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Messages - Khlor

Pages: [1] 2 3
1
DF Suggestions / Re: Pathfinding: Jump Point Search algorithm
« on: October 21, 2013, 07:16:00 am »
If the the number of objects just hampers pathfinding issues, then why do things, such as Filth and Splatter, which have no path finding jobs, can cause such huge impacts?

Because of the need to process interactions between splatters and the environment each step, I suppose.
I never said that the number of objects only hampers pathfinding. I refuted your statement that pathfinding costs don't matter.

2
DF Suggestions / Re: Pathfinding: Jump Point Search algorithm
« on: October 18, 2013, 09:04:13 am »
So, this had been already suggested. I fail at forum search. :(

And the community tests have shown that the number of path finding actors isn't a major concern for DF. Its number of revealed tiles AND number of objects that is the major concern.

I must disagree with you. The number of pathfinding agents is not the only relevant metric - there's also the number of the things that create pathfinding jobs (aka the number of objects) and the size of the problem space for each pathfinding job (aka the number of revealed tiles). In other words, the number of revealed tiles and the number of objects are multipliers for the performance cost of pathfinding.

3
DF Suggestions / Pathfinding: Jump Point Search algorithm
« on: October 11, 2013, 03:50:18 am »
It is my understanding that there was no significant progress at the pathfinding issue, at least if the forum search is to be believed. Maybe this will help things.

Here's an article that I've found: http://harablog.wordpress.com/2011/09/07/jump-point-search/. It talks about an improvement to A* called Jump Point Search (JPS), which eliminates a problem that A* has on regular uniform-cost grids, such as DF maps, called path symmetry: basically the many equal-cost pathes that differ only in the order of evaluating them. The article claims that JPS can consistently speed up A* by over 10 times (the longer the path, the bigger the speed-up) and even outperforms HPA despite being optimal.

The potential problems that I see are:
- JPS has no general solution for every kind of grid. The article presents a variant for 2D square grid, which would have to be adapted for DF's 3D grid;
- JPS can be adapted for weighted grids, but this will require work (there are some ideas on this in the comments to the article);
- JPS speeds up when there is a lot of path symmetry. It will work excellently on open spaces, but it's unknown how it will handle an average fortress' labyrinthine floorplan.


4
Curses / Re: Person name suggestions
« on: March 29, 2009, 11:16:41 am »
Quote
immigration offices in non-Slavic countries which don't have gender declensed surnames use the masculine...
So I guess you could list gender specific masculine Slavic surnames.

Well, I certainly could. But I did what I did for the sake of the Russian fans of the game, who never emigrated and for whom to see a feminine name with a masculine surname is pain to the eyes.

5
Curses / Re: Person name suggestions
« on: March 20, 2009, 09:43:20 am »
Now back on topic - more Russian names.

Male:

Vitaliy
Ilya
Leonid
Lev
Gennadiy

Female:

Alla
Anna
Margarita
Lyubov
Zhanna
Anastasiya
Albina
Nika
Polina
Zinaida
Nina
Tatiyana
Lidiya

6
Curses / Re: Person name suggestions
« on: March 20, 2009, 09:30:09 am »
Why Norton?
I would like to know this too, actually:)

7
Curses / Re: Doing something about the omnipotent Security Uniform
« on: March 20, 2009, 04:16:23 am »
Concerning the uniforms, maybe it's worthwhile to raise the requirements for repairing clothes. As of now miraculously tracelessly removing bulletholes and bloodstains from looted uniforms doesn't require any Garment Making skill, which makes obtaining disguises too easy. For non-disguising clothes, that don't have such strict fashion, the requirements might be left as is.

8
Curses / Re: Person name suggestions
« on: March 20, 2009, 04:00:44 am »
Well, I heard that few years ago Estonian parliament issued a law that forbade naming kids Norton or Matrix.

9
Curses / Re: Person name suggestions
« on: March 19, 2009, 07:04:43 am »
Continuing the topic of Russian names:

Helga isn't a Russian name. Natasha is the diminutive form of the name Nataliya. Do you need separate diminutives?

This list includes only the names that are not too similar to their English equivalent (for example, Eduard will quickly change into Edvard, so I didn't include it). It also includes some Ukrainian names.

Male names:

Ivan
Roman
Yuriy
Evgeniy
Anatoliy
Aleksey
Pavel
Svyatoslav
Yaroslav
Rostislav
Fyodor
Igor
Oleg
Valentin
Sergey
Boris
Nikolay
Konstantin
Vyacheslav
Denis
Ostap
Bogdan
Vasiliy
Anton
Semyon
Nikita
Taras

Female names

Alexandra
Yevgeniya
Valentina
Olga
Irina
Mariya
Marina
Rita
Vera
Oksana
Kseniya
Katerina
Lyudmila
Inga
Lesya
Nadezhda
Larisa
Alina
Svetlana
Elizaveta
Regina
Elena

Surnames. Most Russian surnames are gender-specific (e.g. Petrov- male, Petrova - female). Here I list only unisex surnames.

Litvin
Kavun
Zloba
Vovk
Ryzhyk
Dub
Gora
Chernenko
Pavlenko
Stetsenko
Gerasimenko
Moskalenko
Prypalyuk
Demiyk
Tarasyuk
Vozhzha
Rybak
Maksimenko
Shevchenko
Kovalenko
Pysarenko
Klimenko
Kanyuk
Lyaschuk
Vaschuk
Marchuk
Talan
Rezun
Globa
Zhyharenko
Vyshar
Babich
Babiy
Balaban
Balabay
Novykh
Sedykh
Starykh
Belykh
Belyak
Storchko
Kazhan
Simonenko
Timoshenko
Yatsenyuk
Zorich
Musich
Musiychuk
Opanasenko
Drogich
Zvarich
Korobko
Vilenko
Rudenko
Galich
Volnysh
Zozulya
Teterya
Beryoza
Loza
Zolotykh

10
It looks like the new expanded minimap doesn't affect known areas no the site map (<m> key). You still need to move adjanced to a wall to see it on the site map.

11
Curses / Re: Guns Skill Suggestion
« on: November 10, 2008, 03:16:56 am »
In my experience, the main difference in handling a gun is how you hold it, so gun skills realistically should be divided at Pistols and Long Guns (SMGs, rifles, shotguns). As to what Penguinofhonor said, maybe we should emphazise gun differences in other ways, for example, making the ability to carry a gun concealed more valuable, or making people in fully military armor and with M16's strolling around civilian locations raise suspicion slowly?
Regarding Jetman's idea, it's not so complicated. Using a skill gives experience to that skill as it is, what Jetman suggests is usage of  a skill giving some experience to certain other skills too. It doesn't require introducing any new stats.

12
Curses / Re: Assassination and the Supreme Court
« on: October 07, 2008, 03:09:07 am »
Well, of course it isn't easy, but to prepare an assasination is easier than to prepare it and carry it out in any case. What I want to say is that framing your enemies for an assasination is more effective than killing some dude and risking public backlash.

13
Curses / Re: Assassination and the Supreme Court
« on: October 06, 2008, 02:07:31 am »
By the way, framing someone for assasination attempt may be much easier than actual assasination. Just sneak into some Conservative's house, leave there a box of explosives and a picture of the President with a bullseye drawn over it, then call the police... More the better if this Conservative is a CCS member.

14
Curses / Re: Assassination and the Supreme Court
« on: September 30, 2008, 01:45:37 am »
It's pretty easy to put an Elite Liberal President to office already. Assasination system will be just a needless work. The Supreme Court, on the other hand...

15
Curses / Re: Could Use Some Help Compiling
« on: September 16, 2008, 08:21:44 am »
As far as I know, DevC++ can convert Visual Studio projects to makefiles.

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