00:03.59 |
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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... |
02:25.19 |
*** join/#brlcad gurwinder
(~chatzilla@117.214.207.65) |
02:56.24 |
*** join/#brlcad bhollister2
(~brad@c-73-189-140-51.hsd1.ca.comcast.net) |
03:12.47 |
brlcad |
bhollister2: yes, received and
responded |
03:15.20 |
starseeker |
bhollister: subcommands look like a good
starting point |
03:30.19 |
*** join/#brlcad bhollister2
(~brad@2600:1010:b04e:454f:95a9:1f97:9983:e98b) |
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 |
05:09.44 |
*** join/#brlcad dracarys983
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05:39.59 |
gurwinder |
brlcad: What is radius of revolution in
elliptical torus? |
05:53.46 |
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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 ? |
09:56.04 |
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11:10.52 |
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03BRL-CAD Wiki:MeShubham99 * 9059
/wiki/User:MeShubham99/GSoc15/log_developmen: /* Week 8
*/ |
11:18.50 |
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14:57.40 |
``Erik |
hm, groupon moved to fbsd https://www.youtube.com/watch?v=yQx_dJIG-sg |
15:01.05 |
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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 */ |
16:45.28 |
*** join/#brlcad Stragus
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17:36.17 |
Notify |
03BRL-CAD Wiki:85.246.122.199 * 9061
/wiki/User:Vasco.costa/GSoC15/logs: |
18:03.01 |
*** join/#brlcad sofat
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18:08.36 |
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03BRL-CAD Wiki:117.234.34.133 * 9062
/wiki/User:Hiteshsofat/GSoc15/log_developmen: |
18:10.00 |
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03BRL-CAD Wiki:117.234.34.133 * 9063
/wiki/User:Hiteshsofat/GSoc15/log_developmen: |
18:20.24 |
*** join/#brlcad Alleycoder
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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. |
19:49.28 |
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20:11.41 |
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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 |
21:39.19 |
*** join/#brlcad konrado
(~konrado@154.70.108.236) |
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 |
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