| 22:02.45 | Stragus | I think it was worth rewriting from scratch |
| 22:02.54 | vasc | it was like variables were named a,b,c,d,e, |
| 22:02.56 | vasc | and functions too |
| 22:03.15 | vasc | the code was actually GREAT in retrospect if i remember. |
| 22:03.21 | Stragus | The AI code? |
| 22:03.27 | vasc | yes |
| 22:03.38 | Stragus | When I tried, it was absurdly bad. 2006 |
| 22:03.44 | vasc | most player complaints are actually that the AI is too damned hard |
| 22:04.04 | vasc | the freeciv AI doesn't cheat like other strategy game AIs do |
| 22:04.29 | vasc | so in that regard its a victim of its own success |
| 22:04.51 | vasc | other game AIs need to cheat to be challenging |
| 22:04.58 | Stragus | Somehow, we must be talking about different AIs |
| 22:05.07 | vasc | like they build things without paying the resources and shit like that |
| 22:05.16 | vasc | and get bonuses on research |
| 22:05.27 | Stragus | Civ AIs do that, most reasonable games don't do that |
| 22:05.34 | vasc | ours didn't |
| 22:05.56 | vasc | maybe the only limitation it had was the treaty negotiation bit |
| 22:06.07 | vasc | that was never worked on properly |
| 22:06.12 | vasc | the interaction with human players |
| 22:06.13 | vasc | or other ais |
| 22:06.42 | Stragus | just remembers AIs throwing units randomly everywhere |
| 22:07.14 | vasc | no the ai actually has a warmap |
| 22:07.19 | vasc | we call it the warmap |
| 22:07.32 | vasc | it states where the main offensive units of the enemy are |
| 22:07.35 | vasc | and move their units there |
| 22:07.42 | vasc | but only if it has seen them |
| 22:07.57 | vasc | not like other game AIs who know where your units are without scouting coz they don't have fog of war |
| 22:08.20 | vasc | other strategy game ais cheat like heck |
| 22:08.32 | Stragus | Just Civ AIs do |
| 22:08.38 | Stragus | Starcraft AIs don't cheat |
| 22:09.14 | vasc | i actually made my own freeciv ai once |
| 22:09.22 | vasc | with one of my colleagues at school |
| 22:09.48 | vasc | the code was cleaner but it didn't do any better |
| 22:10.39 | vasc | every year one of two guys said they wanted to redo the AI |
| 22:11.04 | Stragus | Diplomacy is a big part of a good AI |
| 22:11.28 | vasc | yes in that regard the freeciv ai is useless |
| 22:11.33 | Stragus | Indeed |
| 22:15.28 | vasc | to be honest i've lost my interest in tbs. |
| 22:15.45 | Stragus | "tbs"? |
| 22:15.52 | vasc | turn based strategy |
| 22:15.57 | Stragus | Ah. |
| 22:16.14 | vasc | last game i played that i actually liked was civilization v |
| 22:16.32 | vasc | and i hated the 2 civs before that one |
| 22:16.44 | vasc | and beyond the earth is crap |
| 22:16.55 | Stragus | Right, but that's the fault of Civilization, not the whole turn-based strategy genre |
| 22:17.00 | vasc | well |
| 22:17.04 | vasc | i did play uh... |
| 22:17.21 | vasc | age of wonders iii |
| 22:17.32 | Stragus | I try to stay away from games, it's too easy for me to get hooked and lose 1-2 months in a game |
| 22:17.39 | vasc | and europa universalis |
| 22:17.43 | Stragus | (And I mean really lose 1-2 months, like doing about nothing else) |
| 22:17.50 | vasc | yeah |
| 22:17.56 | vasc | the only game i play now is world of tanks |
| 22:18.03 | vasc | coz each game takes 15mins |
| 22:18.14 | Stragus | Eh. |
| 22:18.24 | Stragus | I do play Chess a lot on the tablet if that counts :p |
| 22:19.21 | vasc | i tried playing mechwarrior online but the games take too long |
| 22:19.41 | vasc | also tried league of legends and so on same thing |
| 22:19.45 | vasc | but even worse |
| 22:20.05 | vasc | i mean it can take 5 mins just to start a game in league of legends |
| 22:20.09 | vasc | and like an hour a game |
| 22:20.11 | Stragus | I love very long games when playing solo, like Civilization on the sluggish marathon setting |
| 22:20.23 | vasc | world of tanks its like 30 seconds to start a game and 15 mins to finish it |
| 22:20.51 | Stragus | Or a good game against FreeChess level 10 pro mode... I can spend two weeks on it |
| 22:21.17 | vasc | yeah i know. i played xenonauts like 3 months on and off once |
| 22:21.22 | vasc | but then i never bothered finishing itr |
| 22:21.25 | Stragus | "Chess Free", rather |
| 22:22.30 | vasc | i liked the off-line mechwarrior better |
| 22:22.54 | vasc | mechwarrior 4: mercenaries |
| 22:23.07 | vasc | i think i finished the game and played it again 3 times after that |
| 22:23.16 | vasc | i mean finished it again 3 times |
| 22:24.17 | Stragus | Eheh |
| 22:24.56 | Stragus | I think I fulfill my creativity needs by managing AD&D games with friends these days, rather than pursuing personal software projects |
| 22:25.15 | Stragus | (Not actually AD&D, we rewrote all our rules from scratch) |
| 22:26.21 | vasc | i had a couple of friends who wanted me to be DM |
| 22:26.29 | vasc | but i kinda didn't wanna |
| 22:26.45 | vasc | that kind of collapsed |
| 22:27.00 | vasc | i wasn't interested in reading all those rulebooks and scenarios just to start playing |
| 22:27.01 | Stragus | I love it, I have been DM'ing since... 17 years? |
| 22:27.02 | vasc | boring |
| 22:27.13 | vasc | well |
| 22:27.16 | Stragus | Oh, rulebooks are terrible |
| 22:27.17 | vasc | you know how it is |
| 22:27.27 | vasc | everyone wants to be a warrior or something |
| 22:27.37 | vasc | heck i wanted to |
| 22:27.43 | Stragus | The official rules just get more and more complicated because they want to sell more books. Throw all that crap, make it simple, it's all about adventure and role playing |
| 22:27.51 | vasc | but i had to be a healer |
| 22:27.56 | vasc | coz we had no healer |
| 22:28.03 | vasc | but i made my healer a combat oriented healer |
| 22:28.06 | vasc | hmmm |
| 22:28.19 | Stragus | Once again, throw all the rules and fix these problems |
| 22:28.21 | vasc | i think i killed half the enemies in our first scenario |
| 22:28.28 | vasc | and then i didn't play again |
| 22:28.46 | vasc | hmm |
| 22:28.46 | Stragus | In our rules, divine healing magic takes *minutes* with continuous direct corporal contact, completely out of the question during any battle |
| 22:31.36 | Stragus | We have around 100 pages of PDF files for our rules... too bad it's all in french :p |
| 22:31.51 | Stragus | We should upload and share that eventually |
| 22:32.44 | Stragus | (100 pages including 80 pages of spells, 5 pages for magic item creation, etc.) |
| 23:25.50 | Notify | 03BRL-CAD Wiki:Konrado DJ * 9065 /wiki/User:Konrado_DJ/GSoc2015/logs: /* 21 JULY 2015 */ |