IRC log for #brlcad on 20150721

00:03.59 Notify 03BRL-CAD Wiki:Bhollister * 9053 /wiki/MGED_CMD_nmg: /* Proposed subcommands */
00:05.34 Notify 03BRL-CAD Wiki:Bhollister * 9054 /wiki/MGED_CMD_nmg: /* Proposed subcommands */
00:10.08 Notify 03BRL-CAD Wiki:Bhollister * 9055 /wiki/User:Bhollister/DevLogJuly2015:
00:15.59 Notify 03BRL-CAD Wiki:Bhollister * 9056 /wiki/User:Bhollister/DevLogJuly2015: /* Mon, July 20, 2015: Start of Week 9 (of 14) */
00:20.13 Notify 03BRL-CAD Wiki:Bhollister * 9057 /wiki/MGED_CMD_nmg:
00:26.04 Notify 03BRL-CAD Wiki:Bhollister * 9058 /wiki/User:Bhollister/DevLogJuly2015: /* Mon, July 20, 2015: Start of Week 9 (of 14) */
00:31.40 *** join/#brlcad bhollister (~behollis@dhcp-59-221.cse.ucsc.edu)
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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11:10.52 Notify 03BRL-CAD Wiki:MeShubham99 * 9059 /wiki/User:MeShubham99/GSoc15/log_developmen: /* Week 8 */
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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
16:38.04 Notify 03BRL-CAD Wiki:Shaina7837 * 9060 /wiki/User:Shainasabarwal/GSoC15/logs: /* 11 July */
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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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20:11.41 Notify 03BRL-CAD Wiki:Deekaysharma * 9064 /wiki/User:Deekaysharma/logs:
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
21:07.44 *** join/#brlcad konrado (~konrado@154.70.108.231)
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 */

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