Fleeting Whisper

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  1. Quote:
    Originally Posted by Ten__ View Post
    City of Heroes not only saves a screenshot without the user interface in the screenshots folder but also copies a bitmap screenshot with the user interface showing in the Windows clipboard.
    The image it saved to the screenshots directory also stores metadata about where you were when you took the shot, and who was nearby.

    Quote:
    Originally Posted by Aggelakis View Post
    Note that you have to use both binds, you can't just bind shift+sysrq. By default, sysrq is only "screenshot", which means if you use shift+sysrq, it will turn on the UI, and if you use sysrq (default) after that, it will still have the UI turned on since it doesn't have the extra "screenshotui 0" in the default bind.
    Not necessarily. Rather than "screenshotui 0$$screenshot" and "screenshotui 1$$screenshot", you could leave Print Screen as is (by default, "screenshot"), and make a bind of "screenshotui 1$$screenshot$$screenshotui 0"
  2. Quote:
    Originally Posted by Solicio View Post
    It would definitely change my interpretation of the Kennedy Assassination.
    Like this?
  3. Quote:
    Originally Posted by CapnGeist View Post
    I'd actually go the other way: Put more content into the mission computer so that it's actually worth having one.
    Especially since it literally serves NO purpose for heroes.
  4. Quote:
    Originally Posted by NarfMann View Post
    you'd have to not be aiming at the enemy, because bullets travel in straight lines
    What would you do if no one ever told you bullets travel in a straight line?
  5. Simple:
    Damage / Recharge

    Fiddly (and more precise):
    Damage / (Recharge + ActivationTime)
  6. Quote:
    Originally Posted by Noxilicious View Post
    Either I would have to rely on a team-mate to have a functioning base, but that's a gamble and I would just risk annoying the team I make when it turns out we can't do the thing we set out to do, or I need to join a super group I have no interest in participating in just to use their base, and franky I just consider that dishonest.
    Or, make your own SG, don't invite anyone into it, and put in a mission computer yourself.
  7. Quote:
    Originally Posted by Samuel_Tow View Post
    This means that the points where OA and OB intersect the viewing plane - A' and B' respectively - form a line between them that lies directly on top of the x' axis of the viewing plane (that square I drew on there).

    Why is that x', then? I neglected to explain, but I define point P's image as the point where OP intersects the viewing plane. However, I can find this image not by tracing it exactly, but by where its image on the zx plane intersects the x' axis, and where its image on the zy plane intersects the y' axis. If I have both, I can extrapolate the the location of the point on the viewing plane by simply adding them up.
    But unless I'm reading your previous post wrong (and I'm beginning to think it may have been a typo in the first place), you've claimed that the length of the line segment A'B' is equal to the x-coordinate of the original point P. Which, frankly, can only be possible in two cases: P lies on the z-axis, or O and P are both infinitely far from the plane.

    Quote:
    Originally Posted by Samuel_Tow View Post
    Perhaps "distortion" is not the right word. What I meant was that as you move away from the centre of the view point and as you increase the field of view, the things you see become increasingly more warped and bizarre, and the actual "normal" portion of the view field shrinks towards the centre. If you'll note when playing Quake 3 Arena with a FOV of, say, 120-150 (I've seen people who do that, for some reason), very little looks like what you'd expect it to look like. It's all out of some bizzarro world that men were not meant to tread.
    Of course changing the FOV will distort the projection. Changing the FOV changes the calculations used for the projection. That's why FOV is only changed when distortions are intended. But given a constant FOV, there's no warping.
  8. Quote:
    Originally Posted by Laevateinn View Post
    A good way of giving such people a taste of their own medicine is to reply that they can only find names because they have low standards.
    'D' is for 'Diploma'!

    Quote:
    Originally Posted by Samuel_Tow View Post
    Adding Braille into the name would assume the Braille alphabet would be in any way, shape or form useful to this character, but since she lacks a sense of touch, it isn't. Her very design is of someone who lacks ANY physical sense at all, not just sight.
    Did you consider 'insensate'? Among other meanings, it means 'without senses'
  9. Quote:
    Originally Posted by Samuel_Tow View Post
    "Jubilee," which is a word I have still yet to see used in colloquial language AT ALL, and is a word that I, to this day, do not know the exact meaning of (not least of all because no-one ever uses it as a word).
    I always thought of Jubilee as a southern/hick word for a party. (Which, honestly, matches the character's power to produce fireworks...)

    I looked it up just now, and apparently the word actually means a year for rest occurring every 50 years (from the Old Testament), or a holy year when you're supposed to make a pilgrimage to Rome (Roman Catholicism).
  10. Quote:
    Originally Posted by Samuel_Tow View Post
    However, A'B' is actually the x' value of point P by the coordinate system of the viewing plane
    You lost me here. How, exactly, is that so?

    Quote:
    Originally Posted by Samuel_Tow View Post
    Basically, that disproves my original claim that lines parallel to the horizon would converge in infinity left and right, necessitating that they be drawn curved, but it does so at the cost of redefining my original model which required refracting through a sphere (and a rather more complicated calculation, involving square roots and variables squared).
    And we told you there's no sphere involved...

    Quote:
    Originally Posted by Samuel_Tow View Post
    Nevertheless, this "flat" model still produces noticeable distortion as you progress away from its centre, only its distortion is angular, rather than curved.
    I'm not sure what distortion you're referring to?
  11. Quote:
    Originally Posted by KidLazarus View Post
    When these threads pop up, those who argue that good names are not hard to get are often people who seem to favor offbeat or obscure names, and that's great for them if that's what works for them. But this is a superhero game, and many people would like a character name that sounds like a superhero -- something you could conceivably see on the cover of a comic book. These kinds of names are much more challenging to get.
    I think I've got one name in my stable of characters that wouldn't produce anything from an internet search. Everything else is either made of real, common words, real, common names, or simple constructs that take seconds to come up with.

    I mean, I got Negavulcan Airslayer. You're not gonna get more comic-booky than that unless you require something of the form [Mr./Ms./Mrs./Miss/Captain] [Descriptive noun or adjective].
  12. Fleeting Whisper

    Range and AOEs

    Quote:
    Originally Posted by Clave_Dark_5 View Post
    Ok, that I didn't know, thanks. But what I'm really wondering is if anyone actually bothers to slot cones for range unless the IO set "just happens" to have some in it?
    My Thugs/Dark MM has Fearsome Stare (not an attack, but a cone nonetheless) frankenslotted for Accuracy, Tohit Debuff, Fear Duration, Recharge, Endurance, and Range
  13. Quote:
    Don’t run programs designed by third parties for use with our games.
    HeroStats
    City Info Tracker
    Mids' Hero Designer

    >.>
    <.<

    I'm a baaaad man!
  14. Quote:
    Originally Posted by Samuel_Tow View Post
    But defined as what? That's my question.
    You've got a line, defined by the points E and P. You've got an infinite plane. Assuming EP is not parallel to the infinite plane, it will intersect that plane somewhere. That's Pnew.

    When projecting to a screen, the intersection may be outside the range of the screen, but that's part of the rendering algorithm, not the projection math.

    Quote:
    Originally Posted by Samuel_Tow View Post
    It should be obvious to me, but this is what keeps throwing me off. Purely technically speaking "point" and "vector" (specifically, central vector) ought to be interchangeable, as you're using what has to be defined as a vector space. In a vector space, each point is defined via a central vector, but when you call them "points," my brain shoots to the right and I have to reload.
    I'm not using a vector space; I'm using R3, the three-dimensional space of real numbers. Displacements in R3 do form a vector space, but that's a subset of what I'm working with.

    Point and vector are not interchangeable, though many computer applications will use the same structure for both of them, since they store the same data (x, y, and z coordinates). The main problem is that points and vectors have a different set of operations defined for them. If you multiply a constant by a vector, you modify the magnitude of the vector. But what does it mean to multiply a constant with a point? Similarly, you can add vectors (resulting in a new vector), or you can add a vector and a point (resulting in a translated point), but adding two points together has no meaning.
  15. You could do what I do: Set the chat to "Active Tab" (the little A button above the chat entry box), and create binds which combine /tabselect and /startchat
  16. Quote:
    Originally Posted by Techbot Alpha View Post
    They seem to be a lot more accurate than player versions
    20% more accurate than the player version (on top of bonuses from being an EB or being higher level than you)
  17. Quote:
    Originally Posted by Samuel_Tow View Post
    One quick note. You mention the "product" of two vectors, but neglect to mention whether you're talking about vector or scalar product, which threw me off at first. Where I come from, we denote basic number multiplication with just a dot (e.i., just .), so what you originally posted I read to be number multiplication, which confused me when you mentioned a vector product. I've read up on it before, so I know that what I call a "scalar product" you'd likely call a "dot product," by virtue of it being denoted by the dot operator.
    I'm not sure where I specifically said, the product of two vectors, but yes, I'm generally using scalar/dot product in the equations. There are a few occasions where I use matrix product between a row and column vector, and of course I also use normal multiplication.

    In my equations above, a simple space between two variables (or two parenthesized equations next to one another with no separating figures) means scalar multiplication (scalar times a vector, or product of two scalars). The center dot symbol ( · ) I've been using for dot product. And the asterisk (*) I use for matrix product.
  18. Quote:
    Originally Posted by Samuel_Tow View Post
    If I'm reading this correctly, the plane you are projecting TO lies on the other side of point P from the viewpoint E, is that correct? I always assumed it was the other way around, that the plane we were imprinting on was between the eye and the point, and we were imprinting on it "backwards towards the eye. Either way, I can work with this. The graph helps.
    It doesn't matter. Pnew is just the point where EP intersects the plane.

    Quote:
    Originally Posted by Samuel_Tow View Post
    OK... I'm a bit confused here, though I'm not sure it really matters. What I'm getting out of your notation is that every vector mentioned purely by itself is a radial vector, such as O->P (I lack the ability to put the arrow over the letters, so this will have to do). Now, from mentioning they are part of the same line, I assume you mean the image equals the old line plus itself times a scalar. However, as it's noted, it turns into O->Pnew = O->P + c(O->E - O->P), which would actually give you Pnew = P + c(P->E). First of all, wouldn't you want the vector E->P instead (or did I good up somewhere) and secondly... I honestly don't quite follow how that follows from their being on the same line. Technically, that would, to my mind, entail that E->Pnew = E->P +c*E->P. That, of course, doesn't discount what you described, but maybe I'm just too rust to properly follow.
    The difference between two points is a vector between the two points (A - B = v; v extends from B to A)
    The sum of a point and a vector is a point translated by a vector (A + v = B; B is A translated by v)

    E - P is a vector. c is a scalar. Scalar times a vector is a vector in the same direction with greater magnitude. So, E - P = v1 (a vector), c v1 = v2 (another vector), P + v2 = Pnew (a point)

    Quote:
    Originally Posted by Samuel_Tow View Post
    I really, honestly HATE working with homogenous coordinates. I basically passed all my exams by avoiding having to, and sticking to the basics. I know they help immensely setting up complex transformations exactly like this one, but if I want to have any shot at reading them, I'm going to have to sit down and do some serious reading. I just don't remember anything about that particular notation.
    It may be easier to consider it as a mass-point. {x, y, z, w} is a point {x, y, z}, with mass w. In R3, points have a mass of 1, and vectors have a mass of 0.

    And yes, I did up my display images in Mathematica
  19. Quote:
    Originally Posted by je_saist View Post
    Personally, I think NCSoft and Paragon Studios might plan a push to be the first and only commercial MMO available on Android / ChromeOS. I could be wrong.
    Um... what? O.o

    I've seen some pretty out-there ideas, but I think you just hit the ball out of the atmosphere.
  20. Quote:
    Originally Posted by GuyPerfect View Post
    This thread is full of "theoretical naysayers." Allow me to interject with my direct, personal experiences on the subject.
    On the contrary, I'm not being theoretical at all, and have experience playing a sapper character. My problem with the sapping playstyle is that by the time it's done any good, the enemies would already be dead if you'd built for damage instead of endurance drain.
  21. I think we'd need the full court record to know for sure, because that article was pretty light on the details of the case. But what I suspect was that the defendants got off on the claim that they paid for services (someone else playing the game), rather than paying for the actual in-game currency. It's a fairly common RMT defense.
  22. Quote:
    Originally Posted by Arcanaville View Post
    1. Tanker sets are justified in asking for high KB resistance. They are also justified in asking for sufficient KB protection to protect against medium-magnitude KB (around a cumulative intrinsic mag 10 or so, factoring in any resistances). After that, if the game tosses you somewhere, its because it was intended for you to deal with that.
    Of course, since 100% KB resistance is equivalent to infinity KB protection (with the exception of the extremely rare non-resistable KB powers), and since almost every KB protection power offers 10,000% KB resistance...
  23. Quote:
    Originally Posted by Samuel_Tow View Post
    I'm assuming that either you mean "three points" in the primary, or you're neglecting one of the simplest ways to define one. Just two points between them define a whole cluster of possible planes, essentially rotated around the line between the two points. As far as number two goes, if you're talking about a point in the plane and a vector originating from that point, you run into the same problem - more than one plane can fit that description.
    Of course, you're correct here. I wrote that post on my way out the door, and made some mistakes

    Quote:
    Originally Posted by Samuel_Tow View Post
    See, this is what's been tripping me up from the very start. I can't wrap my head around this matrix, as I'm not sure what it actually means. Your subsequent explanation does make some more sense, but I still lack a notation for what the variables actually mean. I can kind of see what you're talking about in how you break it down, basically as a 3x3 element followed by a 3x1 element on the first row and a 1x3 element followed by a 1x1 element on the second row. The problem is you define three out of the four elements in the description, and even then only as their natures, rather than what they are intended to represent.
    The image of a point P under perspective projection from the eye point E to the plane defined by point Q and normal n is the intersection of the line defined by E and P with the plane:


    Perspective projection is not well-defined for every point (if the line EP is orthogonal to n, then it will never intersect the plane), and it is not well defined for every vector (vectors store direction, not position).

    The equation defining Pnew is:


    Since Pnew lies on the line EP, there is some constant c such that Pnew = P + c (E - P)

    Since Pnew also lies in the plane, Pnew - Q must be perpendicular to n; therefore, (Pnew - Q) · n = 0

    Making the substitution, we get (P - Q) · n + c (E - P) · n = 0, therefore

    and


    Because perspective projection is not a linear transformation, it requires a 4x4 matrix instead of a 3x3 matrix, and the point being transformed needs to be homogenized (the point {x, y, z} becomes {x, y, z, 1}). Because perspective projection is a rational function rather than an affine transformation, the fourth column of the 4x4 matrix cannot be {0,0,0,1}. Instead, the denominator weights are stored in the fourth column.

    Homogenous coordinates {x, y, z, w} represent the rectangular coordinates {x / w, y / w, z / w}. Given point P = {x, y, z} and 4x4 transformation matrix A = aij:
    xnew = a11 x + a21 y + a31 z + a41
    ynew = a12 x + a22 y + a32 z + a42
    znew = a13 x + a23 y + a33 z + a43
    wnew = a14 x + a24 y + a34 z + a44

    This results in the homogenous coordinates {xnew, ynew, znew, wnew}, which represents the point {xnew / wnew, ynew / wnew, znew / wnew}

    Using homogenous coordinates and the previous equation for Pnew, you can move the denominator to w, and so
    Pnew = {(((E - Q) · n)(P - O) + ((Q - P) · n)(E - O), (E - P) · n}
    = {(((E - Q) · n)(P - O) + ((Q - P) · n)(E - O), (O - P) · n + (E - O) · n}


    Observe:

    Where * represents matrix multiplication, vectors are treated as row vectors, n^T is the transpose of n (in other words, n as a column vector), and I is the 3x3 identity matrix.

    From the above, the numerator of Pnew is

    and the denominator is


    Therefore, with the convention that the fourth homogenous coordinate and the fourth column is the denominator,
  24. Quote:
    Originally Posted by Samuel_Tow View Post
    I'd probably put that down to you managing to kill their stats, as I hear Poison is literally made to do
    The fonts just do damage and KB. Weaken reduces both, but it doesn't reduce damage as much as Dark Miasma can, and it doesn't eliminate the KU from Psionic Tornado if you're already being affected by it.

    Quote:
    Originally Posted by Samuel_Tow View Post
    my problem is that they deal a LOT of AoE damage REALLY fast and it's all psi. I can't think of a support set that protects against psi offhand, I just know forcefields of any kind don't catch it.
    Dark Miasma > Shadow Fall provides Psionic Resistance. And Psionic Tornado used by the fonts is tagged as an AoE_Attack, so AoE Defense works against it.