Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - The Architect

Pages: 1 ... 98 99 [100] 101 102 ... 137
1486
DF General Discussion / Re: We can end the lag forever!
« on: December 10, 2009, 10:57:01 am »
I'm curious: what experimentation has been done to prove that pathfinding is the main draw on the computer's resources?  It probably is, but assuming that might cut out other routes of optimization.

Pathfinding is only a major drain when the computer can't find a path and continually rechecks.

To demonstrate: the pet-impassible door bug and the one-way entrance bug. Since available paths are checked from the job to the dwarf then assigned from the dwarf to the job, you can set up a one-way path and dwarves will continue to attempt to do a job and find "no path". These instances are the only ones I have ever encountered where pathfinding was a major issue. Sure, it's inherently a large draw, but the real draw is (in my belief) the job/stock system as described above. Somewhat streamlining pathfinding will not fix that problem, and will not enable larger fortresses. Perhaps a few more non-dwarf creatures, but the jobs system and the way it is integrated with objects/stocks will still bog down a fortress as it grows.

Does anyone have anything to add to the job/object analysis? I would appreciate correction and ammendation.

1487
It's being used as a middle finger directed at George Bush.

Oddly enough this actually sounds plausable.

It also sounds incredibly petty. At least you know big Mr. O is going to get any credit for any success in the Middle East. Anyway, is there more marketable reason (even if it makes less sense)?

1488
Other Games / Re: Modern Warfare 2
« on: December 10, 2009, 10:49:31 am »
I actually get kinda pissed when I lock on a stinger and it somehow misses. I've learned to stand directly under close-range craft, where the stinger doesn't have space to pull some convoluted loop-of-missing. Cold-blooded is tacked onto my machine gunner /stinger class to make this an easy task.

Needless to say, I shoot down a lot of killstreaks. Well-timed Predator Missile > Pave Low a lot of the time. Then, sometimes your Pave Low will net you a ridiculous number of kills.

So the unlocking challenges thing has always ticked me off in the Call of Duty series. A lot of the late challenges are things I've done multiple times, including feats of great gamesmanship (such as popping a few multikills with a sniper rifle at my first sitting). The most recent irritation is that I unlocked the Dronekiller perk on the same match I completed it, but since challenges are only unlocked after the game I didn't get the credit. Ended the match with a predator missile, game-winning kill, and literally 10 seconds after the kill cam for all to see, I get the new challenges message in the lobby. Few things are more annoying.

Care packages. For the win. Don't tell me you don't love getting a 3-4 kill streak (depending on Hardline) and landing an AC130 or my favorite, chopper gunner. Yea, way to go from 12 kills to 28 kills without breaking a sweat. It's worth getting ammo and counter-UAVs 20 times to get 1 chopper gunner. THE POWER!

1489
Well, to sum it up: I don't have a damn clue why this guy got the Nobel Peace Prize. I had never heard you could get it for good intentions. Some of my political opinions will be included in this first post, but that's not the intent of the topic. I want to know if anyone really understands why he got it?

I think that putting him up for nomination mere days after his election and pushing him through has greatly discredited the Nobel Peace Prize as a modern institution. The guy had done nothing except talk a big game. He still has done nothing, except push his party's agenda and fail to keep promises, like every other modern politician. I don't hear him being ridiculed yet like GWB (let's face it, I liked some of the big game he talked for a while too, but in the end he didn't have the power to do any of it). But I can't help thinking it might be coming to a lesser extent. He may end up deserving it as much as GWB, but if you don't want to be ridiculed for supposed ignorance you have to support his ideas (at least as a member of the media), and you can't make fun of related steriotypes without political and social consequences as you could with GWB.

Frankly, the man's politics scare me. First there are his very questionable moral standpoints, which change depending on who he's talking to. It's a politician's trait which is very strong with the Democratic Party. The Republican Party has its own problems, but we don't need to go there because Obama isn't in it. For the record, I don't like either. Anyway... as far as economics, he wants to socialize the country, and before someone cries "scared conservative!" let's not mix terms. Don't throw ignorant cliches or classifications at me, I'm an American citizen who believes in a free market with government regulation to keep it free. Don't jump on me if you don't know the difference between capitalism and free market. Unmitigated pursuit of profit is just as harmful as "big government" in a market. I also have a Christian "set of moral values", though I'd consider it much more than that. Some of the things our President supports clearly violate morality as I understand it, and combined with his socialistic approach to economics his policies are disturbing.

The bottom line, quite literally in this case, is: what did the guy do to deserve a Nobel Peace Prize? All he's trying to do is flip America upside down, albeit in a way that he claims (read: can't trust any politician's motivations) will be good for us, the people.

1490
Other Games / Re: Modern Warfare 2
« on: December 10, 2009, 10:25:53 am »
Can't wait for C4. Sounds just like satchel charges in Wolfenstein Enemy Territory. Best free fps ever, by the way. I've only been killed once by a satchel charge in the game, and I can't imagine it is something I will ever use extensively. Only enough to complete the challenges and xbox achievements.

I would love to earn prestige, but it's enough of a pain just leveling up once with my 'net. If we order up some external service, or I'm still playing it in several months, it will be time to go for Prestige!

Alright, so big favorite for the past day or so has been the FAL with a grenade launcher, the G18, flashbangs and claymores. Stopping Power gives the FAL a little more oompf, so that 2-4 bullets will actually put down a target instead of spending a whole mag on two enemies. It is obviously a class designed for certain tasks with very specific limits, but it does those tasks very well. The main one I use it for is hunting enemy snipers and campers, which it is very well suited for. Between that and the rapid-fire, FMJ P90 with Stopping Power, I think people playing against me in a few games learn very quickly that they can't afford to miss.

They'll always get the first shot with my connection if they see me coming, but they never get the chance for a second. On the note of C4 again, I think it should be obvious that some parts of the game are not based in realism, in order to create a balanced game. The levels are also very obviously designed around allowing all styles of play, and are extremely good at preventing stagnation (campers don't have the overall advantage at all times and there is always a backdoor, so the fun of the game is never dropped to a stagnant crawl while everyone tries to avoid feeding campers' kill counts). At the same time there is plenty of room for sniping and stealth. I find the maps to be really well balanced, and the rotation is nice too. There is plenty of variety right off the bat, and some maps like Rust come around less often to make them more novel.

1491
DF Suggestions / Re: Penicillin and other Ideas
« on: December 10, 2009, 06:30:18 am »
Lol. Looks like you might have flamed a little with your foxfire, there. I can't make head nor tails (haha, pun!) of your avatar, by the way. It looks to be better drawn than mine, but what am I looking at?

1492
DF Announcements / Re: The Evil Squire: A Threetoe Story
« on: December 10, 2009, 06:25:42 am »
Well you certainly have a very mature social view, and that is something to be respected. So you have my respect, if that means anything from a stranger on a forum.

1493
DF General Discussion / Re: We can end the lag forever!
« on: December 10, 2009, 06:19:23 am »
The way I understand objects' impact on lag is as follows, and of course it is purely theoretical. But like any good theory, it is based on solid observational data. It is partially discounted by G-Flex's statement, but let's revise and correct it after it's been hypothecized:

DF, as we know, only assigns a certain amount of some jobs based on the total number of dwarves with that labor enabled. With other jobs, it places them in a que so that they are not constantly performing checks. Examples follow, and I will arbitrarily give them names in order to facilitate reference:

Type A
Hauling labors: if you have 20 dwarves with all hauling labors enabled and no others with any, you'll see up to 20 of each hauling labor in the job que. How labors are assigned and how frequently checks are performed would determine the impact these jobs have. For instance: When is the job assigned, is it a result of cycling through a dwarf's labors or list of total active labors every time a related (or unrelated) dwarf completes a job, are job objects selected based on dwarf location or destination in each instance, (etc.)? Dumping labors seem to bridge the gap between Types A and C, possibly sharing problems with either or both.

Type B
Workshop labors, which will go into the que but (supposedly) only be active and performing checks in order in each workshop, and only when it is active. The biggest drag here, and likely only a small one in sum, is that each time a dwarf takes up a workshop labor a check must be performed for the most appropriate material. Toady has not implemented a pre-task designating feature, overt or otherwise, in this one category alone for multiple obvious reasons. It's a good thing that objects are only "tasked" when a job becomes active.

Type C
Construction labors, which are qued from front to back as they're designated and only perform checks in order of their que. However, unlike workshop labors these jobs designate the material(s) as a fixed point and store that data most likely as a tag on the object. The possible sources of lag here should be self-evident once that is understood.

Type D
This can be used to describe any miscelaneous labors or labors which do not fit the existing arbitrary classifications.

So, that understood, it's easy to see that the number of dwarves, jobs and objects go hand in hand creating lag. If we can use this as a jumping-off point to provide suggestions and data to help the Adams brothers "fix" the lag, that would truly be wonderful.

Notes:

1) When viewed this way I don't think that you can come to a meaningful conclusion about the relevance of pathfinding vs object presence by doing the experiment suggested above, which was to test a few dwarves and a large number of objects in one fort, and a few objects and a large number of active dwarves in another fort.

2) While I believe the biggest drag is probably the tasking feature, it seems to be more of a stopgap preventing truly show-stopping lag than a problem. And other problems such as the one suggested by Blacken (multiple unnecessary iterations) are likely to exist concurrently.

3) Even pathfinding ties into this, as every time a dwarf begins a job and must find an object (often designating the object based on the dwarf's proximity) the game must check the distance of multiple objects. However this is done, whether as a check radiating outwards until a suitable object is found or as a check cycling through objects to find the closest, it's bound to be an obscene processing hog.

4) Other RTS and resource-dependant games preempt the task problem by counting the total number of a resource and allowing you to designate jobs out of that number, a secondary count being displayed to interface involving the number that is not currently designated to a task. Once the secondary number is exhausted, you can't designate more tasks for that resource. However, rather than designating and tagging specific objects the way DF does, materials are selected only when they are actually needed and then (if they have a physical presence, as they do in few enough games) they are moved to site (in our case, it would be by dwarven labor as now).

Toady could significantly benefit by following this procedure, but it would require rewriting DF's object processing from the ground up. This, readers, is what is called a critical flaw. And it's so imbedded that I would dare say it will not be changed before 1.0 is completed. As long as it remains, we will not be solving DF's lag problems. However I did (in my ignorance, as it turns out) think that we might have a chance of coming up with a method to alleviate lag if we put our heads together, and something to present to Toady which he might be willing to help along or do himself, as it must necessarily involve the source code.


So you see: while I might know little to nothing about programming, there's nothing wrong with my logical reasoning. Having examined the problem more carefully and with the help of enlightened individuals, it is obvious that we can't proceed. If this analysis of the labor system sticks and can be corrected and amended well enough, it should be passed on to Toady for consideration when he does finally tackle the speed issue.

1494
DF General Discussion / Re: We can end the lag forever!
« on: December 09, 2009, 11:00:14 pm »
So... finding prime numbers sounds like it would have two fundamental stumbling blocks:

1) The basic code utilized by computers, having at its most basic level only a yes/no or odd/even, in other words opposite or mathematically speaking 0/1, +/- aspect is very limiting in this instance.

I realize this is the basis of computing, so please don't jump my case. I'm just pointing out that the way our most basic computer system exists disqualifies it to a large degree for this kind of work.

2) The infinite nature of the range covered by prime numbers, and of course the increasing difficulties as the problem involves larger numbers.

You could create a database, but otherwise the calculations required each time your range increased would become increasingly difficult. If you process enough volume you could come up with various principles and basic algorithms (many of which are already known) to speed the process, but you still need a considerable database to avoid actually recalculating each time or at least to simplify the process by storing your known formulae.

1495
Other Games / Re: Modern Warfare 2
« on: December 09, 2009, 10:38:47 pm »
All of that except the riot shield combo is impossible without a good connection. I have enough trouble breaking even when I collect deaths like raindrops (5-minute lag spikes +cruddy team, etc). I'll go on a 12-kill spree when I get a few minutes of good conection and end up 14/15, hah.

I use the riot shield on the Favella level. It's an unbeatable stratey for that level if you don't lag so horribly bad that everyone can just walk around beside or behind you and kill you. I use stun grenades and throwing knives with my shield too. I used to have steady aim along with dual-wield machine pistols on it, but a Striker proved to be more effective once it was unlocked, allowing me to remove Steady Aim.

1496
DF General Discussion / Re: We can end the lag forever!
« on: December 09, 2009, 10:30:54 pm »
Basically, you're asking for the source, which Toady has repeatedly said he's not releasing. That's more the problem than any understanding of modern CPUs.

The last thing I want to do is hijack the Adams brothers' dream. It's also obvious that I couldn't do any of the required programming myself. But I would like to discuss the possibilities. From what's been said, we can't do it ourselves. Given cooperation from Toady on whatever necessary level, is it even possible to create an interface/utility that would do what I've suggested?

1497
DF General Discussion / Re: We can end the lag forever!
« on: December 09, 2009, 10:11:20 pm »
Ah geez man you really, really need to chill out. No one is mad at you for shooting down ideas. Like I said: YOUR CONTRIBUTION IS CONSIDERABLE. But your tone is constantly offensive and you constantly go off-topic over your personal crusade.

Let's look at other ways to do it. I will present the idea to Toady of we have something useful, if we can't come up with anything then that's fine. Is it impossible to outsource processes much the way you outsource labor? When DF normally queries for closest resources every time the dwarves perform a job, causing massive processor delays, can't we have it query an updating separate database? We would basically be rewriting a small part of the program separately without the need to change the very thing you keep saying it is impossible to change.

Toady's cooperation is necessary. Rather than assuming we can't get that cooperation, let's just consider whether it is possible that we might be able to do something if we can. It's not going to kill us to consider the hypotheticals here in this thread.

For the last time, if you dont' want to play ball, then leave. This isn't the place for your crusade against your invisible enemies. If you want to continue to contribute without the sarcasm and off-topic defensiveness, then it would be nice to have your knowledge.

Damn you're stubborn about it.

1498
DF General Discussion / Re: We can end the lag forever!
« on: December 09, 2009, 10:01:50 pm »
If we want reasonable and well-thought, well-supported, well-written responses: you start. Find some sources that suggest what you're talking about is even possible. Do some research before insisting that I'm wrong--you're asserting a positive, the burden of proof is on you.

I'll wait.

You're fighting ghosts here, man. I don't think I would be wrong to say you are poisoning this whole topic. Stop going on personal crusades and play ball here! I have admitted my ignorance at every step. You're imagining an ignorant enemy, demanding that he's right and telling you that you are wrong. No one has done that here, and I'm not your enemy. Just chill the fuck out, if you'll pardon the rude expression. You've earned it.

We are looking at potential ways to solve a problem. If it's impossible, or impractical, then say so and give reasons. That's fine. But really, stop your personal crusade against the ignorant masses. That's all your posts are, and their helpfulness (though considerable) seems to be an accidental side effect.

I'm not an ignorant guy with the flu demanding antibiotics. I'm asking for information and proposing ideas. So like I said: play ball, or shut up.

1499
DF General Discussion / Re: We can end the lag forever!
« on: December 09, 2009, 09:55:52 pm »
It would be nice to see some reasonable and well-thought, well-supported, well-written responses. I asked for help and information...

So, Footkerchief did this. And subsequently increased my respect for him all the more. Thanks for the useful info, lookin it over now.

1500
It could be quite pretty if inlaid with rose gold.

Anyone know of a utility or somesuch to stop the cave-in notifications?

Pages: 1 ... 98 99 [100] 101 102 ... 137