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Topics - The Russian

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1
Games / Bad Rats Show - E3 Reveal - "God is dead" ~RingsOfSaturn
« on: June 14, 2016, 09:04:24 PM »

Bad Rats: The Rats' Revenge

When the Rats are in charge, cats are simply lost!

The Rats wants revenge against their historical enemies, the Cats, and with your help, in Bad Rats, this will happen. On this game you'll need to find solutions to the puzzles, and help the Rats to execute their annihilation plans.

Bad Rats is a physics puzzle game. The Objective changes every map, but it's basically to make an object (the key) to hit another (the target), using real physics principles, as the objects weights, building levers, paths and others.

The levels' themes are fully varied, but completing a map will always result on a different annihilation of a cat, with some cartoon violence, cartoon blood and some cartoon body pieces flying around.

There are countless solutions for each map. And you, Which solution can you invent?

Take a look at the videos, images, play the demo and have fun with Bad Rats!




it almost kinda looks good is that bad

2
Games / Mr Wallet's Myst IV Stream - [Offline Until Evening]
« on: February 21, 2015, 03:24:02 PM »
STREAM HERE

NO SPOILERS, NO HELPING
screw that



This is all copied from Wallet's twitch.

Be aware that there's a delay of 10-15 seconds on the video. This means that you will write your chat regarding X maybe 15 seconds after I saw X, and then you will get my reaction to that chat message 15 seconds after you sent it. If your delay is much larger, refresh the page.


About MYST

Disclaimer: All this stuff is my own impressions mostly out of my own brain with the internet only providing some names and dates and helping me remember some of the lore, so if you disagree with my interpretations then well okay then forget you but I respect your opinion but forget you.

Origins
The original MYST came out in 1993 and was the first popular 3D point-and-click adventure game, unless you count The Journeyman Project which nobody does. It used pre-rendered 2D images and even small bits of video to create the most immersive experience most people had ever had with a computer. Although the graphics were not that good even by pre-rendered standards for the time, they were definitely passable and the main draw was the creativity of the worlds featured in the game. Thanks to its accessibility to non-gamers and its low price point, MYST was the best-selling PC game of all time until The Sims nine years later. You can drop those names the next time someone complains that video games are only about violence or whatever.

Gameplay
MYST games typically involve being presented with a fully-realized world and then having to figure out how things work without them being explained to you, and this constitutes most of the puzzles. For example, in the 2nd game, you eventually had to figure out (with the help of clues like access to a schoolroom) that the native people had a base-5 counting system, so that you could understand numbers when you saw them. Everything makes sense to the people who live there - you're most of the time not working against deliberate security measures or attempts to stop you - but it doesn't make sense to you until you decipher it. Machines with no obvious purpose at first glance and no glyphs or labels on any of the controls are the norm. Keeping a pencil and paper handy in real life is also the norm.





About MYST IV

Without unofficial patches, MYST IV runs at a glorious maximum resolution of 1024x768. Cyan Worlds really wanted to do widescreen, but most monitors weren't widescreen back then, so they added black bands to the top and bottom.

This means that there would be a whole lotta black if I showed the whole game. Instead you're just seeing the main game window, with the black bands cut off. There's an inventory off the bottom edge which includes my camera and anything else I might end up with; but MYST games are famous for having almost no inventory, so this probably won't be an issue for you.

Although the "main" series officially ended with MYST V, I personally see that game as a transition from old to new, from IV to URU. In many ways IV could be considered the "last" "real" MYST game. It was the last game to feature pre-rendered environments (meaning there's no arbitrary free movement through them). It was the last game with The Stranger as the protagonist (it was eventually established that MYST I-IV are 1806-1825, and MYST V brings the series into the present where URU is, set in then-present 2005). It was the last game to focus on Atrus' sons, which is what the first and third games were about, and the first to focus on his daughter, which the series would continue to do. (Since you're curious: The 2nd game was about his dad. These games are always about Atrus' relatives but never about Atrus.)

It was also possibly (we'll see) the last game before the writers completely lost their stuff, because MYST V and URU have the most bizarre "I'm 14 and this is deep" New Age hipster rants I have ever encountered in a video game. If the games had more freedom I seriously would have been some kind of supervillain in URU for all I disagree with the messages it peddles. I guess being raised as the only surviving member of your race for a few hundred years makes you loco in the coco.




Lore/Plot


General Lore
It's hard to shoehorn the lore of the series into fantasy because it's some seriously weird STARGATE-type stuff. Basically there's a secret mostly-lost art of writing in books about places ("ages") that makes them "linking books" where you put your hand on the book and you get teleported to the world described in the book.

The MYST series follows the drama around the last bloodline of the once-proud world-hopping race (indistinguishable from humans) called the D'ni, masters of The Art of writing - specifically the family tree of our buddy Atrus. They typically live to be over 350 years old.

Any further lore is intentionally omitted, but trust me there's people as into this stuff as any Trekkie or Whovian, complete with discussions on the same level as, "no there's totally a good reason for how the light saber knows when to stop!"

The Plot of MYST IV
In the first game, Atrus' two sons are each already in a "prison age" - a book describing a place in which there is absolutely no hope of being able to produce the materials required to write a link out. In the original game these are depicted as pitch-black voids, but I think I remember them showing up in this game as actual places. These were traps left by Atrus to catch richardholes, so you can imagine he was pretty upset when he found out that both his sons were the richardholes. At the end of the game, Atrus apparently destroys the books so that no one can link in to swap places with them or bring them writing tools or whatever.

"Well forget that!" says MYST IV, which basically retcons it to, "actually the sons are the only interesting part of this series so let's bring 'em back." (MYST III was a game entirely about the ruined lives they left behind. That game is about them even though they're not even in it.) So Atrus is all like "I want you to help me decide if I should let my starfish sons off the hook because it's been almost 20 years." Your role is literally to be the judge at a probation hearing.

...Thrilling.

Also we are probably totally unqualified in any sense whatsoever.

Anyway, Atrus' daughter Yeesha gets kidnapped and you have to like, find her, or whatever, so that's supposedly most of the game. I'm going into this one pretty blind, though.




Characters
Read the Lore/Plot section first.

The Stranger:
That's us. This extremely ambiguous and extremely silent protagonist is the player avatar for the first 4 MYST games, all of which are first-person with no working mirrors. (There's a camera in MYST IV but we're not allowed to take a selfie, the bastards.)

In the first game, The Stranger stumbles upon a link to the age of Myst where he gets caught up in the D'ni family drama and helps out basically because he's a nice guy and has nothing better to do, because he has no idea how the forget to get back to Earth on his own. He ends up helping out Atrus, making them "friends".

Atrus:
Not to be confused with Aitrus, his grandfather, as if the lore wasn't already hard enough to figure out. This guy's family is what MYST is all about.

Half Dn'i by blood and one of the only good guys in the whole series, since Atrus has no friends and is Forever Alone, he confuses you being a decent guy with you wanting to be friends, so he immediately is like "hey thanks for fixing that linking book so I'm not trapped here anymore, anyway please help me rescue my wife who's been kidnapped by my dad who literally thinks he's a god who created her and then after that maybe I have time to help you get back to your age [Earth]" and it just keeps going from there. So now in this game he's like sending you letters and asking you to judge whether his sons should be trapped in void dimensions for the rest of their lives. (BTW these guys are going to live another 300 years so don't forget this one up.)

His wife Catherine is a no-show most of the time, and this game is no exception as far as I'm aware. There's not a lot of canon on her but she's generally presumed alive and well for the duration of this game.

Portrayed, as in every game, by Cyan co-founder Rand Miller.

Sirrus and Achenar:
Sons of Atrus and Catherine, 1/4 D'ni by blood. They grew up to be total bastard sociopaths who will do or say anything to get what they want and have literally no concern for others, including their continued being-alive. I can't say anything for this game but their general themes have included: + Sirrus: Red, refined and deceitful, boundless avarice for material wealth. + Achenar: Blue, wild and violent, enjoys torturing animals and destroying beautiful things.

You are originally called back to meet with Atrus to help him decide impartially whether they've reformed by being alone with their own bastard thoughts for twenty years and nothing to occupy their time except making plans for revenge. I mean, that's what I'd be doing...

Also "impartial" is stretching it because the first time I got one of the bad endings in MYST by trying to be nice to one of these forgeters it terrified me as a little kid. It's good that the proceedings are interrupted by a kidnapping or the moment we started I would immediately suggest escalating to the death penalty.

Yeesha
The product of "I'm sorry our sons are dead to us" love between Atrus and Catherine, sister to the brothers and also 1/4 D'ni. She gets kidnapped early in this game. Either this is extremely traumatizing or she does a lot of opium in the 19th century, because by the year 2005 a hundred and eighty years later, she is completely batstuff. Seriously she babbles about "the least will become the greatest" and "you must walk the path of the shell" and "the tree grows once again" and I don't even loving know what else. She thinks she's some kind of messiah but I think we're just lucky she apparently doesn't know about cats because I'm pretty sure she'd have like 30 of them.

Anyway in this game she still seems pretty normal.

Others?

I don't know! We'll have to wait and see.




About Cyan Worlds

Cyan Worlds is a company apparently run by wacky hippies, and other than a lucky break with MYST, they've never really been able to find their footing. No single developer seems to have tried so many different formats of doing business, from indie Kickstarting to selling their souls to a big publisher to even signing an exclusive deal with GameTap! (Remember GameTap? No you don't. Nobody remembers GameTap.)

After the first two games, which were hugely successful, the millennium ended and pre-rendered 3D graphics could no longer capture people's imaginations as they could before. Or maybe they just couldn't capture the same magic after the 2nd game because one of the two founding brothers left the company forever, who knows. Cyan Worlds has been in a state of permanent financial struggle, and after the production of MYST V it even laid off most of its small number of employees with the real possibility of shutting down for good - only to rehire almost all of them when MYST V did better than expected. Their next project, URU, is a long and mostly-depressing tale. They've recently gone to crowdfunding for a new IP in the same general vein as MYST. I wish them all the best but they seem like terrible businessmen. They are incapable of securing revenue so they continue to exist by remaining tiny and low-overhead.

Anyway, the takeaway here is that MYST IV didn't do much to support them as a company. The point-and-click adventure game was capital-D Dead in 2004 and MYST IV did nothing to change that. Telltale Games would spearhead efforts to revive the genre starting in late 2006 and arguably would still be defibrillating it well into 2009. Arguably it would still be failing as a genre if not for the advent of indie development allowed by Steam and Kickstarter. This is why you've never heard of MYST IV even though it got good reviews.

3
Code: [Select]
for(%a = 0; %a < 100; %a++)
{
if(!isObject(%vehicleDataBlock[%a]))
{
datablock WheeledVehicleData(VPEditedVehicle : %vehicleDataBlock)
{
//filler until I'm ready to fill this space so I don't get an error
category = "Vehicles";
displayName = " ";

shapeFile   = "./carpet.dts";  //.dts File
emap        = true;
mass        = 200;
drag        = 1.7;
density     = 4;
};
VPEditedVehicle.setName(%vehicleDataBlock[%a]);

return;
}
}

So I'm trying to tell this datablock to inherit the properties of a datablock whose name is stored in the variable "%vehicleDataBlock" but it doesn't seem to like variables  there. I had the same problem with the name of the datablock as well but I got around that by putting
Code: [Select]
VPEditedVehicle.setName(%vehicleDataBlock[a]);after I created it. Unfortunately there is no such thing as "setInheritedDataBlock();"

4
Games / Removed, please delete.
« on: July 06, 2013, 03:34:16 PM »
-removed-

5
Title says it all.

6
Well I joined the Blockland Forums when I was 11, so you can probably tell how I feel about mine.

I scrolled through my posts and the things that made me cringe the most were things like me getting butthurt over religious arguments and how much hate I garnered through being a dumb ass.

Although, I was fairly surprised by a couple of my posts that I still think are pretty witty/intelligent.

What about you guys?

7
I bought Mr. Wallet Kerbal Space Program for Christmas. Now he is trying to figure out how to play with while ignoring all of my advice. Lulz guaranteed.

http://www.livestream.com/mrwallet

8
Off Topic / Force Shutdown vs. Crash
« on: October 29, 2012, 08:05:33 PM »
My question is, is there a way for server side application, communicating with a client side application, to tell whether the client side application crashed or was forcefully closed through alt-f4, task manager, etc?

9
Modification Help / Swapping Inventories Problem
« on: June 05, 2012, 07:44:21 PM »
Okay so I've been stuck on this piece of code for a very long time and I can't figure out what's wrong. This is supposed to switch two people's inventories based on how many inventory slots they both have (must have the same amount) and it's been derping.
Code: [Select]
//%client and %user are two client objects

%client.player.naToolCount = 0;
while(%client.player.naToolCount < %client.player.getDataBlock().maxtools)
{
%client.player.BDtool = %client.player.tool[%client.player.naToolCount];
%user.player.BDtool = %user.player.tool[client.player.naToolCount];
%client.player.tool[%client.player.naToolCount] = %user.player.BDtool;
%user.player.tool[%client.player.naToolCount] = %client.player.BDtool;
messageClient(%client, 'MsgItemPickup', '', %client.player.naToolCount, %client.player.tool[%client.player.naToolCount]);
messageClient(%user, 'MsgItemPickup', '', %client.player.naToolCount, %user.player.tool[%client.player.naToolCount]);
%client.player.naToolCount++;
}

%client.player.BDtool = "";
%user.player.BDtool = "";
%client.player.naToolCount = "";
The problem is that, after it executes, the fields storing the ID of the item on %user's player are completely gone (according to dump();) and the %client still has his but can't see them (he's not being messaged about them properly). Can anybody shed some light on this for me?

10
Modification Help / Sorry wrong section, locked.
« on: June 05, 2012, 07:41:10 PM »
Okay so I've been stuck on this piece of code for a very long time and I can't figure out what's wrong. This is supposed to switch two people's inventories based on how many inventory slots they both have (must have the same amount) and it's been derping.
Code: [Select]
//%client and %user are two clients

%client.player.naToolCount = 0;
while(%client.player.naToolCount < %client.player.getDataBlock().maxtools)
{
%client.player.BDtool = %client.player.tool[%client.player.naToolCount];
%user.player.BDtool = %user.player.tool[client.player.naToolCount];
%client.player.tool[%client.player.naToolCount] = %user.player.BDtool;
%user.player.tool[%client.player.naToolCount] = %client.player.BDtool;
messageClient(%client, 'MsgItemPickup', '', %client.player.naToolCount, %client.player.tool[%client.player.naToolCount]);
messageClient(%user, 'MsgItemPickup', '', %client.player.naToolCount, %user.player.tool[%client.player.naToolCount]);
%client.player.naToolCount++;
}

%client.player.BDtool = "";
%user.player.BDtool = "";
%client.player.naToolCount = "";
The problem is that, after it executes, the fields storing the ID of the item on %user's player are completely gone (according to dump();) and the %client still has his but can't see them (he's not being messaged about them properly). Can anybody shed some light on this for me?

11
Off Topic / Streaming Pokemon Black
« on: January 11, 2012, 08:31:05 PM »
If anyone wants to watch:
www.livestream.com/therussianschannel


EDIT: Did not realize how much of a CPU whore both Livestream and this game were going to be.

12
Modification Help / [Script Testers Needed]
« on: December 19, 2011, 04:39:46 PM »
I need about two people to help test a script I've been slowly working on. Reason is, it includes player interaction such requests, being able to decline a request, etc. The script is currently very fragile and only works in perfect conditions so I need people who listen and will follow directions. You most likely will not get to play around with it much as I usually just need to do small tests here and there to make sure something I added works. You will be credited if it is released and I will probably give it to you first. I need a way to contact you when I need testing so it would be best if you had Skype or Steam, so if you are interested please post your username for either.

13
It all started with a drum and bass band called Pendulum which then led on to artists and bands such as deadmau5, The Prodigy, etc. Now where I found out about Pendulum, well that was the Blockland forum. Back when I was younger I used to listen to things like rap, Linkin Park, etc because everybody around me did. Luckily I stumbled across this thread and almost immediately loved what I heard. Blockland Forums has saved me, thank you.

What is currently stuck in my head

14
In computer graphics, anti aliasing improves the appearance of polygon edges, so they are not "jagged", but smoothed out on the screen. However, it incurs a performance cost for the graphics card and uses more video memory. The level of anti-aliasing determines how smooth polygon edges are (and how much video memory it consumes).

What is it for you?

15
Games / Warzone 2100 - Ruining friendships since 1999
« on: November 19, 2011, 06:03:21 PM »


Warzone 2100 is an open source real-time strategy and real-time tactics hybrid computer game, originally developed by Pumpkin Studios and published by Eidos Interactive. It was originally released in 1999 for Microsoft Windows and PlayStation, and is now also available for Mac OS X, Linux, FreeBSD, AmigaOS 4, and other operating systems.
Warzone 2100 was released as a proprietary commercial game, but on December 6, 2004, source code and most of its data was released under the GNU General Public License. On June 10, 2008 the license of the game was clarified, loosened and distribution of films and soundtrack was permitted.


Gameplay:
The game is fully 3D, based on the iViS games and 3D graphics engine developed by Sam Kerbeck of Eidos. The terrain is mapped by a grid; vehicles tilt to meet hilly terrain, and projectiles can be realistically blocked by steep mountains. The camera is free-moving and can zoom in and out, rotate, and pan up or down while navigating the battlefield.
In the game, units of different factions are painted different colors. The New Paradigm, the Collective, and Nexus are the enemies of the Project in the campaign, and they can be seen attacking Project forces as well as Scavengers, survivors of the nuclear fallout.
Units can all be customized according to: chassis (which, for example, takes weight and power into account); drive system (such as wheels or tracks); and mounted object (such as a weapon, or one of various support tools). Units can earn experience. Earning experience cause units to level up from ranks such as Rookie to Trained and Professional.


Mobile mortar weapons bombard Scavenger-occupied shacks from afar.
Warzone 2100 places an emphasis on sensors and radar to detect units and to coordinate ground attacks. Counter-battery sensors detect enemy artillery by sensing their projectiles and firing arcs and pinpointing their location to coordinate artillery strikes against enemy artillery. VTOL sensors work like basic sensors, only they coordinate VTOL attacks. VTOL counter-battery sensors coordinate VTOLs to find and destroy enemy batteries.
There is an emphasis on artillery: although many direct- and close-combat weapons and anti-air weapons can be researched and deployed, artillery is a staple of assault on enemy bases and outposts. While the technology tree is clearly defined and consistent, it never appears in-game and, therefore, the player can be left guessing as to what technology is next in the tree. Technology can be acquired by gathering artifacts left behind by certain destroyed enemy structures or units. Researching is composed of largely small and incremental advancements over existing weapons, armor, and chassis types.


Videos frequently appear during gameplay. This image depicts a dropship transporting the player's forces towards the campaign's first Away mission.
Every level, excluding the first and last, has a time limit. This gives a sense of urgency and keeps players from waiting very long to gather more resources for unit construction. However, in Away missions, the player must select a limited group of units to transport to a territory completely away from the original base.
All of the terrain throughout the campaign is essentially composed of three areas, with different sectors for Away missions and other such levels; upon progression, previous maps simply expand and the player's original bases from past levels are maintained. Also, its resource system is quite different from mainstream RTS games; Oil Derricks are established over specific, scarce locations which constantly provide a slow, fixed rate of income. Combined with a mission time limit, this resource method makes it generally infeasible for players to utilize certain traditional RTS tactics such as "turtling" (fortifying one or more bases against enemy attack, while stockpiling resources with which to produce a massive army).
However, there are certain missions throughout the game that do not have a time limit, and in these missions it is possible to use more traditional RTS tactics to prepare for subsequent timed missions.

TL;DR:
You can design your own units, research over 400 technologies that you can utilize in the game such as, radars, EMPs, new weapons, new vehicles bodies, new vehicle wheels, etc.

Multiplayer:
How we play
  • 15-30 minutes cease fire (to prevent rushing)
  • Limits Mod (makes things a lot more fun)

How to install mods (such as limits mod):
Move the mod into:

Windows:   C:/Program Files/Warzone 2100/mods/autoload/
Mac OS X:   ~/Library/Application Support/Warzone 2100 2.3/mods/autoload/
Linux:   ~/.warzone2100-2.3/mods/autoload/
(Create the 'mods' and 'autoload' folders if they don't already exist.)

To temporarily disable your mod, move it out to:

Windows:   C:/Program Files/Warzone 2100/mods/
Mac OS X:   ~/Library/Application Support/Warzone 2100 2.3/mods/
Linux:   ~/.warzone2100-2.3/mods/
For more information, see Command Line Options.

Mods can be downloaded from the Addons database.

NOTE: Mods must be in .wz files. If they are .wdg files, they are incompatible with this version of Warzone, and you must find a modder to convert them manually.


LINK: www.wz2100.net

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