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Quote:Link please.Lol. yea Tony made it clear alright. As long as that dissenting opinion isnt opposite of his high hope happy view put your entire life into saving the game view. Mention one time that "Well, I'm not sad but will help save the game." and he'll jump down your throat so fast... in fact he already has a couple of times. Even going as far as calling people trolla or against the COX movement for not having his enthuse and exact goal as his. He says one thing and then do another.react in another way. He says he dont mind opposite opinions but call anyone a troll that does agree with him. LOL. Yea that is VERY accepting of dissenting views.
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I won't miss having to re-log in to these forums every day, and being completely unable to post to them from my iPhone due to it accepting my password and then immediately turning around and saying I'm not logged in.
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I'm sad about that as well. The real kicker is that yesterday I stumbled across something that made me think, "Damn it! I could probably get Bug Hunter for this if the game weren't ending!"
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A couple other thoughts.
1. I find the stretching of the term "troll" to mean "anyone I don't agree with" annoying.
2. I wouldn't put astroturfing past NCSoft's PR division, especially if they think they're getting negative press due to our efforts. IMO they're more likely to post comments on blogs and articles than try to "infiltrate" though. While we're keeping an eye out just in case, I think it's a bit early to start a witch hunt. Moderator action won't be taken solely on unfounded suspicions.
3. I'd like to point out that there's a "General Discussion" board for topics that don't necessarily fit in to the "Save Paragon City!" forum and its focus. It's feeling a little lonely and neglected all by itself over there. -
Quote:As someone who has a bit of an inside view, that's not true. Everything is taken with a grain of salt, especially when it's claimed to be inside info that isn't supposed to leak out. If I were Brian Clayton, I'd be careful about what I said to someone, even a friend, who I knew was going to turn around and post it publicly.ML, you believe everything that she says, even when there is evidence against her. In fact, you still believe her when she has *no* corroborating evidence.
ML is passionate, driven, and tends to be a little loud about her opinions. She also is quick to leaping without looking as a result of that. She doesn't represent the entire movement by herself -- even though to outsiders it may appear that way because of sheer post volume. What she says isn't taken as gospel beyond question, by any means.
Also, dissenting opinions are welcome so long as they are constructive and don't degenerate into petty bickering. Tony's made that clear a couple times, including asking some of the more rabid supporters to back off.
The Titan forums have always been relatively quiet, so the sudden explosion in traffic is taking some time to get used to. We've never really had to moderate anything other than spammers before -- all I can I ask is for people to be patient while we try to find the right balance. -
The whole "appear outside the map boundaries" problem started when they added the tech to keep your current coordinates upon zoning without a specific destination spawn point. Depending on which part of Peregrine you zoned from, your coordinates might correspond to different places in Talos, some of which were outside the war walls.
It was needed for the zoning in Praetoria to work correctly -- where all 3 zones were built from the same master model with the same coordinate system -- but was added to the engine a bit before GR. Previously, the game would just send you to 0,0,0. For Talos, that put you out in the middle of the water on the north side of the zone.
The PI->Talos bug was fixed a couple issue releases ago -- they added a specific transfer point for you to spawn at when zoning from PI. -
There's a Mac version of it, that reminds me that we need to get it added to the main page. Here's a link:
Sentinel+ (Mac) -
Quote:Not sure how new it is, but "demopause 1" at the demo console pauses playback, which Arcana was asking if it was possible.A lot of hidden demorecord functionality was rediscovered around I24, including detached camera control (which now worked outside of demorecord). Audio was not one of them. Mostly because it never occurred to me to ask.
It actually takes a frame number, so you can pause at a specific frame from the command line if you want, but if you specify a frame number that has already played then it just freezes it where you currently are. -
Quote:*cough* That's why I mentioned the bit about exactly that being included in the demo file, even though I was sure Arcana was already aware of that. A program isn't necessary since the game can already do it for you.The only better news possible than this would be if someone developed a Sentinel-like program to record the raw data of a base.
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Quote:Vorpal's just a fancy animation that makes it look like you're moving, when in reality you're not, and end up back where you started. I believe that animation only works because of the unique nature of Vorpal's targeting -- directly in front of you -- and wouldn't be convincing if you could pick your own location.I think that version of Shield Charge could have been achieved with the same tech as Vorpal.
Similarly Shield Charge and Spring Attack are both just teleports with some FX.
The new ForceMove mechanic would actually move an entity, whether it's a mob or the player, covering all points in between the source and the destination. In addition to the mentioned water ability, Utility Belt had an experimental flying kick style power that used it. Not sure if it would have made it into the final cut or not, but it's clear that someone was thinking about how "Shield Charge should have been".
There's also two test powers that use it, Temporary_Powers.Test_Charge, and Temporary_Powers.Test_Death_Grip.
That's not the only new thing lately, between that and Lua hooks, and several other new mechanics that had been added recently, it's clear that the programming team was in the process of making substantial changes to the engine. -
Quote:Spawning a pseudopet on the target could always technically be done -- that's how the NPC versions of those powers work. Since the AI can't pick locations, all of their versions just spawn on a target. However the limit there is that it's a different target type, so it's not something you can just switch on and off without making an entirely different power.Would it work for pseudopets and such, I wonder, allowing one to activate placeable powers on a targeted character/enemy? Because that would have been a huge QoL improvement for me.
Something like that might have been possible using power redirection, but there's still the issue of not having a UI to enable it. -
If that's the mechanic I think it is, it didn't just work on mobs. It could basically move an entity to a target (or fixed offset from a target, which was another new feature in I24). Since it worked on the player as well as enemies, it could be used to make something like Shield Charge was originally intended to be.
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Quote:Yes, you can record a 1ms long demo standing by the portal. The entire base map, including all rooms, items, and storage bin contents, is encoded in the "MAP" line at the start of the file, so freelook and/or demoediting will let you see the whole thing.I don't know if you can just stand in one place in your base or not when you record although I think you can: I haven't actually tried this in a base yet.
And yes, that means that those of us who knew how could tell what you had in your super secret hidden enhancement tables just by stepping foot in your base for a moment while you were the team leader. -
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This is now the third, or possibly even the second most random thread on the boards in recent history.
Keep up the good work! -
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Quote:Heh, my generic bin file dumper that handles most builds back to I18-ish weighs in at about 3MB, which in my opinion is about 2.5MB too big for what it does. That's a x86-64 release build, stripped of debug info. When I dug into it, I found that most of that bulk is static initializers from STL containers, and the umpteen different versions of them that got instantiated from all the possible classes that could be stored in them. Boost is a hog as well, as nifty as some of the metaprogramming you can do with it is.Templates are tricky. If you take my attribmod calculator, I already have only 2 megs of binary code, and thats mainly because I have Attribs::NUMBER*Aspects::NUMBER methods of accessing the attributes and maintain an array to access the corresponding method from the Attribute and Aspect.
Quote:Static code is powerful, and memory is plentiful nowadays, so it doesn't matter, complexity is king now, so use it, I say, but sometimes it get even over that... During my internship, I did perfectly legal template metaprogramming, but code generation went over the 6 gigs of my computer... Yeah, there was a hell of a lot of data, too bad it didn't work it would have been blazingly fast though :')
That's why these days my default optimization level is -Os. In my admittedly somewhat limited testing, being able to fit more code (and as a result, data) into the cache significantly outstrips the benefit of things like loop unrolling in the average case.
Using "resources are plentiful" as an excuse to be inefficient is the reason that the Windows 2008 server admin tools are so painfully slow. I peeked at one with a debugger once and cringed at the sheer bulk of the many dozens of .NET assemblies it was loading, just to view the event log... -
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One thing that usually works for me is to place and then remove an aux power item like a circuit breaker, or whatever the arcane equivalent is called if you're using arcane power. Alternatively, remove and then replace one if you're maxed out.
That doesn't always fix it, but if you haven't tried that already, it usually clears it up for me. -
Well to be fair one wouldn't normally expect that code to reference the fields by name, since that kind of information isn't necessary at runtime.
In this case, however, we lucked out that the devs used the same client build for development, so it's fully capable of loading the data from the source text files instead of the bins. I imagine that's for quick changes since they apparently used a local mapserver pointed at the same data files.
Even before that, ent_types was easy at least. They helpfully included the source files with the client for twenty issues. -
Quote:I may not trust a computer more than my own skill behind the wheel, but I certainly trust a computer more than everyone else's bad driving.But do you trust a robot car, with unspecified programming, more than your own skill behind the wheel in an potential accident?
If I have to give up my own control to get that, it's probably a good trade.
And I have to admit it would be really tempting to use it anyway, especially on the drive home where I typically only can go 5-10mph on the highway anyway thanks to all the traffic. Kick back and surf on my phone while I let the robot deal with that mess. -
I think it was actually the "iterate through each field and print it out" part that was slow -- reading the files into a buffer was fine, and parsing wasn't too bad, but writing every field from a large tree structure like powers or costumes into a text file took a couple minutes. The C++ version runs in a few seconds. However the compile time and resulting executable size is a lot higher than I'd like; mostly because of the template use. That's one important thing I learned from that project -- templates == massive codegen bloat.
If I was going to do it again, I'd use straight C.
The other reason I went with C++ was actually very similar to one of your goals; I wanted it to support every build with only one code base, so that I could write a comparison engine to see exactly what changed with each patch. So having the various versions of the schema derive from each other made sense at the time. All in all I'd say it ended up like most programming projects, not perfect by any means, but functional and useful despite any small warts that might bother me.