Mind Forever Burning

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  1. Aw. I didn't realize until too late that I wouldn't be able to make the posted time (I have kids, and halloween stuff took over until later). Then I turned out to be so exhausted I fell asleep.
  2. Quote:
    Originally Posted by Codewalker View Post
    I'll have to check with our Mac guy, but I think the scripting system it uses in order to prompt for the Administrator rights it needs to access the COH process may only work on 10.6 or higher.
    The dependency wasn't created intentionally, but I'm running Lion, so CW is probably correct.

    Was this ever resolved? I can offer more help if needed; feel free to PM me.
  3. Did they change the Hami raid reward table to account for incarnate powers?
  4. After giving this some thought, I decided I prefer playing some of the characters I like best as opposed to creating new ones. Since all my favorites are level 50s, that points to the newer end-game content.

    I just finished the new Dark Astoria arc. I have to say, it was really, really impressive. I have some quibbles with the changes to UI that have happened since I left (what's up with the progress bars on incarnate slots? They look like squashed oranges) - but the story content has improved pretty much linearly with time, IMHO. Well done.

    I also did one I-trial and that was less satisfying... if I run out of high level arcs I might flashback Praetoria (assuming that's possible). So far though I'm pretty impressed with what's been done.

    I'll miss this game, although I almost certainly played more than was good for me. I wonder if Paragon Studios itself will be open on Nov. 30 and if so, whether they'd let some players in to see the end with.
  5. Curses. It does sound like a lot of great stuff was added after I left (which was a combination of having a kid and other life events). I doubt I'll be able to see it all before sunset happens, especially since I have a brewing crisis at work and I will likely have to put in some mega hours between now and December.

    I was never a big fan of hami raids; mothership raids seemed more fun, even after hami was tweaked. I loved the final battle of the LRSF though. I'd like to give incarnate trials a go if I can find companions (and time). Most of my 50s are on Virtue but I have 50s on Infinity, Freedom, and I think Victory also.
  6. Mind Forever Burning

    Loregasm

    Quote:
    Originally Posted by Xzero45 View Post
    TL;DR - Run Drowning in Blood, talk to the ally Shivans you rescue. They tell you important stuff. Also make sure to talk to Prometheus after you've run Incarnate trials, as he'll eventually start talking to you about the Battalion.
    Whose arc is Drowning in Blood?
  7. I managed to re-up between the announcement and the time that they shut down purchasing on the game. Are there things that you have to buy with Paragon Points that aren't free for VIPs? For some reason I thought there were.
  8. Mind Forever Burning

    Loregasm

    So... did I miss something, or do we still not know for sure what the Coming Storm is?

    There are hints - and I've always assumed - that it was a Shivan invasion, but catching up on some of the lore advancements since I stopped playing the game (circa 2009) I'm now wondering if it's a Battalion invasion instead and the Shivans are just harbingers.
  9. Thanks!

    I should mention that I have plenty of characters at all level ranges. I've been wondering about the Incarnate trials and also the signature story arcs (although it's unclear to me if some of them are unreachable now that I can't buy paragon points). If the Incarnate stuff is fun I would like to give it a try, maybe scheduling something on the boards if necessary.
  10. I've been away from the game for a few years. I did most of the content up to i15 or so.

    I'd like suggestions on things I should try out or see before lights out. Specifics help (e.g. if you suggest a new task force, it would help to mention how to find the contact, since I might not otherwise know).

    Thanks in advance.
  11. Quote:
    Originally Posted by Arcanaville View Post

    So instead, I'll just leave this as an example of why I love my job so very very much:



    Riddle: is this upgrade completed, or not completed?

    I should point out that this series of messages comes up basically all at once, without any human intervention whatsoever. The user isn't doing anything in between those lines of display. I like to call this Schrodinger's upgrade.


    Incidentally, that upgrade actually failed.
    But only after you checked; until then it had both succeeded and failed. That tearing sound you heard as you inspected the drive contents was the sound of a parallel universe forking from ours, in which the upgrade succeeded.

    Unfortunately for us, that was the universe where the extra hour you got to work on CoX led you to an epiphany that caused you to pick up the phone to T.J. Kim pointing out the fatal legal flaw in the sunset plan which could only be avoided by releasing the source code to a third party.
  12. For quite some time I've been toying with the idea of a more lightweight hero-themed game, that had some of the social/teaming aspects of CoX but a very different structure.

    The idea is more of a board game set-up, where players would work together to "beat the map". Characters' only persistence between games would be in non-gameplay aspects (things like badges, reputation, etc); during the game you would "level up" but only insofar as the map required you to in order to achieve victory (or defeat). If anyone has played Arkham Horror, it's very similar to that in concept, although with a more online feel: custom characters, probably some kind of "classes" or what CoX calls archetypes, etc. Also, player-created missions would be a little less problematic in that kind of structure, since overly unbalanced play would only affect the one mission/map and would presumably get weeded out due to boredom.

    Anyway, bit of a tangent, but I wonder if a game like that could cover some of the better things about CoX while being a little more friendly to interruptions and mobile play.
  13. I just decided this post wasn't worth it.

    As you were.
  14. Quote:
    Originally Posted by Arcanaville View Post
    Code:
    while True:
        # this increments the clock by 1/30th of a second with alignment
        if clock % 100 == 0:
            clock = clock + 34
        else:
            clock = clock + 33
    
    
    
        if clock > endtime:
            break
    Why do you care about alignment? Won't this cause some weird aliasing effects? It seems much simpler (and IME more expected) to have each tick be the same length.

    Edit: Maybe this is what people mean when they say "Arcanatime". Still seems strange though.

    Also, further thought, maybe this is because powers durations are in seconds instead of ticks, in which case not adding the extra millisecond will cause aliasing. You could fix that with rounding... probably... but then that probably just gives you this result anyway...

    Interesting stuff.
  15. Quote:
    Originally Posted by Arcanaville View Post
    I don't think it is, for the game engine to work in the general case. I believe the special case logic required to do anything else would not make the alternative significantly faster without breaking things.
    There's a strong parallel here with 3D geometry calculations in the rendering part of a game loop. On each game tick, the naive implementation calculates all the absolute positions of objects' rasterizations based on the matrix transforms for not just the objects themselves but all intermediate objects in the scene-graph that can have them. For example, if a car object is actually composed of wheels that can turn and a frame that hosts those wheels, then rasterizing the wheels involves knowing the current transform for the car, as well as the transform of the wheels themselves (think of the results of an explosion that hurl a moving car past the viewer).

    There are common tricks that can be applied to save the matrix math involved in recomputing the leaf-node object transformations, if you believe that there are parts of the scene graph that remain unchanged between game ticks. Such tricks could be played here too: you could consider the attribmod formulas to be a graph that must be traversed on each tick, dirty the nodes that change between ticks, and use cached values for everything else. In the (probably extremely unlikely) event that nothing at all changed between ticks, this would allow the whole computation to be skipped.

    However, I would avoid trying to get that complicated on the first pass. If the attribmod abstraction is written correctly, this kind of optimization can be applied later without too much pain. And you'd want to actually profile the full system before deciding to design this: there may be parts of the full engine that swamp what you're doing here, or you may find in real world cases that not enough can be cached between ticks to justify the increased complexity. (There's some quote about premature optimization being the root of all evil...)

    BTW, I talked to a few other folks today at work about this, and the reaction was pretty universally "That's completely insane and I hope they do it".
  16. Quote:
    Originally Posted by Mister_Bison View Post
    I think I did ridiculize myself quite well already
    I would say quite the contrary. Regardless of how many issues there are with your particular implementation, I find it telling that you cared enough to spend a weekend actually writing code. And you clearly know enough about the game engine to at least follow Arcanaville's and Codewalker's corrections, which is a deeper understanding than I have, frankly.
  17. Quote:
    Originally Posted by Starsman View Post
    The indie development scene is paved on the corpses of wasted time.
    Ouch.

    Quote:
    Originally Posted by Starsman View Post
    But how many of those games were freemium games? My point is not that anyone can make money on the mobile game scene. My point is that we have seen that people are very willing to pay money, in free games, bucket loads of money, for things you would never expect them to pay for outside of a controlled server environment.
    We agree on that point. I would just add that competition is fierce in large part because people are willing to write games for very low pay, just because they think it's fun. Game companies tend to weaponize that as an instrument of corporate profitability. That's true whether it's mobile, desktop, or console gaming.

    That very factor may make this project feasible, though. There are lots of people who seem to be willing to put in limited amounts of time basically for nothing.

    I'm not one of them, unfortunately. Tempting as it is, my corpse is still being steamrolled by my other indie game project.

    EDIT: I'm actually writing the online multiplayer component right now. These discussions have definitely influenced (and thankfully, for the most part, confirmed) my thinking about how to structure it. No idea how well it will be received, though, and funding the server is definitely a concern.
  18. Quote:
    Originally Posted by Void_Huntress View Post
    Are you specifically referring to the Pathfinder Society? (as distinct from the Pathfinder RPG)

    It's mostly doing things similarly to how RPGA did things.
    Yes, that's what I meant. I've only played once, and that was the 2nd time I'd played a D&D variant since high school (which, without getting into specifics, was a *long* time ago) - so I'm no expert. But I was impressed by the organizational effort put into fighting imbalances due to GM laxity.
  19. Quote:
    Originally Posted by Rusted_Metal View Post
    The comparison to pen and paper games shows the problems with this idea.

    You play solo, rolling the dice yourself, completely random. YOU are honest, so your character isn't break the bank, you've died plenty of times and been brought back through your whatever plot armor, and had fun.

    Chuck plays, and fudges dice rolls, just picks what he wants his character to have, and munchkins it out.
    Have you looked at Pathfinder? They aim to solve a lot of the issues you bring up here. It's a hugely ambitious project, though, and the lengths to which the organization has had to go does bear consideration in this discussion.
  20. Quote:
    Originally Posted by Starsman View Post
    As I mentioned earlier: mobile games have demonstrated there is a LOT of money to be made without controlling where the player plays.
    I would be careful using mobile gaming as an example of industry profitability. I have written a mobile game, and I also have friends who have done it. For the most part, we have not made back the money for the time put in. There are games that are more successful, of course, but a lot of the profit for the industry goes to Apple.

    Which is why I think a successful model for a game involves being the Apple figure, i.e. being the broker between creatives and their audience. Amazon is doing pretty well at clobbering the print industry with the same strategy (Kindle Direct Publishing).
  21. OK, I really should be doing other things, but my mind just started going crazy with this.

    Suppose this new MMO supported user-generated creative goods: costume pieces, missions and story lines, etc. Suppose further that users could sell them to each other, and the role of the main coordinators was to provide a store for these goods, taking a cut off the top. Would such a model be sufficient to keep the game running? I don't know how to answer that, but it's a tempting answer to the problem of never-ending content in a game that has minimal direct funding for development.

    There are previous models for this, such as 2nd Life, but I think CoX has an edge in that it is an actual game and not just an empty playground.
  22. Further thoughts...

    One of the early hurdles CoX faced was legal rather than technical. If some other entity than Paragon Studios took up the mantle, someone would have to look into the legalities surrounding hero-themed IP and what steps a new game would have to take to protect its creators and even users from lawsuits.

    Beyond that, though, it would be really fascinating to see a community-developed MMO. I don't know that any such thing has existed before, at least in quite this form (some early MUDs were open source, and of course the Mission Architect blurred a few lines). With a decent project manager at the lead, you might be able to factor the problem such that a large number of people could work on it in parallel. I'm thinking you could split the project along these lines and allow them to operate somewhat independently:

    1) Combat engine and powers
    2) Client/server communication, protocols
    3) Character creation, costumes, and crafting
    4) Critter AI
    5) World creation and 3D assets
    6) Mission and story authoring
    7) 2D UI
    8) Chat, registration, and user management
    9) Legal and business development

    Somewhere in there would be database/persistence management, but it might be split among several teams. And of course once launched you'd also need support staff, both technical and moderation. There may be other pieces I'm missing.
  23. So, what I get from this fascinating discussion is:

    1) It is possible to write an engine that does something with all the powers data in City of Heroes; and
    2) writing an engine that does exactly what CoX does with the powers data is much more time consuming than being lax about it

    Faced with the possibility of complete extinction, my 20,000ft read is that people would be pretty happy with anything even if it wasn't completely faithful to CoX's behaviors and edge cases. And yes, before Arcanaville stomps on me for it, I'm aware that many of the engine differences would lead to broken power sets and/or unbeatable combos, but then CoX itself had its share of those at launch.

    That said, I've always felt that even Arcanaville's estimates were low. Maybe that's because most programmers I've met are less productive than I imagine most of the programmers in this conversation to be. It took me at least two years to do this, and that's a significantly smaller project than building a full MMO. Based on that experience my estimate for CoX would be closer to 8-10 developer-years of effort.
  24. I had to look. First off, kudos for being the first C++ programmer I've ever met who uses .hpp for C++ headers

    So all the formulas are implemented in the Effects class?

    Why is the target void* and not Entity*?