Do they have Absinthe here? i had some back in bkk at some high end bar but i don't think it's the crazy type one. Not bad tho, took a while to prepare...need to melt sugar and alll that jazz...\ the results afterwards is ok. took 2 shots. no issue. but the "10 second" game afterwards...that one was the killer. On Thu, Jun 19, 2014 at 11:04 PM, Ilitirit Sama <ilitirit@xxxxxxxxx> wrote: > 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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