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Topics - Siquo

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1
Life Advice / Windows XP, 7 or 8?
« on: October 27, 2012, 10:44:02 am »
So, I've just been told that I'm an ancient relic for using an 11-yr old OS (Win XP). Maybe it is time to upgrade. Maybe not.
It's been so long since I even contemplated a new OS that I really need advice on this.

I heard Windows 8 is nice for touch-screens. As it happens, a week ago my current 4yr old main monitor suddenly has failing pixel-columns (two lines so far, that stopped working), so I'm kind of in the market for a new one. Is a touchscreen monitor even available or useful for a desktop? (Note my 8yr old secondary monitor still works flawlessly).

What to choose? I'm even willing to buy the OS (which would be a first), if it means that it "just works".


Hardware specs:
Intel i7, 6Gb RAM, 64 Gb SSD for the OS, (and a 1Tb disk for the rest), ATI Radeon HD 48XX something.

What I use my machine for: Gaming, Programming (C++ mostly, some webdevelopment and other stuff), Medium-heavy Video-editing, some light Photoshop stuff.
What I play: everything. High-end FPS to ascii games like DF, oldies like planescape:torment and the newest games that come out.

2
Creative Projects / MOVED: Let's Dev (again): Camera ON! What's next?
« on: October 24, 2011, 07:18:27 am »
This topic has been moved to Forum Games and Roleplaying, as it needs more ideas, and it should've been there in the first place.

http://www.bay12forums.com/smf/index.php?topic=92851.0

3
Situation: I'm starting a new job in 1.5 months. They use Java. I haven't in a long time. So in order to hone my java skills, I'm going to do some simple game programming.

I'm just out of ideas, so that's where you come in.

The previous installments of "Let's Dev" died silently, so now it's my turn to try. This one will have some rules of engagement, though. A "Let's Dev" is a collaborative attempt to make a game. You provide ideas/design/graphics, and I will put it all together in something that will run on a computer. I will try to implement any and all doable suggestions. That will make it silly, but a game made in such a small time-period never is srs bizniz.

However, instead of just spouting ideas and running away, I'd like a bit more than that. If you say "add a monster X", I'd like you to also provide me with the graphics for said monster, behaviour, stats, etc.

- It will be a java applet, playable in the browser.
- No multiplayer support unless this goes a lot better than expected.
- Genre: To be decided. Crafting in an RPG dungeoncrawl with digging.
- View: Isometric
- Story: To be decided.Astroknight needs to dig to save the AI princess from the SpaceDragon.

Current version:
http://nam.siquo.net/webgames/lets-dev/  (2011-10-24: CURRENTLY BROKEN VERSION, WILL FIX LATER TODAY)
Current source:
https://github.com/Siquo/B12-Let-s-Dev


Current goals and estimated completion:

GamePlay:
 - Movement: 85% (Todo: mouselook, move up/down stairs)
 - Levelgeneration: 5%
 - World richness 3% (adding objects/object types/monsters etc)
 - World Interaction: 5% (interacting with objects. You can walk and shoot bullets, so that's 5% ;) )
 - Game-Story: 0% (Traverse levels, reach an "ending")
Technical:
 - Camera: 90% (Just needs better culling, no biggy if I don't)
 - Animation: 0% (No character animation or even orientation yet, just statics)
 - Music: 70% (Almost there but WHY ISN'T IT WORKING?)
 - Soundeffects: 20% (There's the basic framework for calling them, but there's no content yet and no specific playback)
 - Menus: 0% (Main menu, in-game menu)
 - Game-Mechanics: 10% (Well, you can walk. Next... Interaction, health, being able to die, etc)




Devlog:
20110910: Genre poll is up. Certainly in are Moustaches. And destructable terrain. Now to get that IDE working with JDK.
Spoiler: Genre Poll Results (click to show/hide)
20110912: Genre is digging if someone can come up with "fun digging". Perspective poll is up.
20110912: We have a Genre: Crafting in an RPG dungeoncrawl with digging. I'm off to start coding, you guys have fun.
20110913: One character at a time, NPC's may appear. Artists, express your view preference. Writers, start making up a background story.
Spoiler: View poll results (click to show/hide)
20110919: First "demo" is live. It's a map. Of tiles. Yay :)
20110928: Movement works. It walks.... it WALKS!!!
20111011: Source released, did some basics. Music/sound is *almost* working.
20111020: Not much progress, picking up the pace now.

4
Other Games / The B12 Other Games Compendium
« on: May 31, 2010, 05:18:15 am »
B12'ers have a good taste in games, otherwise you wouldn't be here.
Yes, you may take that compliment, frame it and hang it over your bed.
Spoiler: Soulwynds bed (click to show/hide)

So this will be a Compendium Of Good Taste.

Click here to add games.
Click here for the google spreadsheet. (Anyone with this link can edit it as well)

Soulwynd created the document, credits to him because this was growing too fast.

You may submit games using the following information:
- Name (with URL to a page with review/screenshots)
- Genre (Make up your own if necessary)
- Grade (Your opinion, from 1 to 100)
- Year (Year of publication of the game)
- Additional information (what's good or bad about it, what games can it compare to?)

All games are PC platform, or at least have a PC port. Only if no PC port exists, add (X360, PS2, Wii) tags after the genre.

Multiple grades for the same gamewe should think of something to do with that. The additional information may be edited if it's really too long.

Discuss freely, but keep in mind it's all about taste. If someone says "The combat system of game A sucks balls", you should read that as "In my personal humble opinion, I did not like the combat system of game A".
Even games that have numerous bugs and crash occasionally can still be awesome, I mean, we all play(ed) DF. (sorry Toady ;) )

5
Life Advice / Can't sleep
« on: April 30, 2010, 09:17:20 pm »
And it's entirely my fault.

Drunk as hell and too much drugs.
Don;t do it ,children.

6
General Discussion / Linkdumpage: New creature; the alot
« on: April 26, 2010, 07:57:36 am »

7
Apparently, an erupting volcano in Iceland is blowing its ashes towards Western Europe. Airports are already closing down, and there's no definite answer as to what the ashes are going to do to our health.

Magma strikes again!
Live preview:
http://www.sat24.com/Region.aspx?country=eu&sat=ir&type=loop

Also: Awesome magma lightning.

8
So, Im going to make a game. No, I've nothing to show you yet, I'm still building the engine. This is me ranting about the ideas I want to implement. It will be done somewhere between 2020 or 2030.

tl;dr: Everything.

The long version:
Spoiler (click to show/hide)

There's a lot more but my fingers are hurting.

9
Creative Projects / C++ Cube based 3D engine: I give up. Starting fresh.
« on: January 24, 2010, 08:26:15 am »
So I'm building a game (aka, another project that will probably never see the light of day). This is a rant more for my own benefit of getting my thoughts in order than for actual advice.

Right now I've got my own basic 3D engine (using C++, openGL), rendering a terrain made of blocks like minecraft.
But this is a static terrain, such as in DF mode. There is no dynamic loading/unloading when you move through the terrain.

However, I'd like this terrain to:
1. Extend into a horizon. Mountains should be visible in the distance.
2. Generate new terrain as soon as one reaches the edge of the world.
3. NON-2D: most games have a terrain which is really just a crumpled 2d blanket of vertexes (Wurm online). This terrain is truly 3D.
4. Editable: Mining/digging should be possible.
5. Practically Infinite.
6. Render in a decent amount of time.
And last but not least:
7. Multiple parts of the terrain can be in memory at the same time (multiplaying), and terrain should not "take a lot of space" because it'll be sent over teh internets.

Current design:
A terraintile is 1x1x1m. A Terrain is a virtual "parent", containing 7x7x7 of those blocks. Then there is another one above that, containing 7x7x7 of those blocks, and then turtles Terrains like that all the way down. When enlargement is necessary, take the topmost "world" block, and make another parent block around that. This increases world size exponentially. By having a -3, -2, -1, 0, 1, 2, 3 xyz system per block, absolute positioning doesn't change for the already existing world and it's objects, since for the existing world, only zeroes are added. All xyz locations in the game are relative to a parent, and those relative to their parent, etc. There's no real absolutes, except for the topmost block of Terrain which is 0,0,0. All Terrains are linked to eachother both hierachically (sp?), so top-down and bottom-up, and laterally, every block knows its direct (NESW and Up and Down) neighbours. This datastructure is a form of tree I have not been able to find examples of, and I probably implemented it quite inefficient.

Terrain is saved in SQLite. For small amounts it's ok, but I don't know what the performance will be when handling large amounts of blocks.

That is the static part, and due to the exponential nature, easily runs out of memory.

Now the dynamic part:
If a "Terrain" is totally empty (as in air), it won't have to render at all, or even be loaded. If all of the children-terrain of any block are empty, those children don't need to be loaded either. Same if the terrain is totally filled with rock, and never touches air. That limits the number of "Terrains" that need to be loaded severely. But the exponential nature is also way too much. You don't need to dig inifinitely deep or fly infinitely high. A network of "top"-level Terrains, each large enough to hold at least 1/2 of a players' view, all linked in a NSEW-fashion, should be enough.

Then there's objects. Now objects are linked to a Terrain-block, which is fine and dandy for calculating their vertices relative to the viewport. But if the terrain is loaded dynamically, and sometimes not even loaded at all because it's "empty", where's the object then? Registering the object to parent-terrains is a pain, because it increases the number of lists where the object resides.

Then there's rendering. Switching textures during rendering is inefficient, so I want to draw all the gneiss first, then all the soil, then all the chalk, then all the clay. To do this, terrain must be loaded into a list-per-texture. When terrain is unloaded, it needs to be removed from that list. Which necessitates either searching through the list for every block again (slow!), or having an inverse pointer to the list-element per terrain, which removes the list element when destructing the terrain. Having lists like that, and removing the terrain incorrectly will result in invalid pointers and certain DOOM.

So now I'm stuck.

1. I can't even write down the design in my head in an intelligible way, which is a sure sign my head can't wrap itself around the design all at once, which means I don't yet truly understand it. (Life lesson for everyone: If someone cannot explain something in clear language, he doesn't fully understand it himself).
2. The Loading and Saving Terrain is heavily dependent on the structure-design, so needs to be rewritten and rethought later. Saving and loading to HD is slow, and needs to be efficient. Also, I don't want terabytes of unnecessary terraindata.
3. The rendering is dependent on the structure-design. I want the rendering to be fully relative. The camera has a location within a terrain, and from that terrain we're going to loop through all the neighbours and check if there's anything to render there.
4. I am not a computer scientist. The type of structure needed, and the internal linking of the structure needs to be lean and mean, especially on the rendering-side and save/load side. But what is the fastest way?
5. Objects and players need to move freely throughout the world. Having no absolute xyz system, there is more extensive administration as to what is where. Moving objects need to re-register and unregister with several terrain-blocks. Or I do it differently. How so I do this fast?


tl;dr: Gief me the C++ code!!1! ;)



PS: Yes I know I'm in way over my head. Part of the reason of diving in too deep is because I like being there.

10
General Discussion / Party People
« on: December 21, 2009, 11:08:18 am »
I'm sure (well, hoping) this forum has its share of party-people, blatantly ignoring the a-social stereotype of basement-dwelling DF-fans.
Share your craziest partying antics here!

Alas, nowadays it takes a babysitter to party, but once in a while I still manage to get out of the house. To start this off, pictures from last weekend, the once-every-2.5-years-recurring-poolparty!

http://thehospages.com/pictures/2009-parties/2009-12-19-afzwemmen-mercatorbad/

11
Life Advice / Quitting Addictions and Habits
« on: December 02, 2009, 05:03:48 am »
Have an addiction? Want to quit? Are you quitting? How is it going for you, and how are you feeling right now?

I've personally got a few addictions/habits I should quit, and today I'm starting with Coffee.

How do you know you have a coffee addiction? You get a headache if you don't drink it for an entire day.
Yesterday was such a day, and I decided I was done with it.

So I still drink coffee, but will limit myself to 3-4 cups a day (coming from 10-16 a day). We'll see how it goes from there. I'm already at 2 cups now at 11:00 AM, though, still a whole day to go.

In the future I should/want to quit:
- Coffee
- Smoking (that's going to be the hard one)
- Gaming (gaming for pleasure is ok, but when it's becoming a compulsory habit until 2 AM every evening it's not)
- Biting nails
- Cursing
- Irking other people for fun
- Probably more I can't think of right now.

12
Roughly based on TNTOCH, which was roughly based on IWBTG.

Rules:
- Anyone may post, up to 5 people for now, each controlling his own character. After that a waiting list, but I expect people to die a lot (losing is FUN!) so there won't be much waiting...
- The Multiplayerness is... different. You'll see.
- The goal of the game is to return home.
- Allowed actions are anything you could do in real life.
- Joining by yelling "reserved" or "in" won't count. Posting your first action in the story will get you a spot.

Story
The last thing you remember, is that you were reading about a game called Survival of the Fittest in the Forum Games and Roleplaying section of Bay12 forums. Then everything went white. Now, as you look around, you're standing on a hill, it's night, and the moon illuminates your surroundings.
You are alone.
A big house is standing a ways off, and there's light behind one of the windows. You think to yourself: "Oh, how original..."
You hear something howling in the forest.
You wonder how to get home, again...

Spoiler: Players (click to show/hide)
Spoiler: Waiting list (click to show/hide)

13
So I dug in an underground pool, which was nice, because the river was frozen all year long.
Three... Odd things on this map.

1. Digging into the side of the bottom of the pool (ca 3 layers of 777 water above that level), into a cistern. The cistern fills INSTANTLY. Like.. FLUSH, done. Allright...

2. Now my cistern has a 4/5 water on its top level, but the pool has a nice, topped off 7/7 level. They are still connected through a hallway 2 levels deeper, though. Communicating vats don't seem to apply, much.

3. Major Project: Melt the River! I succeeded by digging a magma canal under the entire river, but the river can never refill, because the last tiles on the edge of the map are not 'diggable'. Which is a shame. Lucky for me, the river refreezes and instantly melts with every seasonal change, magically replenishing it...

14
So: Active volcano inside a fortress inside an active volcano.

Somebody here had that as a signature. Thought it'd make a good project. And it's my first magma-pumping project. And I've got iron and bauxite.

Planning: bauxite/iron screwpumps, 7 parallel per level, from -5 to +3. From +3 it immediately goes down again to -5, through a hallway, and up again into a cistern (pumped magma is supposed to be pressurised), with an overflow somewhere on the map (no chasm, I'll just flood the world and let it evaporate).

When the volcano is half-empty, start building into it horizontally at -4. Make two entrances: one for dwarves, one for magma. Inside I'll build a tower, and a 1x1 pipe in the middle of the tower. This pipe will run to +2, allowing the pressure to overflow the magma there, run along the walls of the tower, back into the main volcano.

Desired Result: a tower inside a volcano, which can only be entered from -4. Add a few bedrooms and prettification, windows and such. The top of the tower spews forth actual magma.

Current status: pumps built up to lvl 0 (that's 7*5 = 35 pumps already), pumptower and magmachannels are ready,  megacisternpyramid is done (needs underground space), defeated a dragon, killed all nobles, made power-generator using a lot of waterwheels. I hope it works because the power it generates changes all the time, it seems bugged somehow if you have 1000+ power.

Also, letting the volcano refill on its own probably takes a looong time. I'm thinking about storing the magma somewhere instead of letting it evaporate.

Ideas to make this any more dwarvenly than it already is?

15
DF Dwarf Mode Discussion / Bad idea: fountain over lava
« on: November 04, 2008, 10:16:37 am »
To live up to my settlements' name, Romanceworks, I created a hanging-gardens type of structure looking like multi-colored flowers that protrude from the cliff face above my magma vent. This was the good (yet very un-dwarfish) idea.

The bad idea was to pump water into the biggest one through it's stem, that then cascades down upon the lower flowers and into the magma pipe. This does create the elusive "magma mist", combined with steam and dust clouds (yes all three can exist in the same square) and the obsidian thus created instantly sinks through the vent to the center of the earth, much to the chagrin of the imps and magmamen who are now constantly pelted with a rain of hard obsidian blocks.

Unplanned was the mention of "A section of the cavern has collapsed", including zoom and pause, twice every second. Advice for anyone planning on making such a device: Don't.

Thank Armok for off-switches.

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