I'll take what I can get. On 20/06/2014, Donaldson, Alasdair <alasdair.donaldson@xxxxxxxxxx> wrote: > Liar. I know you like 12yr olds too. > From: Stephen Scheidel [mailto:gieroadsteve@xxxxxxxxx] > Sent: Friday, June 20, 2014 07:09 AM South Africa Standard Time > To: cpt-fgc@xxxxxxxxxxxxx <cpt-fgc@xxxxxxxxxxxxx> > Subject: Re: USF4 changes! > > > I prefer 16 beers. > > On 19/06/2014, Donaldson, Alasdair <alasdair.donaldson@xxxxxxxxxx> wrote: >> I prefer Jameson's 12yr old. >> Will watch that when I get back to the hotel. >> >> From: Ilitirit Sama [mailto:ilitirit@xxxxxxxxx] >> Sent: Thursday, June 19, 2014 11:46 PM South Africa Standard Time >> To: cpt-fgc@xxxxxxxxxxxxx <cpt-fgc@xxxxxxxxxxxxx> >> Subject: Re: USF4 changes! >> >> 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<mailto:alasdair.donaldson@xxxxxxxxxx>> >> wrote: >> Just going the simple route - Johnny blue. >> From: Ilitirit Sama >> [mailto:ilitirit@xxxxxxxxx<mailto:ilitirit@xxxxxxxxx>] >> Sent: Thursday, June 19, 2014 11:19 PM South Africa Standard Time >> >> To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx> >> <cpt-fgc@xxxxxxxxxxxxx<mailto: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<mailto:alasdair.donaldson@xxxxxxxxxx>> >> wrote: >> Wtf? Some overkill there. Just stick to my tequila. >> From: Ilitirit Sama >> [mailto:ilitirit@xxxxxxxxx<mailto:ilitirit@xxxxxxxxx>] >> Sent: Thursday, June 19, 2014 11:04 PM South Africa Standard Time >> >> To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx> >> <cpt-fgc@xxxxxxxxxxxxx<mailto: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<mailto: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<mailto:ilitirit@xxxxxxxxx>] >> Sent: Thursday, June 19, 2014 10:07 PM South Africa Standard Time >> To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx> >> <cpt-fgc@xxxxxxxxxxxxx<mailto: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<mailto: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<mailto:ilitirit@xxxxxxxxx> >> To: cpt-fgc@xxxxxxxxxxxxx<mailto: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<mailto: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<mailto:ilitirit@xxxxxxxxx> >> To: cpt-fgc@xxxxxxxxxxxxx<mailto: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<mailto: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<mailto:ilitirit@xxxxxxxxx> >> To: cpt-fgc@xxxxxxxxxxxxx<mailto: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<mailto: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<mailto:ilitirit@xxxxxxxxx> >> To: cpt-fgc@xxxxxxxxxxxxx<mailto: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. 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