Thorfinn
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Everything posted by Thorfinn
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Really? Could you explain? I've always added them as entries in the language file. Which was kind of a pain. I never knew there was an alternative. That would be so much more convenient!
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I've done work for military contractors. Getting up to speed is not a big deal. Without getting political, you have to be able to accommodate the skill level of anyone who might be in the employ of the contractor. Same with international corporations. Tell me it includes working with small, independent businesses and you have my attention.
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Oh, yeah, I have equally bad luck with chiseling. I *think* the deal is that I tend to use max side rooms. Sometimes chiseling means that block does not count as a room boundary, so it goes to the block beyond it, which, since I'm using maximum sized rooms, means it is now too big to count as a room. I could probably figure out the rules, but I've just adopted the rule, "Chisel only if it has nothing to do with a room."
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Definitely agree it seems weird to not be able to put anything in a cooking pot or crucible unless it is in a firepit, and you can't really do anything with it other than light it up. Since you can remove a full, hot cooking pot from a campfire, it seems you ought to be able to place a full, cold cooking pot into the campfire. Same with crucibles. I'll probably get around to doing something about it if it doesn't get addressed presently. There's a lot I'm not sure you can do to get away from the handbook but where you can, agreed. Putting nuggets above surface ore is a cue to the new player that this is something different. Why not put a single peat brick and clay "nugget" above those respective deposits? "Oh, hey, something I should be noticing."
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Dunno. I always expected to lose money on engineers for years. But this is something of a special case. From what I saw, they came from an environment that had many of the same concepts, though probably called them by different names. The biggest delay will be artwork. Frankly, the API is phenomenal, and there are "official" examples of how to script for the API, plus an entire ModDB of examples of how to script corner cases. Tyron put together a model builder to make it easy to add entities. Once they get a reasonable number of blocks to work with, we will be able to run around in Adventure. And it will feel completely different.
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Yes, maybe steel isn't worth the effort. But mithril...?
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Huh. I figured it was doing much better than that. I'm not basing that on anything in particular, other than some major content providers giving it love and standard industry figures on the effects of that. And, really, $20? Less than a couple "Value" meals?
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Are they growing now??? Huh. Guess that's a reason to play a world a little longer. Never knew that was a thing.
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The purpose of brass is mostly to stretch your copper when making lanterns. If you have zinc, you might as well use it up. I wouldn't go out of my way to find it, no, but if it's handy, why not take it home rather than look for yet more copper? Every nugget of zinc you have is one fewer nugget of copper you need.
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When could you make iron and steel spears?
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Experience with using AI to generate texture packs?
Thorfinn replied to Thorfinn's topic in Discussion
I don't have any idea what that means. But, really, I'm an AI skeptic. You don't have to read very carefully to realize I doubted it could do a good job, but I was open-minded enough to consider it, and figured someone here would know. Yeah, or you could try being open-minded enough to think of me as a person. Yeah, I know, class struggle and all that crap, but you could at least pretend to be tolerant while you haul me off to the camps. Incidentally, while there still is not an answer, I got one in about 10 minutes on fiverr.com. I'll see starting 24 hours from now what a half-dozen artists think looks sufficiently surreal for what I'm looking for. Couple hundred dollars is all. Should have done that right off the bat, I guess. The gig economy has never let me down. -
Probably it does. The way Tyron has things coded, it could be coded at "mod" level, but it would be more clunky than fleshing out the engine and dealing with the instance-specific stuff at the "mod" level. If Team Adventure has a decent code jockey, they might well decide he is best used to update the combat engine, which will also be used for VS 1.22. That's what Tyron has taken on -- managing the development of the engine that will be used on at least two different games. So he's got to think more generally about what functions should be engine level and which at game level. And even if Adventure is spun off, we get to be beta testers! Schwing!
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Experience with using AI to generate texture packs?
Thorfinn replied to Thorfinn's topic in Discussion
Yeah, I was thinking a more surreal aesthetic. But I've kind of lost interest. Remembering now why I sold off my company. -
Experience with using AI to generate texture packs?
Thorfinn replied to Thorfinn's topic in Discussion
Incidentally, notice anything? Not a single WAG yet. Lots of righteous indignation, but not a single guesstimate. Not a single, "Well, I could probably put together a high quality granite gravel texture in 8 hours." -
Experience with using AI to generate texture packs?
Thorfinn replied to Thorfinn's topic in Discussion
Thanks. That was my impression, too. I couldn't see how the code could be greater than the coder, but I had not kept up on it, and thought it was possible. You can already program it to create a texture. It would not be that hard to code a requirement that a texture be tilable. What there is not is an algorithm that the code can use to determine if this one is any good. If they are good enough to get away with it, good on them. I generally just fired them, as most weren't half as good as they thought they were. And a workforce that's walking on eggshells afraid of offending someone is not a happy workforce. Better off getting rid of the easily offended. Of course it is. So is yours. Or didn't you realize that? -
Experience with using AI to generate texture packs?
Thorfinn replied to Thorfinn's topic in Discussion
I'm aware of that. The same is true of computer code and engineering designs, yet most of them are not prima donnas. Most are more like Scottie from Star Trek. It's just a different attitude. I don't have the patience to deal with it, so when I owned my own company, I hired a guy to handle them while I dealt directly with the engineers and programmers. -
Experience with using AI to generate texture packs?
Thorfinn replied to Thorfinn's topic in Discussion
And that's why people usually avoid artists if at all possible. Engineers, programmers, scientists, etc., generally don't get touchy if you use the wrong word to describe what they do. They just give an estimate, maybe padding the estimate a bit to make up for being offended. It's not like anyone is holding you to it, and everyone expects it to really take at least 3 times as long but without it, you can't even get order of magnitude guesses. And we decide AI is probably good enough. Seriously, you don't think that if I just wanted a bunch of black squares, I could have figured out how to do that? Maybe 30 seconds for the first one, and a few milliseconds for each one thereafter? -
Experience with using AI to generate texture packs?
Thorfinn replied to Thorfinn's topic in Discussion
Figured it wouldn't be very good, but I didn't expect it to be that bad. Answers my next question: is it worthwhile to generate then retouch? If an artist were drawing in her favorite style, whatever that is, how long would it take to generate, say, 5k 32x32 images? Each edge tilable on the other three edges. Are we talking weeks? Months? Years? -
That's not the level at which engines work. I don't know what your background is, but think of the engine as establishing a framework, and the game as implementing the specific instance.
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Extending water mechanics - Wiers & Irrigation furrows/ditches
Thorfinn replied to Crylum's topic in Suggestions
Anything can be implemented, especially things that cannot exist in reality. Liking where you are going with this. One thing, though. A weir pretty much has to be a block. One could, in theory, create every permutation of enter and exit, and force the player to choose the right one, but I really think it would be better (and easier, I'll be honest) to make it a block, where it, in essence, has a gate everywhere it needs one. This is basically how flowing water works now, so it has the advantage that it's consistent with the game. Could you make it user-settable? Sure, and I can see why that might be useful. But if people thought things like steel production was complicated... Let me think on it. Maybe it won't be as confusing as I'm imagining it. -
I think it's high time people start accepting that there is a VS game and an Anego Engine. The Adventure Mode will have a different "aesthetic" -- it's not going to be the gritty survival palette of VS but something different. And I think people underappreciate Tyron's passing mention of improving the combat of both games. That means improving the engine, and that means he most likely hired a coding-level programmer in addition to the scripting and graphical coders he hired to put together Adventure Mode. That should be thought of as awesome news! If the Adventure team prioritizes combat, that means their guy is going to be doing engine-level work. And don't underestimate what diverse results one can accomplish with an engine. Valheim is a modded reskinned Gwent is a modded reskinned 7 Days 2 Die is a modded reskinned Cities Skyline is a modded reskinned Subnautica is a modded reskinned Superhot is a modded reskinned My Time at Portia is a modded reskinned... you get the point.
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Highly doubtful. If that's what he wanted to do, why did he start on VS? Non-compete? If there were such, it would have lapsed years ago, assuming it would have held up in the first place. So why didn't he switch over then? Do you really feel screwed over? Look at $20 titles (regular price) on Steam. Can any of them hold a candle to what you already have in VS? [EDIT] It is, of course, possible that expenses without revenue could sink Anego. I have no idea what their cash flow situation is, but, evidently it is good enough that hiring them on to work on VS is an option. You do kind of have to trust that he would cut the side project loose if that situation changed.
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And still die. Just die sore and exhausted.
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I don't have any firm number because permadeath deletes worlds when you die, so any game I died rather than quit does not get totted up, but I probably have 3500 hours in the game. I know, get a life, but still. Being retired gives you a lot of spare time. Anyway, that's, what, about a half cent per hour? I'd be willing to call it even.
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Has anyone tried this? Or know of games companies that have? Do they have to do a lot of final edits, or is it some slight retouching?