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Messages - Chessire

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1
It is true the techniques he is describing are valid and very useful for discerning the truth. Its just he accompanies everything with examples of his personal opinions and presents the opposing ideas in absurd ways.
Notice during the first part how all the people who speak about alternative medicine organic food or spiritual matters (all mixed together) are all looking pretty ordinary while chewing their words. As you said, he is wearing a lab coat even after he's done pointing out how wearing a lab coat is used to appeal  to authority and he is filmed in a room full of scientific equipment. Throughout the whole video he appears talking from all sorts of amazing locations mostly in nature while everyone else depicted are in some ordinary place in city landscape, giving a much more free and relaxed tone to his own image. Last but not least, while presenting critical thinking techniques at first he ends up spending most of the time explaining why one or another opinion is wrong.
If you are not appalled by the points he raises but feel closer to his own point of view instead you may fail to notice he is disregarding the subject of his video to pass his own ideas. There is nothing wrong with that of course, except this is supposed to be a video that teaches you ways to think correctly, not what to think.

The techniques he is describing are great, I just feel mistrust over someone who teaches me how to think for myself while also trying to convince me he is right. The video presents itself as educational by the title while being primarily political, this is clearly an underhanded way to express opinions.

2
I would love to raise some counterpoints to this video but its piling so many invalid points over one another its really no use doing so. While critical thinking is essential for any situation this guy is simply using it as an excuse to attack any ideas foreign to the western civilisation without giving them the benefit of a serious examination as well as pass political opinions as "the muslims attacked us on 9/11" or "FDA is good", also without examining the claims of the opposite opinions.

I don't know what you like about this video but if its because it simply happens to agree with personal opinions of yours this is not what we call critical thinking. You need to take any idea seriously individually and closely examine it even if it hurts just as I took the time to watch this video, not group ideas up and bash them under the excuse of "critical thinking" or "logic", only to conclude that your own opinion is the best and everything else is mumbo-jumbo.

3
The Hydlaa Plaza / Re: I Hate My Life
« on: October 10, 2013, 11:29:34 am »
Black and green tea contain more caffeine than coffee. Maybe try hot milk with honey?

Seriously, this forum is so whatever...

4
Large green valley.
Single big tree.
A goat is staring.
The apple still doesn't fall.

5
In-Game Roleplay Events / Re: Unforgettable [Event add-on to: Ierefal]
« on: August 31, 2013, 04:28:40 pm »
Even though I wasn't able to be on for the event I somehow knew this add-on would end up in such drama. Many people just want to roleplay the things they have imagined for their characters and react pretty badly to everything that puts them out of schedule. I personally find the fact some people start saying [ooh no, why did you ruin the nice rp like that] more off-putting than the fact someone highjacked the rp. Even if someone had planned a surprise that could result to an interesting situation the moment a bunch of people start complaining about it it all goes to waste.
Why does everyone start talking about how the event was ruined and noone asks what's going to happen now that someone planted bombs in Hydlaa? Am I the only one who expects this story to conclude into something, justifying all the noise it made?
Aside my general opinion on this I wasn't on for this event so I am probably missing some details... still this is definitely not the first time something like that happens and I never get why people prefer to stop and complain for IC events than to simply keep playing.

6
In-Game Roleplay Events / Re: So it begins.
« on: August 26, 2013, 08:15:35 am »
I'm not sure I got everything about the story but sounds interesting! I'm in for whatever this might evolve into.

7
Complaint Department / Re: Commmunity involvement
« on: August 19, 2013, 12:16:58 pm »
Seeing you are right in some of the things you say and after last night's in-game meeting I have created this thread. I hope it covers enough for someone to get started. :)

http://www.hydlaaplaza.com/smf/index.php?topic=41370.0

8
General Discussion / [COMMUNITY] Player contributions to the game's art
« on: August 19, 2013, 12:13:01 pm »
On the last in game meeting some players expressed their willingness to create art for the game. On this thread I am going to give an excess of info on how we make things for PlaneShift. Most of these things will be made more clear if you speak with someone from the team directly and can also be found on the wiki http://planeshift.top-ix.org/pswiki/index.php?title=Creating_Art_and_mods, I am still going to put that info here though, in hope that anyone who is thinking of contributing to the game will have a clear picture of what there is to be done.

Before anything else though I would like to make two things clear. First, how much you get involved with the team is entirely up to you but we will provide any support as long as you ask. Feel free to email Talad (pancallo@netscape.net) or me (daskaroliscg@gmail.com) directly, or join the prospect channel and speak with the team here http://webchat.freenode.net/ (channel to join is #planeshift-prospects). If you wish to join the team as well you can create a profile here http://194.116.72.94/nexus/login.php
Second, for the art submitted to the team we will need a license signed that will grant the game rights on said art. This is to allow the team to edit those submissions in the future and to make sure no other games will use the same art. The credit still goes to the original artists as well as the right to show it as portfolio.


Creating small objects
Small objects like herbs, food, teapots, spoons, amulets, fish, apples, pouches, books, glyphs, such thingies. New prospects that join the team are often given some of these to make as a first task to practice and determine their skill.
These are usually around 200 triangles or less, depends on the exact object. Texture remains smaller than 512x512 in most cases. Please don't simply create objects you would like to see added since there is a lot more to adding a brand new object to the game. Instead, it will be most helpful if you spot an object without a mesh and create that. You can also ask us directly what things we need and get a list of objects that are missing.

2D art
If you wish to create concept art feel free to do it. There is no guarantee your ideas will be used but they will be a help to the team. As always, speaking with us first will help.
On other things for 2D art, we often need icons, additions for the gui and textures to be made. For all of those you will need to contact the team though, as these tasks change all the time you will need information on what is needed currently.

Creating buildings or whole levels
The latest buildings added in the game were the ones of Hydlaa. They are 1000-2000 triangles each and bear 2-4 textures that generally don't go over 1024x1024 in size.
If you want to create a single large building (example: creating a hospital for Hydlaa or Ojaveda's city hall or anything like that) you can probably afford a higher polycount with no serious problem.
If you are interested in creating a whole level like hydlaa_plaza though you will need to speak with the  team for details on how to do it as simply adding buildings in a map will result to an overloaded and laggy area.

Creating character or monster models
A planeshift character is made of 7-8 different meshes that total up to 2000 triangles. These are chest, arms, legs, hands, feet, head, hair, eyes. These use 512x512 textures for the bigger parts (chest, legs, head), 256x256 for arms and hair and probably even smaller ones for the other parts. That's a general guideline, not too strict.
As soon as the character's meshes are created they need to be textured wearing their basic clothes, different textures for the face will give us more customization options for the players, same with different meshes for the hair.
After that we need texture replacements for torso, arms, legs, hands and feet, those will create medium and light armor. The mesh will not change for these armors.
Heavy armor is the same but the mesh changes for the torso part. This means you can add geometry for shoulderguards, metal plates or anything else you like for the chest piece.
Last mesh to be made, the magic robe. This one will replace torso, legs and arms at the same time. If you wish part of the character's arms, legs or chest to be visible on the robe model you will need to integrate them to the robe's mesh and texture. A 1024x1024 texture might be acceptable for this mesh, if not we can scale them down later.
When all meshes are ready they need to be rigged on a skeleton. This one will have: a head bone, a jaw bone, a neck bone, two clavicle bones, three spine bones, a hip bone, two clavicle bones, two bones for each arm and leg, one bone for each foot, a bone for each hand two bones for each finger. You can also add two ponytail bones, wing and tail bones if the race has those. Just remember that adding too many bones can be a cause for lag later in the game. To create all this you can use either bones or biped.
All this will be done in a single file called  a baserig. This is the file that will be used later to extract everything aside animations and textures into files that can be used from the game's engine.
The animations will be made in a different file each and exracted into .caf files using cal3d. For information on how to do that exactly you will have to contact the team or at least read the wiki. I am also not going to add the full list of animations here as there are 20 or more of them and many have special things to keep in mind when making them. If you contact us we will give you everything you need to create them.
More importantly, it is on the team's plans to improve all animations in the game and that could result on having some animations shared between characters. We have not discussed enough on this yet but it may be possible you won't have to make all or any animations for new characters in the future.
After all this is finished there is more to be done to integrate sockets for the character to hold different objects but I suppose you can talk with the team once you have been that far.
To create monsters the principles are pretty much the same only it is quite simpler. You need to create a single mesh, less than 2000 triangles preferably, and do the same as with characters. Monsters often have more than a single texture as they may come in different versions (example, the different kinds of arangma, rats, ulbernauts and more). They also have much less animations to be made.

The team usually has some tasks on priority. You are not restricted by that but if you would like to work on something but don't know what you could give a hand with those. For the moment these are:
- improve characters animations
- complete all wizard robes
- add klyros female

That will be all for the moment, if you feel there is anything I should specify please leave a comment below and I will. :)

9
General Discussion / Re: The Great inconsistency hunt is on!
« on: August 19, 2013, 07:17:23 am »
Sorry to go back to compasses for a sec, they would be completely useless. The reason for this is the crystal is over there you don't need a freakin needle to point at it. End of story. Imagine someone here inventing a compass to always point at the sun?
Compasses would only be useful for caves or dungeons, if they could exist.

10
Wish list / Re: Area Just Outside Hydlaa's Gate
« on: August 17, 2013, 02:06:41 am »
These areas don't have much detail to keep a low polycount mostly, Its quite obvious from many spots after all, the area around Hydlaa is totally empty. I don't think its going to remain like this, sooner or  later we should upgrade the scenery of the game in general. Thing is, we are still limited from the engine and can't go all out adding things everywhere. If we added extra detail outside Hydlaa's gate perhaps it wouldn't matter too much, if we kept those things to be seen from Hydlaa's level though (on the map inside the city) it could result to some heavy lag.
In any case, a visual upgrade to the world should come, sooner or later.

11
I ran through all the tutorial quests with an old character, pretending I'm new. :P
It felt much more solid than the old tutorial, and definitely much more immersing. One negative point, it still felt pretty long, I think I would have pressed myself as a new player to read through it but I don't think that would be the case for any new, hurried player. Good thing you can skip though the quests and return later.

About the fenki guard, it felt kinda weird she was greeting me, an unknown newcomer, instead of the npcs she sees every day. Just something to keep in mind, perhaps a guard shouldn't be all friendly and nice to any new lad or lass that arrives, aren't guards supposed to be a little investigative and alert when a crowd of who-knows-what-kind-of-weirdo-refugees come in fleeing from an invasion (are they all of them?)
We sure want a friendly environment for newbies but also a consistent one. Where is all the "I'm watching you " and "Don't cause any trouble" remarks? (FYI: TES games traditionally start off trying to chop your head off and people still love it!)

I personally liked the play of the last NPC, between IC and OOC, very much, given how funny she was and everything. It would be really nice though if she gave a filled music track and instructions on how to play music, perhaps some basic music tracks should be made available from the game for aspiring musicians but that's another story...

Overall it was a very interesting read and totally planeshift-style! I'd rate it surely over average for this game's opening. :)

12
Wish list / Re: Sandwich Recipes
« on: August 13, 2013, 05:26:13 pm »
Although sandwiches sound like a really good choice for the hungry adventurer I'd rather not see peanut butter & jelly jam sandwiches... these things sound like monstrosities to the old side of the world, no offense :P

13
The Hydlaa Plaza / Re: Privacy: Importance and Expectations
« on: July 20, 2013, 05:29:50 am »
I don't know if people know about this but there's a firefox plugin called ghostery that blocks trackers, analytics and widgets on any website.
Also, https finder alongside https everywhere are also very useful plugins that can help you protect your privacy, as they force https protocol on most websites (https prevents a third party from checking your movement on the web).

FYI, no trackers on this website  ;D

14
Wish list / Re: Immersion
« on: July 19, 2013, 10:37:33 pm »
Maybe this would be interesting to try again. Perhaps if we lowered the chat bubble's position so they re visible most of the times and implemented a speaking animation? There has also been a suggestion of changing the intensity of letters on the chat window according to your distance from the speaking person, I think there is a PS mod somewhere too. All this could make hidden names functional.
There are more things to improve this, as writing race and gender instead of "someone" or allowing each player to give a personal color to their writing on the chat window, example, names appear always in green but my speech appears purple, yours is red, someone else's yellow etc, although said colors should probably differ from the ones used on whisper, guild, system and other channels.

15
The thing is characters are not strong or weak, they have strengths and weaknesses that are subject to change. People who choose to play extremely strong characters all the time have a problem understanding this. If you go around playing "the strongest fighter" or "the best ranger" your character herself is an act of godmodding. You impose your character as stronger than anyone else and starting a RP on those terms is outright rude to the other players.

There are characters of weak, medium or even extreme strengths but these things are determined by the quality of one's roleplay. In my experience you can't really decide beforehand the strengths of your character, these things are determined by the people you meet. You may have people accept your character's strength but have it prooved he is not so smart in the end. If that happens you can't be like "no, he's smart too".
Just because game characters have a level it doesn't mean its normally like this. On the contrary, while roleplaying we have a chance to throw away all power levels and allow skilled swordsmen bite some dirt and clumsy youngsters make an improbable kill, all for the sake of an interesting story.

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