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Messages - Bragan

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31
Guides and Tutorials / Re: A New Crafting Guide
« on: July 21, 2008, 10:07:28 pm »
Eh? The book is achieved on completing a quest that involves bringing a certain number of a certain ore, not one that involves bringing a certain number of stock of a certain metal  ;)

32
Technical Help: IN GAME bugs (after loading world) / Re: Attacking
« on: July 11, 2008, 10:47:13 pm »
I've not come across this problem, but until it gets fixed you can have a shortcut that attacks the nearest npc:
Code: [Select]
/target clear
/target next npc
/attack

assign this to a key (I use Q), and you can fix the (immediate) problem at a single finger movement

33
Fan Art / Re: A bit of blender by a noob ;o)
« on: July 09, 2008, 09:06:27 pm »
@Pizik: Really like the lighting you did on the last one, the golden sunlight is a great touch  :) Your UV mapping looks pretty good, except for the bottle where it looks a little blurry -- was the source blurry or a low resolution image?

How long did the last image take? It doesn't sound quite right that your first image took 11 hours to render -- they're simple shapes with no texture and only one light source that I can detect. A raytracer would get that done in a few seconds, unless you had quite an old (Pentium Pro- or Pentium II-class) CPU.

34
I thought about that, but I think I saw it said several times that the thread is only for settings.... Couldn't figure what would be the most appropriate section, so opted for here. Any mods able to point me in the right direction?

EDIT: I guess this is bugs, then. Thanks mods! And I'll keep it in mind for next time.

35
General Discussion / Re: The Great inconsistency hunt is on!
« on: July 08, 2008, 01:00:58 pm »
Interbreeding can be chalked up to fantasy-genre magic/tradition, but ear infections seems a little random. Parallo's suggestion of an injury sounds more plausible, especially since we already have precedent with the Klyros' wing spasms.

36
Granted, I don't know exactly how damage is calculated and therefore a Warhammer might deal more damage per hit than a Battle Hammer in the hands of the same character, but it seems that the damage dealt would be equal, and the Battle Hammer is ~17% faster (2.50 vs 3.00)

37
General Discussion / Re: The Great inconsistency hunt is on!
« on: July 08, 2008, 12:11:20 pm »
Quote from: Important Medical Facts by Raul Ursino
Nolthrir who spend too much time swimming rapidly may develop an infection of the ear and suffer from impaired hearing. Affected Nolthrir are asked to spend time on land until the infection subsides.

It's odd that Nolthrir would be susceptible to ear infections from being in the water -- if they evolved gills and such to live in the lake it stands to reason that they would have evolved a resistance to the infection as well.

38
Presumably because the devs are testing fixes. Bring it up, test, see what works, take it back down to fix what doesn't work. Wash, rinse, repeat.

39
General Discussion / Re: Think NPCs are dumb? Click here!
« on: July 06, 2008, 10:07:13 pm »
Don't think it's been mentioned yet based on a search:

Without posting any spoilers, about the quest given by the NPC that can't see:
Asking the correct NPC for the first item is a little fiddly: "i need <item>" does not give a useful response, while "about <item>" does, where I think they should both produce a useful response.

40
Newbie Help (Start Here) / Re: Naming your Character
« on: July 06, 2008, 08:16:11 pm »
I would question naming a character on their personality/appearance. After all, all babies (of a race ;op) look pretty much the same, and all act the same, so presumably their name would have no real reflection on who they actually are in adulthood.


Hmm? It is well known that names have power, and that children pick up attributes based on their names.  ;)

41
The npcclient is down, which means that attacking anything is impossible, for the moment. It'll be back up when the devs have fixed whatever needs fixing.

42
Complaint Department / Re: no climbing anymore? Great :(
« on: July 04, 2008, 03:57:36 pm »
The thing is that it's again asking the devs to take time out of developing. If you really want a view of what's going on, reading the cvs commit logs tells you what's going on, even if you don't understand any of the code.

It seems that the climbing glitch is a side effect of a serious bug that required a work-around (/unstick), and sometimes got NPCs stuck as well, something that was far more annoying. In trying to clear it up they may have introduced a few more. As was said, it's part of the production cycle, and I'm sure the appropriate devs are working on the new issues right now. I'll admit that I'm a little taken aback at the fact that this release introduced more bugs than solved them, especially since I play a male dwarf. But I'm able to continue playing, and since I can't do anything to help in coding, I take what I have, with gratitude.

If it was an integral part of people's roleplay experience, it can still be roleplayed, just not actually done in-game. Something that, at this point in the game's development, shouldn't be strange to anyone who RPs. Just remember that it's a sign of progress, and it will eventually integrate with other fixes that will greatly expand the scope of the fix.

I have a few more choice phrases, but I won't put them here and court this thread being locked again.

43
General Discussion / Re: Nightvision? Infravision? What can YOU see?
« on: July 03, 2008, 03:33:14 pm »
I googled :detective: for some photos http://forums.se-nse.net/index.php?act=Print&client=printer&f=62&t=18193 and it would appear that infrared would best be represented by a red-white color. However you would have to fit models with an infrared color map and considering there is probably no tools for that(more than 3 colors and alpha channel) one would rather go with a parameter for each model that tells how "hot" it is.


There are a couple of ways I can see infravision being represented visually, aside from the standard blue/red/white (which realistically is monochromatic, ie black/white). The first is the way Kodak handled its infrared slide film (discontinued now I think): infrared is mapped to red, red is mapped to green, green is mapped to blue, and blue is dropped altogether; this produces a false-color image. Essentially the sensitivity spectrum is shifted to the left. The second way I can think of (that doesn't involve false colors or more than 3 color channels) is to convert the RGB (red, green, blue) triplet to HSB (hue, saturation, brightness), and use the infrared component to determine brightness. So the colors remain true, and their brightness is determined by infrared reflectance/radiation.

Of course, if we can switch between infravision and normal vision then the complicated schemes outlined above can be discarded, and just use the "traditional" red/white schema.

EDIT: It seems to me that, however it gets implemented, having an actual distinction between infravision and night-vision would require support for the following in textures:

An ir-reflectance channel. Measure of how much infrared radiation is reflected by the surface. Similar to current red, green, blue channels, only visible with a light source already in place. Means that light sources would also need to be configured to "generate" ir light, not just visible.

ir-radiation. Measure of how much infrared energy is actually radiated by the object. This would allow infravision-equipped characters to see even in total darkness (something night-vision-equipped races shouldn't be able to do), if there's something that's hotter/colder than the environment. Mostly useful for seeing living or recently living objects, it would be difficult to actually make your way with this, since in most places the ground, walls, and air have pretty similar temperatures. It would be like walking through a heavy fog.

Optionally, you could also have ir-transmit, for objects that are transparent to infrared. Gives you the ability to see through some walls, essentially, but only if coded as such by the devs.

This is, of course, all the speculation of one non-programmer. I'm quite aware that implementing the above would be quite difficult, since it involves code for which I'm pretty sure libraries aren't readily available, at least under a unified system that considers (human-) visible as well as non-visible radiation. And this is for a physically realistic rendition of infravision, and realism isn't always a priority, often taking a backseat to enjoyment and coding constraints.

44
General Discussion / Post your undocumented tips here!
« on: July 02, 2008, 09:27:10 pm »
Hope this doesn't constitute spoiling  :-[

I haven't found either of these in any official documentation, but they're shortcuts that could really speed up certain things, especially crafting and smelting.

CTRL+click picks up a whole stack
SHIFT+click picks up one unit from a stack

If you guys have any other undocumented tips, please post them here.

45
General Discussion / Re: Racial Personalities and Roleplaying
« on: July 01, 2008, 09:45:55 pm »
From Webster:
Quote
Main Entry:
    racĀ·ism
2 : racial prejudice or discrimination


Main Entry:
    1prejĀ·uĀ·dice
(2): an adverse opinion or leaning formed without just grounds or before sufficient knowledge b: an instance of such judgment or opinion c: an irrational attitude of hostility directed against an individual, a group, a race, or their supposed characteristics

Stereotypes aren't only created by a racist attitude. Even racial stereotypes aren't necessarily racist. A stereotype will exist anywhere that a subset of a particular group is taken to represent the entire group. For example, that doctors have bad handwriting. This is probably true for more doctors than not (I certainly have trouble reading my doc's prescriptions) but we can't know it's true for all doctors without obtaining a sample from all of them. Yet the stereotype exists.

Because most Diaboli are vain and unreliable, it becomes a Diaboli stereotype. Despite the "melting pot" effect, cultural behavior and attributes will be maintained because cultural groups tend to congregate due to reasons of familiarity. Chinese don't live in a Chinatown because they are unwelcome anywhere else, but because it is familiar, they don't have to deal with too much culture shock. For at least as long as such groupings exist (Gugrontid, Ojaveda?), such attributes will propagate themselves. Even where they don't, parental rearing has a great effect.

This is all assuming that behavior is learned and not genetic (or racial). If it's the latter, then everything above is quite moot.

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