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Messages - eerr

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3916
Life Advice / Re: I'm a creative failure
« on: April 25, 2009, 03:08:59 pm »
Thanks a whole lot for the advice guys, it's real nice to know there are people to sympathize with.

I'm a real self-deprecating kind of person, but I just need to get over a lot of the mental handicaps stopping me from doing what I want to do.

yea...
knowing you absolutely have done perfect maintains your faith in your abilities.

thing is, thinking "I don't think I can do this" is a great way to enforce quality of thought, but not high-output.

you need to tone it down a bit so timevsquality and timevsquantity fit the right curve.

also, stupidity(the opposite of what you are doing) Is funny because it's-time efficient. But that doesn't make it any less time-efficient.

It's alright Moondancer.

I had a little spurt of creativity today, and I thought I would would try to write my thoughts down in "creative projects".

I wrote an introduction, explaining how I was trying to overcome my neurosis' and try to write something.

That took 10 minutes by itself.

Then I got to the title, and froze.

Then got upset after awhile and just exited out.

I can't help be feel hopeless.

I'll try again, in the future.

P.S. Sorry for the fragmented sentences.
you're trying to improve by improving your improving.

It needs to be in a format that doesn't require results, but will nevertheless get you closer and closer to improving.
also, allow recursion.

aside from deep thought, things that improve writing:

->READING many diffrent books
->KNOWing about what you wish to write. (examples of written worlds, and what you want to put in the world, including what words to use and what things you need to think of like economy)

minimum use of WORDS
careful use of BIG words.
->for maximum communication of thought, emotion, and whatever the hell you put in the paper.
(compress meaning, the more you make someone think without too much searching, the more powerful your work)


in fact, this is the complete opposite of school, which requires you to "stretch" words beyond any meaning.


therefore: in school, you start with far too few words, and expand them.(<-bullshit, lacks power per word)

in real life, you start with far too many words, and shrink them down.(<- fascinating, easily read and contains GREAT power, perhaps more than 1 ,uh , thought? per sentance even)




3917
DF Suggestions / Re: Ice traps
« on: April 17, 2009, 08:26:25 pm »
yea!, they just need to collapse

3918
All that we see or seem is but a mug within a mug.

I've had this several times. My first artifact in any given fort usually has itself carved into it. Also gems carved into the shape of the type of gem they are. What was my jeweler doing that whole time?
cutting the gem excessively to make patterns of a gem in it

3919
Creative Projects / Re: DF MUD Development Thread
« on: April 17, 2009, 08:13:56 pm »
I can see if I can get you a FTPS account, though you can just send the code to me and I'll upload it. That would be simpler.

Zyll is out for now. He may or may not be back at a later date.
Try logging on to the new server. Tell me if it's decently fast for you.

divineright.org 1050
Is instantaneous to the human eye decently fast?

3920
Creative Projects / Re: Help Me Experiment If Stroyline Helps Games
« on: April 15, 2009, 02:10:29 pm »
why do you want to test storyline importance to gaming?

3921
just so you know, the common demographics of DF forums appears to be

male, 16-30

with most people in the 18-24 range.

3922
Creative Projects / Re: DF MUD Development Thread
« on: April 15, 2009, 01:44:17 pm »
Ah, i've been working, at the speed of molasses
though during Human's vs zombies I did absolutely no work at all. It was the bomb.
Right now i've basically filled out material.h, as well as mostly finished wood and just started metal.(Tracking alot of information)

my big problem right now is uploading a significant amount of code.

I'm afraid pasting it into the little box in mush client will break it.


3923
DF Suggestions / Re: Things i want to see in future versions of DF.
« on: April 11, 2009, 05:56:01 pm »
rockfall traps without ceilings make no sense

perhaps they should require building the trap "above" the spot?


with spring loaded wall mechanisms, a heavy duty power source is going to be a huge waste hooked up to a continuously powered reloading mechanism.

merely because of the axels, there are fancy ways to disconnect something from a continuos power source.


the problem is, we need to balance the traps. Don't forget that.

toady will require the assitance of a physicist if he wants to make a semi-accurate model of the real world.

any and all fancy control mechanisms involved (moving parts) will decrease the ability of the trap to function.

a stonefall trap will ironically be the epitome of traps, while cave-ins are the epitome of usefulness and reliablity.


What we need is an engineer/physicist, not a mathemetician or programmer. Fnet from friction, gravity, power, ect potential energy. the mechanisms will require some research into engineering, but it's not that far away from a small abstraction, considering they're not even depicted yet.

toady needs to recruit an engineer

3924
DF Suggestions / Re: Illustrated weapon trap suggestion
« on: April 11, 2009, 12:51:03 pm »
Hmm, X activations before jamming is a valid idea too


Constantly powered traps make no sense. This is mechanical power, the only way such a contraption would work is if the mechanisms constantly move in one direction, say an axe blade twirling around a swingset's top bar. And you can't store power in such a machine for multiple uses, it's always released all at once

needs some sort of power-Iterator

like a tank of water which is filled too far perpetually, but all can be withdrawn to power the weapon trap

or maybe all those giant stones lying around.


These days, the issue with traps is that they're far, far too easy to make.
If we make it require a little bit of work (seperate the trap from the pressure plate?) the game makes more sense, and the player feels like the trap matters.

as long as making traps isn't too difficult.

3925
Creative Projects / Re: DF MUD Development Thread
« on: April 04, 2009, 03:19:57 pm »
for sunday through this saturday I haven't made any progress on the MUD.
That said, I was playing Humans vs Zombies all week, everyday all day(when not inside buildings or class).

3926
Life Advice / Re: I hate my school. D:
« on: April 03, 2009, 10:59:54 am »
put alot of work into learning through your school, managing your time, and making friends.

I mean like hours a day, all day, doing nothing but.

I sit on my ass using the internet all day, don't be like me.

just associate making friends with good stuff, associate doing your homework with good stuff.  Associate ignoring your homework when you could do it more easily now than later with being bad.

you'll eventually achieve zen if you do it right

3927
Creative Projects / Re: Fanasty Alignment System
« on: April 01, 2009, 11:54:05 pm »
this sounds more like a case of 3 large factions, that overlap with lots of other factions

the group who thinks they are right, the group that ??, and the other group that thinks they're right

for perspective, the people who think they are right think they are very right,
the other right group is very wrong, and
 that the ?? group is some mix/match between those two, and more neutral views.

3928
Creative Projects / Re: DF MUD Development Thread
« on: April 01, 2009, 11:28:26 pm »
well, it really depends on where the spot you dig to is located

is it halfway between hieghts?

then you'd end up digging precisely to the spot were another exit is located(upward sloped tunnel into a downward sloped hill!

so either the tunnel has to let out into the hill or let out into the nearby land, but it certainly can't intersect with a sloped hill!

it's either  flat (sucks),
exits sloped into the slope thats already an exit(you could make a threeway exit somehow, but why?),
give that either digging diagonally just fails into sky (which doesn't make sense),
gives the exact same result as digging up


so either force it to be a direction that it's not(flat or straight up,)
disallow it completely(digging into sky just fails)
or fuss around with exits

3929
General Discussion / Re: MIT Developing first DF capable CPUs
« on: April 01, 2009, 09:52:54 pm »

I think I remembers something...
From an interview?

Anyway, DF IS AN ALPHA

of course it will not be optimized, to make Toady able to insert new features easily.
yeah, but what if the optimization is similar in difficulty to multithreading, and he can't do it without scrapping all of his DF code?

3930
General Discussion / Re: Hyper Inflation is fun!
« on: April 01, 2009, 09:49:13 pm »
hah actually,

zimbabwea has ruined several currencies.
wikipedia has alot of information.

the inflation rate rose to 48%  in 1991
to over 100% in 2001
600% in 2003
and then increased on an exponential curve to 231,000,000% in 2008

quote_
The Sydney Morning Herald reported that inflation was likely to be two million percent in May 2008 and ten to fifteen million percent in June 2008, according to John Robertson, a respected Zimbabwean economist.[44] Robertson estimated inflation in July 2008 to be forty to fifty million percent.[44] Inflation can only be estimated because of the impossibility of following the cost of individual goods.[44]
unquote_


hell, log(zimbabwe inflation) probably graphs some freakish unnatural bacterial growth curve.


if you need a really fast rising curve for some reason, don't use x^x^x^x,
just use zimbabwae inflation rates, you'll get to infinity faster.

greater than zimbabwae's inflation rate is now a huge observation (good or bad? You're ambigious!).


with those jokes done, I feel sorry for people who's currency looses 4/5 of it's value every minute.
231,000,000% est inflation doesn't appear to be a joke, except the only joke ever told in zimbabwe.
all day every day.
with feeling.


It takes a truly hopeless government to never raise taxes.

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