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Messages - MorleyDev

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2041
Other Games / Re: Discussion on TES V: Skyrim
« on: February 11, 2012, 04:59:50 pm »
Because the "giants" who lived in Morrowind called them dwarves, and it's not like that story was ever serious anyway. They're called dwarves because dwarven equipment were in Daggerfall and possibly Arena and then Beth decided that "hey wouldn't it be cool if the dwarves weren't dwarves but these kind of steampunk elves" and then they needed a some way to bridge over the change. And Beth were never really good at retcons.

Daggerfall ending excepted.

The retcon came before Morrowind. Redguard was the first game that gave them their airships and other steampunkness. It's because Arena's world was based off of an old homebrew DnD campaign one of the original Bethesda dudes ran, and whilst it started to move away from DnD in Daggerfall it wasn't really until Morrowind that the gameworld really established itself as being it's own "thing".

2042
Other Games / Re: Discussion on TES V: Skyrim
« on: February 11, 2012, 06:12:36 am »
Okay, where do you all get all this moneys? When I was playing the game, I'd sell damn near everything and even at level 40 I had like 500g. Every time I get more than that, I see something shiny and buy it and am back to square one...

I'm really good at managing my money in real life, I guess it seems suiting that in a video game I absolutely suck at it.

2043
Other Games / Re: Discussion on TES V: Skyrim
« on: February 10, 2012, 04:31:28 pm »
I don't really consider balance in a single-player game that important. Then again I think the whole point of levels in an open world RPG is so you can go to places you you got slaughtered in at early levels and one-hit everything there. It's something both Oblivion and Skyrim both lack, though Skyrim's isn't so bad...Apparently the mainstream disagrees with me, but whatever a mod will fix it eventually xD

2044
General Discussion / Re: You are a mage, what magics do you use?
« on: February 10, 2012, 10:17:53 am »
Pfft, you guys think waaay too small: Mind control magic. Subtly you could easily bring all the worlds rulers to their knees. I'd let the world mostly carry on as normal, but have all the worlds powers secretly controlled by me. Keep it so nobody knows this, maybe make myself a mildly rich man who wants for nothing (extravagance isn't to my taste anyway). A nobody by many respects. But I'd use my powers to make sure things never went too far to shit, keeping everyone in a state of conflict without letting the conflict reach the point it risks out very species (no chance of nuclear war, for example).

Secretly, you shall have a lord, both powerful and magnificent. Terrible as the dawn, treacherous as the sea, all shall love me and despair! ^^

2045
Other Games / Re: Discussion on TES V: Skyrim
« on: February 10, 2012, 07:23:12 am »
So would you say something powered by id Tech 3 is powered by the same engine as a game that uses id Tech 2? My point is yes and no are both pretty valid answers here. There are a lot of the same similarities and quirks, and a lot of code from id Tech 3 does come from id Tech 2, although a lot of it was also rewritten...

Heck, even if they rewrote the entire thing they'd probably have a lot of similar underlying code. A new design is usually just an old one with a few things you don't like changed.

2046
Other Games / Re: Discussion on TES V: Skyrim
« on: February 10, 2012, 05:11:22 am »
"New engine" is a marketing term. Game engines are a very generic and ill-defined concept. You write a game, and then you refactor a lot of the code so it can be used in a later game. This alone is often enough for the developers/publishers/marketing department to say that both games run on a modified version of the same engine, but that's no more or less valid a claim than saying because you made so many changes it's a new engine.

What they have done is rewritten a lot of the code they had. They have not thrown away any of the code that worked and did what they wanted, because that would have been stupid.

2047
Other Games / Re: Discussion on TES V: Skyrim
« on: February 09, 2012, 04:17:25 pm »
Also, after watching that video, wtf why wasn't neck biting part of vampirism in the first place? ???

It's never really been a part of Elder Scolls vampires. Daggerfall Vampires 'fed' by killing, Morrowind had deadly touches that drain the life of their victims and Oblivion Vampires only fed on the sleeping. Skyrims vampires are the same, being just copies of those from Oblivion which is disappointing since the other three games kept them at least notably interesting by how changed them each by province and even (in Daggerfall and Morrowind) actually 'controlled' different areas of their province.

2048
Other Games / Re: Discussion on TES V: Skyrim
« on: February 08, 2012, 05:32:25 pm »
The same problem as oblivion of every random bandit running around in daedric armour or never seeing the weaker creatures again when you get to mid/high levels, I'd like one that would fix it.

Skyrim's is a lot tamer than that. You simply encounter more and more higher level bandits amongst the weaker bandits. They never get any "WTF why don't they sell this 60000g sword of uber awesome and just live like a king?" gear. Personally I'd rather they just do away with the level scaling almost completely, but that's because it doesn't go well with non-combat skills and you can easily get outclassed by enemies as punishment for selling too much loot and therefore levelling up your speech skill -_-

2049
General Discussion / Re: if self.isCoder(): post() #Programming Thread
« on: February 08, 2012, 02:46:31 pm »
I have to make an 8-bit ALU for my coursework. Thinking of doing it in Minecraft too just for kicks, might make a series going through how to do so step by step...

2050
Life Advice / Re: I need to make £800 in 3 months.
« on: February 07, 2012, 08:32:42 am »
I think selling blood and plasma is illegal in the UK but don't quote me on that.


2051
General Discussion / Re: if self.isCoder(): post() #Programming Thread
« on: February 05, 2012, 07:50:24 am »
Ah yes, designing for threading is....not fun. Especially making things scale to an unknown number of cores. Few things are embarrassingly parallel...

Building things as "Task-based" helps, and if something is functional it's very easy to run the parts that don't out-right depend on others in parallel.

Things like life-like Simulations are easy to make always use all of the available cores almost all of the time, you just split it into n sections and give each section to a thread. Process all sections, wait for all sections to be finished, repeat. You can keep it in synch with a barrier.

If most of the threads are spending most of their time waiting, then all you really have is a single-threaded program.

2052
General Discussion / Re: if self.isCoder(): post() #Programming Thread
« on: February 05, 2012, 01:46:13 am »
Actually a good way around the C++11 support for threads I've found is to, if it's not supported, bring boost's threading classes into the std namespace.

I've got a whole set of headers I've been working on that exist solely around faking C++11 features that are missing in.

2053
General Discussion / Re: if self.isCoder(): post() #Programming Thread
« on: February 04, 2012, 09:22:42 am »
NULL == 0 == false, it's something you see a lot of in C code, since C didn't originally have a "true or false" boolean operator. Nowadays it's defunct and kinda ugly but still crops up...

2054
General Discussion / Re: if self.isCoder(): post() #Programming Thread
« on: February 04, 2012, 05:24:27 am »
Usually a float is a "single" as defined in IEEE 754, which is 32-bits.
Usually double is exactly what it says on the tin, two singles in size, 64 bits.
Usually a long double is some size bigger than a double. On GCC it is 80-bits I believe. Visual C++ just treats it as another double. This is why I say usually, the standard doesn't specify exact sizes or exact implementations so different compilers will do things differently.

The basic representation is the highest bit is the sign. You then have a series of exponent bits, followed by the fraction. 32-bit typically will have an exponent of 8-bits, and a fraction of 23 bits. 64-bit has 11 exponents and 52 fractions, hence the greater accuracy. Rounding errors can occur as not every number can be represented using this notation, like how we might have to simplify 1423.423543674574574564 to 1.4234e10^3. The more digits we can store in that representation, the closer to the true value we become.

You don't really ever need to worry about this until it bites you in the arse. Personally in C++ I'll always typedef the floats I'm using, that way if I ever encounter a problem with accuracy I can just change one line and see if that fixes things. You know how sometimes a physics simulation will just go crazy and explode? It's surprising how often that's due to a rounding error...

There are some things to be aware of in those situations, the main one being: Mixing very big and very small numbers together doesn't usually end well. 0.0000232342324 * 2423423524653 = omfgwtfisgoingonwhyiseverythingexploding? If you're doing this, revisit the scales and find some way to stop it. Fixing your timestep is always good. I personally have found it works well to ensure the timestep is always a multiple of a specific step, capping that multiple at a specific value and passing the remainder over to the next frame.

2055
Life Advice / Re: Need help killing my competitive demon.
« on: February 03, 2012, 11:36:37 am »
Why do people always want to "kill their demons"? Demons are fun and you can't win anyway, trying to keep them from getting out just drives you mad. The best way to cope isn't to kill them, it's to learn to let them out at the right time. Embrace your demons, make them serve you.

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