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Schatten

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Posts posted by Schatten

  1. Non-symmetric fonts (asymmetric?) sometimes define the width of the capitals somewhat smaller than the graphic representation, so that it won't look like there's a gap space between capitals and the rest. Look at the "Wa" from "Waterarrow".

     

    The letter width is defined within the font itself, so you would need a font editor to change that, and words which start with a capital P will probably look like "P orter" or so.

     

    Have you tried putting one or two blanks behind the P? Or if they're autotrimmed, try Alt+255, or use a full-stop.

  2. Ishtvan and demagogue are right, playing around with toys like these is a very good way to enhance your grasp on spectrum to sound relations. For a musician, the approach to form sound with a spectrum is pretty much the opposite of what he or she's usually doing. In the normal scenario, you would arrange a track and then monitor the spectrum to equalize it. Doing it the other way around is a refreshing change of perspective.

     

    If you want a good example of how this technique can be employed, I can recommend listening to Aphex Twin's cfa7d0d97a7d468c2258fcdep8.png (Yes, that's the track name. Second track on the Windowlicker EP :P ) and watching a spectrograph while doing so.

  3. Nice little game, reminds me of Risk.

     

    After playing a few rounds, I would like to provide a bit feedback:

     

    - I dearly miss a Move All button (Right-Click-Drag?) to bypass the "Leave behind" window

     

    - A selection frame to issue a command to multiple ships at once would be nice

     

    - I like Holst's Mars, but after a while it gets on my nerves. Something less dramatic and more ambient would maybe be better suited for longer games. Also, it crackles and pops for some reason on my machine. The ogg itself is fine when I played it in winamp, so maybe the problem is with the vorbis module?

     

    - The graphics could do with a wee bit more bling. Alternatively, I could imagine a very "strategic" look (triangles for the ships, circles of different size for the planets, dotted lines, spacey background) to work well. You know, the stuff you'd expect on a strategic console in Star Wars. ;)

  4. I honestly love the way Bafford's mission does it, and I can't say how it is done, but it seemed simple enough.

    IIRC they made it with a small stim combo. The outside guards belonged to your "team", but if they received damage, the team variable would be reset to default (hostile) by removing the metaproperty with the "good team" property.

     

    I haven't looked into it, nor am I very savvy with our own stim system, but with the level of accessability the D3 engine offers, I would think a similar setup should be possible in TDM. I guess it could be done even more dynamic with a script.

  5. Let's assume that the speed of light is the highest speed anything can achieve. It would require an infinite amount of energy to accelerate a particle up to the speed of light. Now where should the energy come from?
    Up to the Limes (german math term, not citrus fruit) of SOL, that would be gravity.

     

    The event horizon of a black hole is assumed to be the area where the speed of light is exceeded, which also would mean that inside that event horizon, either the speed always stays there, or is even higher.
    IIRC, the event horizon is the point where the escape velocity gets to high for light to get away- I don't think that this assumes that speeds in excess of SOL are involved at all.

     

    Nevertheless, if a particle is grabbed by a black hole, we would have to think that it managed to gain the speed of light, right? But we know that that shouldn't be possible. On the other hand, if a particle accelerates towards the event horizon it can get nearer and nearer but never actually reaches it ebcause time slows down more and more, the nearer it gets. The result would be an object as you said. It has a surface, but no inside.
    For an outside observer, yes. From POV of the particle, nothing happens since time relative to itself moves normaly. It would accellerate to near SOL, pass the evnt horizon and then fall into that damned singularity.

     

    Mathematically the infinity arises, because from Newton we know that we can treat matter as if all it's gravitational force is contained in an infitly small center point, but this is just a convention. Obviously this is not true for real matter, because the matter is distributed throughout the whole object but it's more convenient to assume that the force is in a point.
    That's one of the main problems of the whole thing. All observations above depend on relativity and the standard model. Both models can't describe the physics involved accurately, so we can't even apply theories based on them.

     

    Where did you find that quantum physicist?
    On IRC. :)

    He's currently busy researching a modulation in the hadron jets produced in quark/anti-quark creation when two protons collide. Fascinating stuff, he thinks the modulation isn't caused by the jets themselves, so I guess there must be an external force causing it.

  6. Yup! That's what I meant. :) I only wonder what other problems it would have though. ;)

    I talked with a quantum-mechanist (I just made that word up, it has a nice steam-punk ring to it) about it, and he cauterized it with ockham's razor: why should massive particles behave like that?

    While for an outside observer the particles would slow down infinitely due to general realtivity, from the POV of the particle, the event horizon is no barrier whatsoever.

  7. Reading up a bit on black holes, I doubt my theory would hold on for long. ;)

    There's a lot of really difficult physics going on, and appearently no model which can explain it satisfactory. At least my attempt would manage without that pesky, quantum theory defying, singularity.

  8. I'm a bit jealous. I miss making live music, and that's just the kind of music I used to play. Alas, my interest in this genre has waned, so I couldn't really put my heart into it, even if somebody would knock at my door and ask me to join his band.

     

    Still, you guys look like you're having a blast, and what I hear is solid - especially for a third gig. Too bad about the poor quality, no thanks to youtube. Maybe a few timing problems here and there, but hey, it's live.

     

    Voted!

  9. Well, it's wild speculation on my side, of course. I could imagine the event horizon to act like a wall in a particle accelerator, only the barrier would be timespace. So while (subatomic) particles with mass get stopped there, massless particles could advance further.

  10. The problem does not apply to massless particles, does it? For all we know matter could transmute at the event horizon and loose it's mass- so you'd have a bubble of higgs bosons or something, which exists on the verge of time.

     

    If they'd only find that damned thing, I guess a lot would become clearer.

  11. Heya comp-music, good to see you around.

     

    We do have plans to support the common playstyles, mainly by giving a player the option to add additional objectives - for example, if you wanted to play ghost-style, you could check a box in a menu that would trigger failure once an AI is spotting you. This is much more versatile than adding predefined styles.

     

    It's great to hear that you are working on that big material list! I'm really looking forward to this.

  12. Ah, OK. I guess that's not useful for our purposes then, in which case we probably can't do anything in code to change the sound. At least until D3 gets GPLed.
    We could try to use the OpenAL API directly I guess. I've read through the documentation, and it seems that vanilla OpenAL can't do filtering. It only offers a kind of plugin interface for effects, so you can trigger EAX functions, for example. Meaning, that for an effect like this to be also available for non-EAX systems, we would need to write our own low pass filter and manipulate the buffer with it.

     

    I'm tending towards just adding an overlay sound like Sneaksie suggested and be done with it. ;)

  13. Request for Thief-style general "player is underwater" sound effect. I believe we're currently using some kind of Doom3 mystify ambient effect. I realize it probably cannot modulate the world sounds in some way, but perhaps a simple background type of sound would suffice (like an overlay) to simulate the effect. I have to run to work, but later I'll try to remember to shoot a movie with sound from Thief.

     

    I remember vaguely that you can set a lowpass filter in shaders, which would be what we needed. However, it would be impractical to do this because for every soundshader we would need to make a copy with a lowpass filter which is triggered when the player is underwater. (Unless you can implement logic in shaders and access global vars).

     

    Question to the coding dpt.: Would it be possible to set a global filter for all sounds? We would also have to exclude certain sounds (ambient, meta sounds) from that.

  14. Ach, that pesky mass increase! Always spoiling my plans...

     

    Wait, I'll use my Dura-Stick™

     

    It's mass-less, unbent- and breakable and comes in three colour flavours.

     

    Hmm, but then, the lightspeed barrier doesn't apply to objects without mass, right?

  15. Meaning the stick would behave how? :)

     

    Edit:

    Btw, I realize quants would behave differently than the stick. You see, I love dicking around with the absolute limit that lightspeed represents, looking for loopholes.

  16. So, if I left the laser pointer on, the light dot would "skip" over the wall - I thought of that, so I included the option that instead of light you'd use a stick: the end of that must travel the distance continuously.

  17. I'm at the tip of an even sided triangle, side length one lightyear. The opposite side to me is a wall. I'm projecting a dot with a laser pointer on one end of it, then flick my wrist to draw it over to the other end.

     

    What will I observe on the wall one year later?

     

    a) A line appears, because in order to travel the LY distance in the time I flicked my wrist the light dot has to be in all places at once

    B) It takes a year for the light dot to travel the distance, since it can't move faster than lightspeed

    c) Fuck you Einstein, the dot zooms over the wall with warp 9

     

    I'm tending towards a), which becomes a bit amusing if you take a LY long stick instead of a laser pointer- I imagine it would look like a ginko leaf.

     

    Can anybody provide a more expert explanation of what would happen?

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