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Messages - Darkone

Pages: 1 2 [3] 4 5 ... 15
31
General Discussion / Re: 14th Amendment Shenanigans
« on: August 04, 2010, 09:00:06 pm »
The "Situation" is fine.

Quote
1. Less than 12 million illegals total accumulated over time in a nation of almost 310 million people is not a cause for hysteria. (According to recent estimates by DHS based on data from the Census Bureau’s American Community Survey and other sources, the unauthorized resident alien population totaled 11.6 million in January 2008 and 10.8 million in January 2009. Using data from the March Current Population Survey and other sources, the Pew Hispanic Center has estimated the unauthorized resident population at 11.9 million for March 2008.5 In the case of both DHS and the Pew
Hispanic Center, the 2008 and 2009 estimates are less than the corresponding estimates for 2007(11.8 million by DHS and 12.4 million by Pew). link (26p pdf)) (Note: the numbers are decreasing each year! This because of both fewer illegal immigrants coming and an increase in the number returning home -- in part due to increased enforcement of immigration laws!.) Also, of the nearly 12 million illegal aliens estimated to be living in the U.S. about two million are children who entered the country at a young age with their parents. None of them made an independent decision to break the law; they speak English, and have grown up in this country.

2. ... Spoilered for length
Spoiler (click to show/hide)

32
Other Games / Re: League of Legends
« on: July 30, 2010, 07:30:56 pm »
@Astral:  :-[ That was embarrassing... It doesn't help that you didn't play past bottom-of-the-barrel players. I remember my first ~5 games after unlocking Master Yi, I shot up to something like 120-10 or so without even trying. Until you hit slightly higher level, or dominate some people to get your ELO up, you get stuck with idiots. Also, HAHAHA all heroes the same. Because Master Yi is totally the same as Soraka  :D Hell, attack damage yi is an entirely different character from ability power yi!

I'm about level 28, and play on NA servers by the name "Dahak". Have several heroes, Kayle, Yi, Nidalee, Ezreal, Pantheon, Jax, Cho'Gath, Veigar, Poppy, Udyr. I tend to prefer Kayle, Yi, and Ezreal, and don't play Pantheon any more. Pretty much never play AD Yi anymore, either.

33
Other Games / Re: Worst Games You've Ever Played?
« on: July 29, 2010, 06:49:15 pm »
My main problem with DoW 2 was technical.

They created the Essence Engine 2.0 for DoW 2, ostensibly to take advantage of all the graphic goodness....and it managed to be less interesting, less flexible and less detailed than the Essence Engine 1.0. The quality gap between Company of Heroes and DoW 2 is staggering. Side-by-side, Dawn of War 2 looks like a cheap knock off of the Essence Engine. It's one of the few times where I've seen technology actually fucking regress, despite how shiny it looks.
Uhh... what? I've played both quite a bit with maxed settings and AA, and DoW2 looked significantly better than CoH. It also ran faster than DoW1 with similar unit counts, at least on my machine.

As for the whole gameplay style, someone else said it nicely: Once you get into the fluff of WH40k, you tend to appreciate DoW2 more than DoW1. DoW1 with mods was fantastic though, like Firestorm Over Kronus.

34
Other Games / Re: Starcraft II
« on: July 27, 2010, 02:02:01 pm »
I'm holding off for sure, as certain people (like Brother Laz of Median XL) have voiced some SERIOUS concerns over their custom map 'publishing' system, such as custom games being based on map, not a game room, and ranked by popularity...

35
Quote
# Airblasting enemies into environmental deaths now awards the death credit to the Pyro.
Yeeesss.....

36
Other Games / Re: Shattered Horizon
« on: April 29, 2010, 09:50:20 am »
Or Vista. DX10 only, so you also need a DX10 card.

37
Other Games / Re: D&D Online: Domas Nazushòm!
« on: April 26, 2010, 01:53:17 pm »
Just got off, gonna wait for tomorrow or so to really start. Name is Nillix McDwarf btw.

38
Other Games / Re: D&D Online: Domas Nazushòm!
« on: April 26, 2010, 01:17:42 pm »
Figured I would try at least. Navy Field has been better with making gold the standard, free subscription... but I had the misfortune of picking the USN line ;_; BB2 Colorado, aka BOOMSTICK!

39
Other Games / Re: D&D Online: Domas Nazushòm!
« on: April 26, 2010, 01:03:00 pm »
Kind of a necro, but I just finished downloading and installing and am wondering how many people still play.

40
DF General Discussion / Re: My god, arena mode is so epic
« on: April 07, 2010, 04:29:05 pm »
Obligatory post of my last major arena fight: Nearly Two thousand five hundred cats ( and 40 cave crocs >.>) versus 88 iron clad, greataxe wielding expert dwarves.

http://mkv25.net/dfma/movie-2074

41
Other Games / Re: Mount and Blade
« on: March 09, 2010, 07:29:26 pm »
I've found Sword of Damocles to be pretty awesome thus far for single, as well as Prophecy of Pendor.
Both have some changes to the combat mechanics, by using different skill levels, etc etc. The elites archers in both of them really are elite ;)

 I know the khergit-like refuge nation in SoD, the Zerrikanians, are fairly impressive: Lots of blunt weapons, and elite horse archers that are slower, but well armored and highly accurate. And the Villianese Duchy has expert longbowmen...

Spoiler (click to show/hide)

42
Creative Projects / Python Multiprocessing module issue
« on: February 14, 2010, 06:24:05 pm »
Having a problem with using multiprocessing in conjunction with libtcod

note: lots of commented out stuff from testing different approaches

Code: [Select]
#!/usr/bin/env python
from multiprocessing import *
import time
import libtcodpy as libtcod

#actual size of the window
SCREEN_WIDTH = 46
SCREEN_HEIGHT = 20

#size of the map
MAP_WIDTH = 46
MAP_HEIGHT = 20

color_dark_wall = libtcod.Color(50, 50, 50)
color_dark_ground = libtcod.Color(150, 150, 150)

class Tile:
    #a tile of the map and its properties
    def __init__(self, blocked, block_sight = None):
        self.blocked = blocked
        self.clearance = 0
       
        #by default, if a tile is blocked, it also blocks sight
        if block_sight is None: block_sight = blocked
        self.block_sight = block_sight
   

smap = ['##############################################',
        '#######################      #################',
        '#####################    #     ###############',
        '######################  ###        ###########',
        '##################      #####             ####',
        '################       ########    ###### ####',
        '###############      #################### ####',
        '################    ######                  ##',
        '########   #######  ######   #     #     #  ##',
        '########   ######      ###                  ##',
        '########                                    ##',
        '####       ######      ###   #     #     #  ##',
        '#### ###   ########## ####                  ##',
        '#### ###   ##########   ###########=##########',
        '#### ##################   #####          #####',
        '#### ###             #### #####          #####',
        '####           #     ####                #####',
        '########       #     #### #####          #####',
        '########       #####      ####################',
        '##############################################',
        ]

def make_map():
    global map
   
    #fill map with "unblocked" tiles
    map = [[ Tile(False)
        for y in range(MAP_HEIGHT) ]
            for x in range(MAP_WIDTH) ]
    for y in range(MAP_HEIGHT):
        for x in range(MAP_WIDTH):
            if smap[y][x] == "#":
                map[x][y].blocked = True
               
def render_all():
    global color_light_wall
    global color_light_ground
   
    #go through all tiles, and set their background color
    for y in range(MAP_HEIGHT):
        for x in range(MAP_WIDTH):
            wall = map[x][y].blocked
            if wall:
                libtcod.console_set_back(0, x, y, color_dark_wall, libtcod.BKGND_SET )
            else:
                libtcod.console_set_back(0, x, y, color_dark_ground, libtcod.BKGND_SET )           
            if map[x][y].clearance >= 1:
                libtcod.console_put_char(0, x, y, str(map[x][y].clearance), libtcod.BKGND_NONE)
               
libtcod.console_set_custom_font('arial10x10.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD)
libtcod.console_init_root(SCREEN_WIDTH, SCREEN_HEIGHT, 'python/libtcod tutorial', False)

##class threadhandler(threading.Thread):
####    def __init__(self, thread, queue):
####        threading.thread.__init__(self)
####        self.thread = thread[0]
####        self.args = thread[1]
####        self.queue = queue
##    def run(self):
##        while True:
##            task = pool.get()
##            if task != None:
##                thread = task[0]
##                args = task[1]
##                threading.Thread(target=thread, args=args).start()
##                pool.task_done()

def make_clearance(x,y):
    global map
    incrementor = 0
    if not map[x][y].blocked:
        map[x][y].clearance = 1
        incrementor += 1
        increase = True
        while increase == True:
            for iy in range(y, (y + incrementor + 1)):
                if map[x + incrementor][iy].blocked:
                    increase = False
            for ix in range(x, (x + incrementor + 1)):
                if map[ix][y + incrementor].blocked:
                    increase = False
            if increase == True:
                map[x][y].clearance += 1
                incrementor += 1
            else:
                increase = False
                incrementor = 0
#threading.Thread(target=your_function).start()

##class Collision(threading.Thread):
##    def __init__(self, queue, x, y):
##        threading.thread.__init__(self)
##        self.queue = queue
##        self.x = x
##        self.y = y
##
##    def run(self):
##        global map
##        incrementor = 0
##        if not map[self.x][self.y].blocked:
##            map[self.x][self.y].clearance = 1
##            incrementor += 1
##            increase = True
##            while increase == True:
##                for iy in range(self.y, (self.y + incrementor + 1)):
##                    if map[self.x + incrementor][iy].blocked:
##                        increase = False
##                for ix in range(self.x, (self.x + incrementor + 1)):
##                    if map[ix][self.y + incrementor].blocked:
##                        increase = False
##                if increase == True:
##                    map[self.x][self.y].clearance += 1
##                    incrementor += 1
##                else:
##                    increase = False
##                    incrementor = 0

#original function, the ix/iy loops are for checked the new edges every time you expand the square
##def make_collision():
##    global map
##    incrementor = 0
##    for y in range(MAP_HEIGHT):
##        for x in range(MAP_WIDTH):
##            if not map[x][y].blocked:
##                map[x][y].clearance = 1
##                incrementor += 1
##                increase = True
##                while increase == True:
##                    for iy in range(y, (y + incrementor + 1)):
##                        if map[x + incrementor][iy].blocked:
##                            increase = False
##                    for ix in range(x, (x + incrementor + 1)):
##                        if map[ix][y + incrementor].blocked:
##                            increase = False
##                    if increase == True:
##                        map[x][y].clearance += 1
##                        incrementor += 1
##                    else:
##                        increase = False
##                        incrementor = 0

#generate map (at this point it's not drawn to the screen)
make_map()
##pool = Queue.Queue()
pool = Pool(processes = 4)
##if not libtcod.console_is_window_closed():
if __name__ == '__main__':
    start = time.time() # timing test for later, ignore.
##    for x in range(4):
##        threadhandler().start()
##    for y in range(MAP_HEIGHT):
##        for x in range(MAP_WIDTH):
##            pool.put((make_clearance,(x,y)))
##    pool.join()
    for y in range(MAP_HEIGHT):
        for x in range(MAP_WIDTH):
            pool.apply_async(make_clearance, (x,y))
    print "Elapsed Time: %s" %(time.time() - start)
    #render the screen
    render_all()
    libtcod.console_flush()
    key = libtcod.console_wait_for_keypress(True)
The issue is, when I try it run it, as far as I can tell, it attempts to open a new libtcod window for every single iteration of make_clearance. Would be greatly appreciated if someone could point out what stupid little thing I've screwed up :< edit2: So, the question becomes- How the ehll do I fix this?  ???

edit:I'm assuming, from my limited knowledge of what's actually happening behind the scenes, that it's copying over the entire process, and thus, the libtcod console? edit2: quick look at some non-destructive sample code shows it opening 4 python.exe processes, so I'm going to guess that this is the issue.

43
General Discussion / Re: This Season on FOX: The Sarah Palin Hour
« on: January 23, 2010, 09:27:37 pm »
OT:

re: Obesity, BMI - Please, before you start quoting the WHO, look up the terms involved. BMI and Obesity as measured through it are worthless. Obese/Overweight people according to BMI includes people who are either fat, or muscled. IT makes no distinction as to what the weight you have is made of, only your weight vs age and height.

Hell, IIRC, when they made us do BMI things in nursing school, alot of my small Filipino classmates were in the "healthy" range, towards the obese end. And that's using the regular, unadjusted standards; these guys and girls were thin!

44
Play With Your Buddies / Re: Let's Play Aurora: Terran Crusade
« on: January 14, 2010, 01:16:48 pm »
Sand casters don't work. Nor does reflective armor. And there aren't sandstorms in space, nor fog :V

45
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: January 13, 2010, 07:25:28 pm »
Currently running 1400x1050, which is hideous, but works okay.

Possible win7 bug: Auto-rename removes names from list? REnamed first ship a few times to get Saratoga, then copied ship, and renamed.... no new name found?? Same for the new ship button, it doesn't give it a name, and says no new name found.  ???
Also got this bug. renamed class several times in a row, then noname.
Was also playing with the shipnames themes at about the time this bug occured.
restarting programm does not reset this. somehow the classname flavournames library has been lost. 

Asked on forums, known bug :P

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