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Messages - Stydracos

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1
General Discussion /
« on: January 27, 2005, 05:04:18 pm »
Quote
Note : Enforcing old english, twould be a right nice idea as it would basically suppress all rules about how to write and using french as part of a phrase (old french of course)


Completely at a loss to what your saying. I think you are saying old english has no rules? anything goes... and has its bases in french?

Well by my understanding old english is considered apart of the germanic based languages it borrows heavily from Celtic and Latin (latin more important).
It was also called Anglo-Saxon, of which there are 4 dialects each with different rules/spelling. Considering most of us (including native speakers) struggle enough as it  is with english I doubt inforcing a language twice removed and over a 1000 years old is the way to go.  So my vote goes towards not enforcing old english ;).

Hopefully you don\'t take offence I truly don\'t understand the above comments to the effect that \"its not fixed by rules\"... as old english has rules like any other language. Anyway I said I\'m a little confused so forgive  for my ignorance.

Not to mention this thread is at risk of heading off topic...

*edit* damn it you just added another thread saying you\'d doubt anyone would understand it and to add to it you throw in middle english... now I\'m at a complete loss /me shrugs then runs away */edit*

*another edit ;)* to the below, what I\'m saying though is it wasn\'t as easy as in the majority of the case only the priests and nobility were privy or could afford to learn, therefore it was hardly a language of the people. Though if I\'m right you are talking of the spoken/common language, the slang of its time... ok your right this can get interesting but... lets not go there and let the thread sail its merry l337 course. Thanks though for getting me and not taking it the wrong way (as I am always worried I come across as such). */edit*

2
General Discussion /
« on: January 27, 2005, 12:29:34 am »
http://www.einados.com/translate.cfm

Above links to a l33t speak generator.

check out
http://encyclopedia.thefreedictionary.com/L33t

Has some good ones like \"teh\", the (common mispeelings :p mispellings used instead of the real world).

http://www.planetquake.com/turkey/l33t.htm

Mentions dialects between groups and guides to read (think didn\'t read too much of any of the above)

-------------------------------------------------

\"83L03 @|23 50|\\/|3 L3773|25 70 l33t\"
Below are some letters to leet.

Just remember there are meant to be different dialects to l33t speak but I doubt that matters much anymore.

A- @, 4, /-\\
B- 8, b
C- [, c
D- |>, d
E- 3, e
F- f
G- 9, g
H- |-|, h
I- 1, I, |
J- J
K- |<
L- L, [
M- |\\/|, /\\/\\
N- |\\|, n
O- 0
P- p
Q- q , kw
R- r, |2
S- z, s, 5
T- t, 7
U- OO, |_|
V- \\/, v
W- \\/\\/, w
X- x, ><
Y- j, J, \'/
Z- z


Some Common Words (see there are lots of others already said these, but what the hell :D) :

teh - the

l337 ( |337, l33t), elite

ph34r, fear

pr0n, pornography

sploitz, exploits

0wned ( pwn, pwn3d, pwnz0r3d or pwnx0r3d ), completely dominated.

r00t, administrator privileges

m4d sk1llz, talent of one sort or another

n00b, newbie

ghey (gh3y, g4y ), gay ... in games used to describe a negative result

w00t or the smiley \\o/, \"woohoo!\" usually used to describe a positive result

hax0r, \"hacker\", where the symbols are used to draw rough approximations to letters ha><0|2 (x=>< and |@ = r) etc. Haxor is sometimes found as \"Haxxor\", as symbols for \"x\" are often doubled.

h4x (haxs), hacks\"

rox0rs, rocks

sux0rz, sucks

suxxor, something or more often someone undesirable

ub3r, ?ber / super

b4k4, Japanese word \"baka\", meaning idiots or stupidity


0|<, teh ph34r t@|<35 h0Ld /me |2un0rz

3
Wish list /
« on: January 10, 2005, 06:38:28 am »
The death realm is meant to be the penalty for dying, not losing items in the living realm.

Ok trying to be creative here so bare with me, pinching some ideas from above too. When you die you enter the death realm as a ghost and either have your items with you or will when you return to the living world easy enough.

I like the idea of turning into a ball of ectoplasm so when you die in the death realm you become some sort of \'lost soul\'. As only ghosts can leave the death realm, players now have to replenish their health to become a ghost and leave the death realm.

To do this they get another bar on the health bar this represents progress to gaining ectoplasm or some other thing that will return them to ghost status again. These Lost souls can replenish this ectoplasm in a number of ways, they can kill creatures or other players to gain it. Souls can also replenish themselves in these fountains of souls  (a place churning with other souls who have been there so long they have forgotten they were ever alive and fellow players) if they can find them (or perhaps they spawn in them?).  

Adittional things that come into play are :

 - Lost souls are little more then monsters clinging to a shadow of their former selves to represent this perhaps they cannot see ghosts names or show their own to ghosts.

 - If a \'lost soul dies\' (its normal health is reduced to 0) then it loses some of this ectoplasm progress and respawns. Perhaps ectoplasm lost is left behind allowing another soul or even ghost to collect (as an item for normal ghosts).

- They can also no longer talk to anyone who is not also a lost soul (or perhaps restricted to chat only). Possibly at the 50% mark they regain seeing and displaying names to guild members who recognise them. This would allow expanision into making offerings to friends lost to bring them back.

- Lost souls treat other lost souls as if they were fellow players, they cannot attack them and can see names etc and may even challenge them to a duels over their \"ectoplasm progress\".

-Individual \'lost souls\' are weak creatures \'shadows of shadows\' they plague the death realm offering unscripted creature to avoid/fight. Venturing near soul fountains could become a risk.

- Perhaps even through consuming monsters and players to gain higher levels of ectoplasm and can choose not to return but rather become stronger death realm creature.

This might be a bit complex / irritate gameplay could be made a little streamlined. However I like the idea of expansion of the death realm beyond the easiest place to find in PS (you only need to die to find it ;) ). I know they have great plans for the DR, player controlled \'monsters\' would be a kind of interesting encounter to (run away from :D) find.

4
Wish list / Interesting Thread ...
« on: January 10, 2005, 05:43:52 am »
No, to a U.S Based server -  The search button is your friend.

No, to a U.S Based server - Fragnetics has been loyal to PS as far as I can tell. It has provided hosting that must be excellent considering the devs have many options but have stuck with them.

No, to a U.S Based server - The current server is sufficent and unless you can guarentee a 100% free server, offering better pings and a company as commited to Hosting as Fragnetics then I see no reason to move.

No, to a U.S Based server - I\'ve found the current server to give a ping of 270-310, which is enough to play without much observable lag. I am 100% satisified with this current arrangement considering the build of PS no doubt still contains debug code and no doubt isn\'t optimised.

No, to a U.S Based server - The thing has only just truly begun, to up an move server would only add headaches to the entire community.

No, to a U.S Based server - I  live in Australia, so far I find connections to the US slower across many games.
I don\'t know how PS would cope, so this statement is about as useful as using NWN to judge benefits for PS server pings. However it stands to reason that if other games across genres off bad connection I see no difference here (and yes I\'m on cable, not dial up).

No, to a U.S Based server - Racial intolerance, and Intolerance in general. I have have found myself baffled by this one. I now avoid US servers for games now as I find them to be the most intolerent places. Maybe I\'m just unlucky I dont know this ones confusing, my lack of understanding for its occurance makes this one a bit hard to bring up properly.

No, to server segregation based on language - Why is this necessary? seems like a old solution to differences in people (not to mention a bit intolerant). Talk about surrounding yourself in a \"comfortable\" environment.
I love this aspect of PS, through PS and the blitzers I\'ve met a lot of great people from around the world. Sure we don\'t always understand each other 100% but thats apart of the atmosphere and getting to know such a varity of people is worth a bit of akward stumbling. If you don\'t like shouts in foreign tongues, well really the priority to fix this has to be the lowest part of the game :D. My advice ignore them... is it that hard? if you are address by someone in a foreign tongue to your own, use common sense and try to communicate that fact.

No, to splitting the community - See above I guess I\'ve answered this already. I\'d hate to see the community divided in anyway. However, maybe down the track some sort of  geographical linked gameworld would be a good idea.

@Rip The Jacker - Stop playing the victim. You are  equally bigoted in your depiction of Seytra as the newish sterotypical \"American hating European\". Interesting how you focus on this rather then on the arguement at hand which you seems to dodge around. I\'d almost go so far as to say you do so as you can\'t discredit what he says so would rather discredit him in the vain attempt it validates your inital points. Points that are incredibly weak in their benefit to PS (leaving the conclusion of personal gain an easy leap you know).

The difference I see between you and Seytra is he stays on topic and acknowledges his failings ( such as being angry) and for the most part is reasonable throughtout the discussion presenting himself up front.

Its very easy to attack someone when they are up front, it looked like he was explaining his actions; in a sense trying to take the venom out of his words so you could better understand his points (which you continue to ignore). Instead of acknowledging / realising this you capitalized on using it against him; I think you\'ve wronged him by doing that.

While I realise the forum format is in general a poor indication of character I can only comment on what I see. To me you come across as the artful topic dodger with a fair dose of arrogance. Always managing to avoid the sticky points in a discussion; aiming to discredit Seytra as if it validates your behaviour and arguements, and all the while maintaining you are \"right\".

5
Technical Help: IN GAME bugs (after loading world) /
« on: January 10, 2005, 03:29:17 am »
I\'ve been creating/created some skins for Blitzer members.

I haven\'t had any problems as long as I :

- Keep the zip structure (models\\enkif) and filenames exactly the same ( eg. enkif_torso.png )

- Keep the filetype the same of course ;) this also means keep the image 24 bit etc.

- When adding the files back into the models.zip file make sure the compression is on fastest, or failing that (as it depends on the zip program) try different compressions. But what you say it sounds like you do as I do and use a program like winrar that allows you to have the zip open a drop the new files in at a compression of your liking?

Doing the above I found I could skin for this version of Planeshift. The only problem I had was with the compression so hopefully the error I recieved was the same (can\'t remember what error I had though).

I hope this helped and everything works out for you.

Regards,
Sty

6
General Discussion /
« on: January 01, 2005, 04:39:08 am »
a /stuck command would be nice.

Check whether you have intersecting faces/vertices with the world and moves you slightly off this location to a free area (if possible). It may be exploitable but with some forethought, should be possible without causing problems. This may allow the ability to get off the plants etc without having to spawn a long way a way...

Just a thought.

7
Fan Art /
« on: October 20, 2004, 01:02:37 pm »
Quote
Originally posted by Icefalcon
They are very busy right now, and I don\'t think they are replying to anything. Once things begin to settle down, (after CB is publically released) they will start paying attention to us.


:) I wasn\'t talking about now, this was when the lww site was young. I didn\'t realise the webmasters would be busy now anymore then usual unless they are also devs too? If so I didn\'t know that and after 6+ months waiting I don\'t expect them to reply in the near future either. Anyway it was a simple response to a comment about lww nothing more.

8
Fan Art /
« on: October 19, 2004, 12:56:35 pm »
Quote
Originally posted by Adeli
I know a lot of the tools, but I\'m still learning, I got Blender and hated it... the UI was horrible...
I now have 3dsmax6, and am working my way through that.
I even have GMAX, which is a modified max4
LWW are sick of people trying to submit weapons, just so you know.


I have 3dsmax 5 and love it!
It all started by installing the demo of 3dmax. I knew then that this was something I wanted to learn and well was hooked.  Little did I know the the interface stuck in my head and when playing with other demos, freeware etc they could match the ease of use.
So how could I resist! unfortunately I haven\'t done the things I\'ve wanted to do... hopefully with some better time management I can ;).

I know about the weapons thing, hence why I haven\'t  posted anything about them or images I think you\'d like them though, low poly with nice texture maps.

I\'m also not going to submit to LWW... last time I was there I wasn\'t impressed with a slight difference between the legal agreement there to the one on the PS site (I preferred the latter). While I don\'t doubt it would probably be excercised exactly the same way I am careful about these things. Careful enough to send  a few emails to both people running the site at the time about it and was ignored; (maybe they were too busy who knows?)  the result was I stopped modelling for PS.

That was until I saw a few models here and thought well maybe through the forum I can still offer something to PS without going through a middle man. I believe it was the pterosaurs that inspired me to restart ;).

The main thing I want do is produce something complete and hear if what I am doing is liked. Hopefully all a dev has to do by then is have a look and if they like what they see they can PM me and It\'ll make my day.

9
Fan Art /
« on: October 19, 2004, 11:56:51 am »
Thankyou all for the positive feedback!

The model was created using splines, which I surfaced and converted to mesh. It is based off a mouse spider originally. It had around 600 faces so I set about changing it and slowly optimising it until a form took shape that pleased my eye. Eventually I had a model I couldn\'t change much further. I optimised it still, eventually a bit too much as I had to recreate the legs from scratch. I exported a 1024x1024 bmp using texporter and set about making a skin.

An insect is no original idea I admit, but what satisfied me about this insect is that it is the result of a journey.
This journey was playing around rather then setting out specifically to make it, in that way I consider it unique to me.

However this creature needed a reason to exist a purpose for being... it needed a source and a purpose. Ants and bees are the perfect inspiration for any hive... admittedly though it has great influence from Gothic and Gothic 2. There are creatures ingame called mine crawlers and field raiders, one looks like an huge ant thing and the other a huge upright beetle. I have to admit I never thought of the Kwama, perhaps I find them too uninspiring.

I hope to one day model what it is I see in my mind, different hive species living in different areas. Great forest hives made from leaves and secretions on the forest floor and in the greatest trees. Under ground hives of stone and rock, carved from the jaws of vicious warrior/workers who protect the inner nest... a place filled with the Queen. She is both ruler and prisoner, too heavy and bloated to move she serves as life giver and controls the hives very survival. These creatures are afterall very large and with size comes low numbers a hive would only consist of 30 - 60 members depending on size and food sources. I also have models for warriors and a few complete queen concepts... but the wait until the forager is done ;) (still need to be texture mapped and textured too :S ) oh I also have a cute pupae.

I am happy there are quests this creature may fill, for now though I\'m concentrating on my end goal.

Complete a model and submit it to the devs and see what they say. In order to do that I\'m on focused on this model atm and trying to be realistic about my task. Besides I hope to learn to add bones properly and convert over to the desired format without a hitch.... trust me I have many models that will follow after I manage that.....  riding animals... odds and ends... weaponry... a boat somewhere (damn harddrive crash lost me 80% of my stockpile!) etc all at various stages waiting to be finished and seen ;) .

Anyway typed so much I\'ve forgotten what I was saying :). So I\'ll end by saying this model took ~8 hours to make, ~8 hours to texture.... the hardest part is finding the time atm to do this stuff :D. I\'ll post some raw images of the queen and warrior etc concepts later.

*edit* I am tired while typing this so I\'m trying to correct my most obvious errors */edit*

10
Fan Art /
« on: October 19, 2004, 11:03:44 am »
Quote
Originally posted by Adeli
Very nice Stydracos!
I want to model monsters, but as I am new to 3d I have no idea where to start. Any advice?


My advice is to play around first, don\'t aim too high straight away. Do some models just to learn where everything is in your 3d program -> tool wise, get used to all the cool stuff and see what it is useful for...

Tutorials are handy, if you don\'t want to do them... just reading them can help give you quick tips on tools you didn\'t know about or techniques.

A good tip is don\'t be afraid to start again, sometimes if you\'ve got a screwy model wasting time fixing it would be better served doing it more carefully fromm scratch.
You\'ll probably end up with a better result and especially now that you have a rough idea on what you wanted.

Another tip is to save often and using slightly different names (I use a number on the end) that way you can\'t lose any good work through error or through optimizing etc.

As for 3d programs well thats a different topic all together... not one I can really offer a good answer for as it comes down to personal choice. I\'d suggest finding any demos or free 3d programs (Some have been mentioned in the forums) and giving them a go.

Hope that helps!

*edit* I know I double posted, I just wanted to split the posts up and well answer a bit more personally. */edit*

11
Fan Art / (3D) Monster - Hive Forager
« on: October 17, 2004, 02:06:13 pm »
My first monster created in the hopes to learn more about modelling/animating and hopefully to contribute to Planeshift itself.

The Forager

This beasty belongs to an  as yet unnamed insect hive society... which relies on these relatively docile creatures to gather its resources from outside of the hive/nest. I have roughly worked out my concept for the creature and its hive. Anyway more info on these will come later.

The forager beast forages for the hive, normally docile they will only engage in conflict if they think you are considered food; if they are under attack; if aiding another forager or if they are securing a food source from competitors.
Unfortunately this leads to \'disputes\' in farmland regions as farmers attempt to prevent these raiders from stripping their fields bare or carrying off domestic animals.
A foragers primary task is to raid the surrounding areas of the hive; to gorge itself on food ( to bring back food from its holding stomach to share); to gather materials for the hive.

Mesh Totals:

  Verts: 108
  Faces: 219



Click an image below to view a large version.





Notes : The texture at the moment is quite large, however reducing it back to 256x256 shows only a slight drop quality, which I can improve easily.
Excuse the lighting if it seems a little too dark,  I haven\'t added any lighting.
I\'m now getting its bones together :) or learning too, then it\'ll be animation and conversion. I have a lot to learn!

12
General Discussion /
« on: October 16, 2004, 05:31:46 pm »
I too would like the opportunity to be in second phase of testing.

stydracos@gmail.com

13
General Discussion /
« on: October 16, 2004, 02:01:23 pm »
No problem Adeli :D I was more worried that I was writing gibberish.

Of course you can use multi-coloured robes etc :) It was just a thought I thought you might like. There no doubt the idea was rooted in my mind from a television/game/book etc.

Yeah you are right about describing a crystal way robe, unless you say it bore all the colours of a rainbow (admittedly that sounds... well lame).

I didn\'t realise some of the story was done I might go off and have a read later.

14
General Discussion /
« on: October 16, 2004, 09:49:37 am »
Quote
Originally posted by Adeli
The major problem, what the hell colour is Azure supposed to be? Last I checked Azure was Blue?


Well I attempted to answer this bit, basically you could just use azure in your story and let the reader conjure up their own image. If you need to describe further just remember it is a bright blue colour with a hint of green to it.

I can\'t be anyone plain then that.. I did get the question and was talking about the colour for the mages robes etc not their actual ways.

I agree on the colours you picked for the rest, crystal as white could fit or a spectrum of colours, like when a clear crystal refracts white light.... I\'d just go with white  though ;).

An alternative would be to allow some to have a pair of colours for the clothes... like for the red way could be red and yellow; Dark way could be deep purple and black; Brown could be brown and tan etc.

15
General Discussion /
« on: October 16, 2004, 12:34:19 am »
Quote
Originally posted by Stydracos
http://noz.day-break.net/webcolor/azure.html

That may help... I don\'t know to me its just light blue or blue with some green in it and Blue is .... more blue :p with no green in it.


Just because I have a feeling there was confusion as to what some think I was talking about.  I was talking about the colour azure itself, not once was I talking about ps magic ;).

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