How about a johnnie walker that walks right to left? hahaha On Thu, Jun 19, 2014 at 11:46 PM, Ilitirit Sama <ilitirit@xxxxxxxxx> wrote: > I prefer Johnathon Black. > > This is a great ad: > https://www.youtube.com/watch?v=MnSIp76CvUI > > One shot, 40 takes. > > > > > On Thu, Jun 19, 2014 at 11:41 PM, Donaldson, Alasdair < > alasdair.donaldson@xxxxxxxxxx> wrote: > >> Just going the simple route - Johnny blue. >> *From*: Ilitirit Sama [mailto:ilitirit@xxxxxxxxx] >> *Sent*: Thursday, June 19, 2014 11:19 PM South Africa Standard Time >> >> *To*: cpt-fgc@xxxxxxxxxxxxx <cpt-fgc@xxxxxxxxxxxxx> >> *Subject*: Re: USF4 changes! >> >> Shot of Don Julio Reposado, slice of pineapple, dab of Wasabi >> >> Don Hara Kiri >> >> >> On Thu, Jun 19, 2014 at 11:09 PM, Donaldson, Alasdair < >> alasdair.donaldson@xxxxxxxxxx> wrote: >> >>> Wtf? Some overkill there. Just stick to my tequila. >>> *From*: Ilitirit Sama [mailto:ilitirit@xxxxxxxxx] >>> *Sent*: Thursday, June 19, 2014 11:04 PM South Africa Standard Time >>> >>> *To*: cpt-fgc@xxxxxxxxxxxxx <cpt-fgc@xxxxxxxxxxxxx> >>> *Subject*: Re: USF4 changes! >>> >>> That's called a Hand Grenade. >>> >>> One shot of tequila resting against a shot of Jaegermeister in a glass >>> above some red bull. The tequila is the "pin". When you pull it the >>> Jaegermeister drops into the red bull and causes the "explosion". >>> >>> One level up is called a Missile. It's the same thing, but with a shot >>> of Absinthe as well. You pull the Absinthe and Tequila and drink them >>> quickly after each other. By the time you get to drinking the Jaegerbomb >>> you feel like you've been hit by a missile. >>> >>> >>> On Thu, Jun 19, 2014 at 10:39 PM, Donaldson, Alasdair < >>> alasdair.donaldson@xxxxxxxxxx> wrote: >>> >>>> Erm... Jaeger bombs and tequila... I don't think I'm making work >>>> tomorrow... >>>> Not really following the emails either. >>>> >>>> *From*: Ilitirit Sama [mailto:ilitirit@xxxxxxxxx] >>>> *Sent*: Thursday, June 19, 2014 10:07 PM South Africa Standard Time >>>> *To*: cpt-fgc@xxxxxxxxxxxxx <cpt-fgc@xxxxxxxxxxxxx> >>>> *Subject*: Re: USF4 changes! >>>> >>>> The gameplay demo of MGSV was awesome, but it does make the Fulton >>>> RS seem OP. I hope they balance it out nicely in the final version. I >>>> mean, it costs 1000 GMP for a cardboard box delivery, but only 300 GMP per >>>> Fulton? >>>> >>>> Game looks incredibly fun though. >>>> >>>> >>>> On Thu, Jun 19, 2014 at 9:26 PM, Wynand-Ben <paashaasggx@xxxxxxxxxxx> >>>> wrote: >>>> >>>>> Ah k >>>>> >>>>> All I know about how its generated is the bit you quoted from Otaku, >>>>> havent seen any interviews myself yet. >>>>> >>>>> While that sounds less impressive it should probably count as a >>>>> procedurally generated "cat" instead of generated "animal". So I guess >>>>> they could technically not be lying... :P >>>>> >>>>> >>>>> >>>>> There will be shortcuts taken. From the 1st time I saw this I was >>>>> just thinking is how the hell will a Indy team manage this? >>>>> >>>>> Will see someday I guess. Hope they take their time and do it >>>>> properly. >>>>> >>>>> Game looks intriguing >>>>> >>>>> ------------------------------ >>>>> Date: Thu, 19 Jun 2014 21:09:21 +0200 >>>>> >>>>> Subject: Re: USF4 changes! >>>>> From: ilitirit@xxxxxxxxx >>>>> To: cpt-fgc@xxxxxxxxxxxxx >>>>> >>>>> But that's what I'm saying. From the interview it just sounds like >>>>> they just have blueprints for known animals. Cats, dinosaurs, fish. How >>>>> many ways can you really generate a cat? Who is really going to be >>>>> impressed when they see a spotted panther for the 5th time, only in a >>>>> different colour or size? In Spore, every animal has the potential to >>>>> look >>>>> completely different. I'm not getting a sense of any of that from what >>>>> they are doing here. They didn't mention anything about exotic animals. >>>>> They mention that deer will exist on different planets but they will look >>>>> different. That's not impressive. Deer exist in different countries on >>>>> Earth and they look different. In Spore, no two animals look the same >>>>> (well, some do by virtue of mutation). So either they're overstating what >>>>> their engine is capable of, or it's not yet ready for a proper demo. >>>>> >>>>> >>>>> On Thu, Jun 19, 2014 at 8:49 PM, Wynand-Ben <paashaasggx@xxxxxxxxxxx> >>>>> wrote: >>>>> >>>>> Generating tree's and animals could use the same kind of level >>>>> generation algorithms I reckon. >>>>> >>>>> A "exotic" animal could have 1-8 legs. Its ass cant be too close to >>>>> its mouth, the legs need to be in usable positions. >>>>> Or tree's, cant have all the branches/leaves be too close together or >>>>> oddly spread out... so there will be some sort of algorithm to make them >>>>> look "natural". >>>>> >>>>> I dont see how it is any different. >>>>> >>>>> >>>>> >>>>> I still have no real idea what you actually have to do in the >>>>> game... other than "explore". Gather stuff? Trade? Fight? Do what and >>>>> to what end? >>>>> >>>>> Hopefully they can make it fun. >>>>> >>>>> ------------------------------ >>>>> Date: Thu, 19 Jun 2014 20:35:15 +0200 >>>>> >>>>> Subject: Re: USF4 changes! >>>>> From: ilitirit@xxxxxxxxx >>>>> To: cpt-fgc@xxxxxxxxxxxxx >>>>> >>>>> If you have a base template and just tweak a few variables, it's not >>>>> really procedural. It's just randomly assigning values to different >>>>> properties. eg. When you click "Random Appearance" on the character >>>>> build >>>>> menu in an RPG. There's no real algorithm behind it. Procedural level >>>>> generation on the other hand does require an algorithm eg. exit can't be >>>>> too close to the start, every room must have an entrance etc etc. >>>>> >>>>> I also think don't think they're going to be able to deliver what >>>>> they mentioned, or at least make it fun without some big changes. They >>>>> said the gameplay will take place in on true Universal scale. Ignoring >>>>> the >>>>> mathematics, it honestly sounds like the most boring MMO ever. The odds >>>>> of >>>>> you running into another player is exceedingly small, and they even >>>>> acknowledge it! What's the point of an MMO where there's little-to-no >>>>> interaction with other players? It might as well be a single-player game. >>>>> I think this is one aspect of the game they will need to rethink very >>>>> carefully. >>>>> >>>>> >>>>> >>>>> >>>>> >>>>> On Thu, Jun 19, 2014 at 8:16 PM, Wynand-Ben <paashaasggx@xxxxxxxxxxx> >>>>> wrote: >>>>> >>>>> I dont take any marketing jargon seriously... dont see why this is >>>>> any different. >>>>> >>>>> >>>>> Only thing im worried about is that they have bitten off more than >>>>> they can chew. The game sounds and looks good but im not sure if its >>>>> doable properly with a Indy team/budget. >>>>> >>>>> If the size of it is really what they claim it to be then procedural >>>>> generation would be the only way to go. Nobody would create that big of a >>>>> universe by hand. >>>>> >>>>> >>>>> "*From the article on Kotaku it seems they just have a base template >>>>> for various classes of animals and plants and they tweak it to give them >>>>> slightly different appearances. That's very different from procedural >>>>> generation.*" >>>>> >>>>> Why is it different? Diablo 2 levels where procedurally >>>>> generated... they were never the same. (Maybe not never but the odds are >>>>> that it happened). Using sets of preconstructed base items/areas/stuff. >>>>> >>>>> Its just varying degrees. If they builds stuff modular or >>>>> interchangable enough they could "hopefully" generate a shitload of >>>>> different "Stuff". >>>>> >>>>> >>>>> The scope of the universe alone sounds amazing tho if they can keep >>>>> it from beeing too samey after you have seen too much of their >>>>> "constructions" >>>>> >>>>> Would be cool if they pull this off >>>>> >>>>> ------------------------------ >>>>> Date: Thu, 19 Jun 2014 19:57:36 +0200 >>>>> >>>>> Subject: Re: USF4 changes! >>>>> From: ilitirit@xxxxxxxxx >>>>> To: cpt-fgc@xxxxxxxxxxxxx >>>>> >>>>> There's no way I can take any game that makes claims like that >>>>> seriously. >>>>> >>>>> They start out by saying all footage is captured in real time. >>>>> Believable. >>>>> >>>>> Then they start talking about procedural generation. Unbelievable. >>>>> So, how much of it then is just marketing blurb? I really doubt they >>>>> generated life algorithmically (they have fish and dinosaurs). It's not >>>>> impossible (Spore did it), but so now I scratch that off my list as well. >>>>> What does that leave you with then? Procedurally generated terrain? >>>>> That's nothing new or interesting. >>>>> >>>>> From the article on Kotaku it seems they just have a base template >>>>> for various classes of animals and plants and they tweak it to give them >>>>> slightly different appearances. That's very different from procedural >>>>> generation. >>>>> >>>>> Those systems Ream mentioned are indeed real. Murray and Ream showed >>>>> me their toolset to prove just how infinite the creatures and objects in >>>>> their game are. >>>>> Ream pulls up a blue-ish menu with lines of code written across the >>>>> screen and quickly clicks across it to pull up a very specific menu within >>>>> their engine. Before I know it, he's selected an option for trees and I'm >>>>> staring at one. There's a blueprint for a fairly standard-looking tree off >>>>> on the right. He clicks a button that says "view variants." Dozens of new >>>>> trees—of different shapes, sizes, and colors—pop up on the left. >>>>> "This is our toolset," Murray says as we scroll through the trees. "We >>>>> built our own engine. It's super crappy, but it's kind of like Unity or >>>>> something like that. We've written it all around procedural generation. >>>>> And >>>>> that's kind of what we spent the first year, when it was just four of us, >>>>> what we spent our time doing. And then the last month before the VGXs we >>>>> built the trailer using that." >>>>> >>>>> >>>>> http://kotaku.com/how-a-seemingly-impossible-game-is-possible-1592820595 >>>>> >>>>> Personally I think they're either just throwing the word around for >>>>> marketing hype, or their engine is nowhere near in a state where they can >>>>> start demoing true procedurally generated life. >>>>> >>>>> >>>>> >>>>> On Thu, Jun 19, 2014 at 7:47 PM, Wynand-Ben <paashaasggx@xxxxxxxxxxx> >>>>> wrote: >>>>> >>>>> Sounds like you are taking a marketing comment a tad too serious... >>>>> >>>>> I fairly sure its just a fancy way of saying the all of the >>>>> environments are procedurally generated. >>>>> >>>>> >>>>> >>>>> >>>>> >>>>> ------------------------------ >>>>> Date: Thu, 19 Jun 2014 19:44:25 +0200 >>>>> Subject: Re: USF4 changes! >>>>> From: ilitirit@xxxxxxxxx >>>>> To: cpt-fgc@xxxxxxxxxxxxx >>>>> >>>>> >>>>> This trailer for this game pisses me off so much that I want to >>>>> smash my PC monitor >>>>> >>>>> https://www.youtube.com/watch?v=2-v6R_T1hEs >>>>> >>>>> Every atom procedural? WTF does that even mean you morons? >>>>> >>>>> Did you codify the laws of Quantum Physics into your engine so that >>>>> quarks had no choice BUT to assemble into stable atoms? >>>>> >>>>> And if you got that far, why even bother telling us stuff like >>>>> leaves, rocks and planets are procedurally generated? Surely these things >>>>> should have just emerged from your awesome Quantum Physics engine? >>>>> >>>>> Or let's give them the benefit of the doubt and suppose they just >>>>> have algorithms than can arbitrarily combine electrons, protons and >>>>> neutrons to create new atoms (much easier than even understanding Quantum >>>>> Mechanics). There are about 7*10^27 atoms in 70kg human body. Suppose >>>>> their algorithm can procedurally create 100 atoms per microsecond (100 >>>>> million per second). That means in order to create a human it would take >>>>> 2.22 * 10^9 millenia to procedurally generate 1 human. >>>>> >>>>> -_- >>>>> >>>>> >>>>> >>>>> >>>>> >>>> ------------------------------ >>>> The information in this e-mail is confidential and may be legally >>>> privileged. It is intended solely for the addressee. Access to this e-mail >>>> by anyone else is unauthorized. If you have received this communication in >>>> error, please address with the subject heading "Received in error," send to >>>> the original sender, then delete the e-mail and destroy any copies of it. >>>> If you are not the intended recipient, any disclosure, copying, >>>> distribution or any action taken or omitted to be taken in reliance on it, >>>> is prohibited and may be unlawful. Any opinions or advice contained in this >>>> e-mail are subject to the terms and conditions expressed in the governing >>>> KPMG client engagement letter. 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