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Messages - Ninjabob

Pages: [1] 2
1
DF General Discussion / Re: New SDL modes
« on: June 16, 2010, 02:46:10 am »
On my computer Partial Print helps... I don't have any statistics as of now, but I could come back later today and drop some off. In the last version of DF:

My main computer usually averaged on 100fps when embarking, 40-50fps when 80-100 dwarfs, lower framerates with more dwarves and complexity. Partial print seemed to not change it at all. In fact, most settings didn't matter much.

On my laptop, I think I used to embark with aprox 50fps without partial print, think it was close to a hundred fps with PP on, but it fell quickly with more dwarves. With 30-40 dwarves it was usually down to about 40fps, 50-70 it was generally in its twenties, and so on.

Oh and according to the wiki, Partial Print is turned off in v31.04

2
DF General Discussion / Re: What programming language?
« on: May 12, 2010, 08:26:12 am »
Try Haskell. :P
Haskell (or any other FP language) is not something you would use for program if you want to ever finish it.
C++ has many drawbacks, but its most popular language, and proved to be sufficient for most applications.

As for own research projects, which are not planned to be released, I'd go with Python for speed and agility of development.
Runs for cover due to imminent languages flamewar

How come whenever this kind of thread pops up everyone is so eager to "defend" their own language and sometimes bash other languages?

Anyway, one can make great programs in almost any programming language. What really makes the difference is the determination of the programmer. What decides the programming language to use can be more or less random, like "I've always programmed in C so I'll keep doing that", or it can be because of said languages strong points (eg. lisp for AI, PHP for webpages).

In the end, programming language has much less to say than the programmer himself/herself.

3
DF General Discussion / Re: DF causing new MacBook Pros to overheat?
« on: April 27, 2010, 05:50:40 pm »
This discussion got me thinking: wouldn't it be better to vent the heat through the screen side of the laptop? That side's usualy exposed to the outside freely and thus you get a lare surface area to transfer heat through, as well as free convection. Ofcourse then you'd need to put the heat-generating components in the standing side, completely inverting the normal desing.

Funny, we thought of the same thing.

4
DF General Discussion / Re: DF causing new MacBook Pros to overheat?
« on: April 27, 2010, 04:03:53 am »
Journalist/photographer here. Use Mac for work. They do run hot when you run tough processes. So does other laptops, but not as hot.

Even so I wouldn't trade it for anything less than a Thinkpad.  8)

5
This is pretty cool. Though I wish a Grand Master Pianist would play the DF theme on piano. I would just listen to that all day.
I posted this in another thread, but I may as well do this here.

It would be AWESOME if somebody could do a piano version of the song with extended chords, etc.; it was composed around the limitations of the guitar. So much more could be done with it on a piano. I'd try it, but currently I'm learning it on guitar. Hey, just because I made the tab doesn't mean I know how to play it. :D

Heh I'd love to but I haven't been playing piano more than a couple of months. (Also, my keyboard is a filthy 1979 something Yamaha. It sounds like early computers.)

Gimme three years and then we'll see. :P

6
Wow I like that version. MIDI music is so good at sounding like old video game music. I feel a deeper appreciation of the music in the game after hearing it switched to another medium.
That's because old game music IS MIDI. It'd be impossible for early games to even have music without MIDI because of the file size considerations. Even a short MP3 file exceeds the amount of disk space these games had many times over, and the audio compression technology they had then wasn't even close to the efficiency of MP3.
Old game music is often in module format, allowing for own samples to be played back as well as samples on the computer. MIDI is sometimes used too.

7
It somehow feels like DF is being pushed indefinitely further and further away, but also feels like it's right around the corner. All the time since half a year ago, at least.

Almost Orwellian.

8
Semirelated; I got my sociology teacher into LCS when I went to high school. Hehe.

9
Other Games / Re: Modern Warfare 2
« on: January 02, 2010, 02:49:15 pm »
Becourt is a map from CoD1 or CoD1 UO, can't remember. While making MW2 IW thought that they could steal one of their own maps and put in in because it would still be new to the console users. They plastered it full of CoD4 props and renamed it to disguise this fact for the PC community apparently under the impression that none of us would ever recognize the place by looking at the minimap or remembering the layout. Or, you know, the fact that it's referred to as Brecourt in the actual game files.

And no, IW is not using any new engines, the MW2 engine is identical to the CoD4 one which is an upgrade from the CoD2 one which is identical to CoD1.
A chart of their engines, from least advanced to most advanced.
Cod1, Cod2, Cod3, Cod classic
Cod2 PC
Cod4, WaW, MW2
WaW PC
Cod4 PC
On the PC, MW2 is a graphical downgrade from CoD4 because CoD4 was a good port with enhanced features. WaW was also enhanced but it suffers from Treyarch not being given full access and documentation on IW's engine and being rushed out the door in months.

Firstly, they put in Wasteland not to save time, but as a nod to the older community. You were supposed to notice. Secondly, how much insight do you actually have over at IW, talking like you know everything about what engines were used? The CoD4MW2 engine is not identical to CoD4MW1, it is actually in most respects an upgrade, they have added for example the game mechanic of deflecting bullets with a riot shield, which was not in MW1, and ricocheting bullets / knives. Hence, the game engine is not identical, unless those features was in the MW1 motor but unused (In short, same engine, upgraded, not identical). Thirdly, I'm not sure if you remember CoD4MW1 or if you have ever played it (or MW2 for that matter), but MW2 does definitely look better, with more detailing on both props and on textures, and it has more debris and stuff flying around. The "death physics" are also slightly better, but still not good.

I personally think the major issues in the game are:

Lack of -great- maps, "Host migration failed" and in general the shoddyness of undedicated servers.
Physics for things that bounce off terrain but kill on impact already existed(noobtube) and so do alternate scope colors(ac130, goggles) and manning your own killstreak. In fac, IW stole several of those features from the community. Graphically it's an upgrade for the xbox version but because this time the pc version is such a lazy port, it fails to be as good as the pc version of cod4, which was individually tweaked for each platform and looks MUCH better then it's console counterparts. Yes mw2 has more colors. that's because they were ripping off tf2, not because the engine is even remotely as good as cod4(or tf2 for that matter).

The lighting has been upgraded and I personally think it looks better, esp late in sp mode, the white house in particular...

10
Other Games / Re: Modern Warfare 2
« on: January 02, 2010, 01:54:41 am »
Becourt is a map from CoD1 or CoD1 UO, can't remember. While making MW2 IW thought that they could steal one of their own maps and put in in because it would still be new to the console users. They plastered it full of CoD4 props and renamed it to disguise this fact for the PC community apparently under the impression that none of us would ever recognize the place by looking at the minimap or remembering the layout. Or, you know, the fact that it's referred to as Brecourt in the actual game files.

And no, IW is not using any new engines, the MW2 engine is identical to the CoD4 one which is an upgrade from the CoD2 one which is identical to CoD1.
A chart of their engines, from least advanced to most advanced.
Cod1, Cod2, Cod3, Cod classic
Cod2 PC
Cod4, WaW, MW2
WaW PC
Cod4 PC
On the PC, MW2 is a graphical downgrade from CoD4 because CoD4 was a good port with enhanced features. WaW was also enhanced but it suffers from Treyarch not being given full access and documentation on IW's engine and being rushed out the door in months.

Firstly, they put in Wasteland not to save time, but as a nod to the older community. You were supposed to notice. Secondly, how much insight do you actually have over at IW, talking like you know everything about what engines were used? The CoD4MW2 engine is not identical to CoD4MW1, it is actually in most respects an upgrade, they have added for example the game mechanic of deflecting bullets with a riot shield, which was not in MW1, and ricocheting bullets / knives. Hence, the game engine is not identical, unless those features was in the MW1 motor but unused (In short, same engine, upgraded, not identical). Thirdly, I'm not sure if you remember CoD4MW1 or if you have ever played it (or MW2 for that matter), but MW2 does definitely look better, with more detailing on both props and on textures, and it has more debris and stuff flying around. The "death physics" are also slightly better, but still not good.

I personally think the major issues in the game are:

Lack of -great- maps, "Host migration failed" and in general the shoddyness of undedicated servers.

11
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: December 27, 2009, 07:51:15 am »
That does sound more likely but leaves out all sorts of fun name-detectiving :P

12
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: December 26, 2009, 09:37:24 pm »
Except for the fact that the Norwegians had a tremendous influence on the English language and the English in general, making it very possible that Adams was orignally a Norwegian last name.

Adams is definitely not a common Norwegian last name today (and has probably never been), as our consensus bureau tells us (It's called SSB for those petualant enough out there). I haven't heard it in a Norwegian setting before at all. But it could have been derived from Adamsen, which means son of Adam. Adam is a Hebrew name, but Adamsen would be Norwegian or Scandinavian derived, if someone in Norway imported the name Adam and had a son...

13
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: December 18, 2009, 04:49:46 am »
Suicide booth workshops will be easy but you may need to put them in their own rooms and lock the doors.

The problem would then be dwarves with yellow and red wounds on spine or neck.

14
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: December 17, 2009, 03:10:32 pm »
It'd be cool if you could inject your own dwarves with poison. Euthanasia etc.

15
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: December 12, 2009, 01:27:48 pm »
There's always Lutefisk, but I wouldn't say it's not prepared per say. Who says dwarf preparation of fish is the usual heating? Nothing seems to imply they heat their fish anyway.

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