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 New DevLog! 
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Post Re: New DevLog!
Falcon X wrote:
Vash wrote:
No as In I would pay Data to port it >_>

We already are.

We're paying data to port this onto a calculator?
Go Datarealms!


Fri May 30, 2008 7:00 pm
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Post Re: New DevLog!
Tea wrote:
Falcon X wrote:
Vash wrote:
No as In I would pay Data to port it >_>

We already are.

We're paying data to port this onto a calculator?
Go Datarealms!

Why not port it to phone? [/offtopic]

Or port it to something more....... practical........
like an Xbox 360, or PS3.


Fri May 30, 2008 9:39 pm
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Post Re: New DevLog!
how about we stop saying things that will never happen in the distant future eh? like porting it to a calculator (sic) phone (are you stupid) or a console (data said several times that he will not do it)

EDIT: sorry for the typoes, i just woke up.


Last edited by Skiv on Sat May 31, 2008 1:27 pm, edited 1 time in total.



Sat May 31, 2008 10:10 am
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Post Re: New DevLog!
Skiv wrote:
(data said seeral times that he wil not do it)



That's why he's constantly hinting at porting it to consoles in the devlog


Sat May 31, 2008 10:13 am
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Post Re: New DevLog!
Constantly, eh?

Mind linking to the devlogs where he did this so much? And what comment number they are?

Because you really can't have something be indepedently verified without that.


Sat May 31, 2008 6:11 pm
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Post Re: New DevLog!
Grif wrote:
Constantly, eh?

Mind linking to the devlogs where he did this so much? And what comment number they are?

Because you really can't have something be indepedently verified without that.



I'd rather not and let your lazy ass do all the work.


Sat May 31, 2008 6:15 pm
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Then you're evidently pulling ♥♥♥♥ out of your ass. If he were doing it "constantly" then finding a comment where he mentioned it should be as easy as going to the devlog and opening a comment page.

Since you're too lazy to do that and cite any kind of proper source, you're quite obviously wrong.

That'll be all, go crawl into your hole and die please.


Sat May 31, 2008 6:18 pm
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Post Re: New DevLog!
Grif wrote:
Then you're evidently pulling ♥♥♥♥ out of your ass. If he were doing it "constantly" then finding a comment where he mentioned it should be as easy as going to the devlog and opening a comment page.

Since you're too lazy to do that and cite any kind of proper source, you're quite obviously wrong.

That'll be all, go crawl into your hole and die please.



No, i'm just to lazy to do it, because i simply don't care enough for you to provide any sources.


Sat May 31, 2008 6:20 pm
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Post Re: New DevLog!
PS: It's actually because it doesn't happen.

Although Data himself said in the latest interview that he was interested in console porting. That was too... superliminal to count as a "hint"


Sat May 31, 2008 8:09 pm
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Post Re: New DevLog!
he should be working on that AI issue...these AI are dump...
I've set up several differnt scenes and they cannot find there way to my brain unless I hand feed it to them.


Tue Jun 03, 2008 12:20 am
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They can basic pathfind, but can't do complex, human only jobs.
So, how might Data fix the AI?


Tue Jun 03, 2008 12:38 am
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The AI seems to be mixed up alot about what can be dug through.
it seems too often confused if the simplest object is tossed in his path.

The AI has gotten better at detecting if a friend is ahead of it, but at the same time the instance it gets 1 pixel out of the way it fires like mad.

http://en.wikipedia.org/wiki/Dijkstra's_algorithm

found this don't know If it will work.
Guess it could..if you could modify it so it detects the density of material ahead of it.


Tue Jun 03, 2008 1:00 am
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Post Re: New DevLog!
Roy-G-Biv wrote:
They can basic pathfind, but can't do complex, human only jobs.
So, how might Data fix the AI?

Develop a ♥♥♥♥ supercomputer that thinks and makes waffles, obviously.
I have every reason to believe that realistic AI is very, very difficult to program in this sort of highly variable game, because in order for it to react even vaguely like a human, it has to calculate the trajectories of oncoming debris and particles, has to remember where it saw an enemy and how to best dodge its fire, and what the best entrance into a base is, taking traps into account.
It takes a human child a few years to learn how to catch a ball. That's right, an entire few ♥♥♥♥ years doing some biological programming using some ♥♥♥♥ stored in the genes. And then you get... what, a teraflop, isn't it? Of processing power in the human mind subconsciously adjusting to all of those factors in that game of catch.. An AI trying to dodge an object like that in 2D taking into account all of those other things would take a lot of processor power. Multiply that by like, the twenty-five units controlled by the enemy plus your own units and you've got a crapstorm.
Unless, of course, I missed an entire point here and someone who actually has real knowledge on the subject steps in, I believe that there's very little Data can do to improve the AI, apart from basic things like 'flop down when fired upon' or 'avoid areas where lots of our guys died.'


Tue Jun 03, 2008 1:47 am
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I find my enemies killing eachother quite often. He needs to make dropships move if they're going to hit another lower down, or move if they're going to shred up a unit under it already. Then have units warn eachother before they shoot, so the one in front ducks or jetpacks out of the way.


Fri Jun 06, 2008 8:22 pm
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Or just not have them shoot if someone is in the space in front of them.


Sat Jun 07, 2008 2:50 am
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