Highest i had was Johnnie Green. So smooth. Compare to the other stuff we usually drink in thailand...those are like petrol. It's a treat to have Johnnie Black hahaha Wonder how smooth Blue will be :/ 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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