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Corfe

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  1. That depends on how you plan to do it. If you're talking about the computer actually parsing what you type and coming back with witty responses generated in real-time, that is a pretty complex AI problem. If you can actually implement it, I think it's a great idea - try checking out facade (www.interactivestory.net) for an ambitious but IMHO still far from complete example of allowing you to type what you want, and having the AI characters respond in a relatively appropriate manner. If you're talking about pre-set things for the computer to say (like "ha ha!" "you stupid bastard!" etc.) - this has been done before (Tribes, Unreal Tournament both come to mind), and I don't think it adds in any significant way to the game - after the first couple of games they just become annoying (of course, in multiplayer it's a completely different story, but you're talking about AI).
  2. In order for the hostname you want to be set on bootup, you need to change it in the /etc/hosts file. Also use the hostname command so you don't have to wait for a reboot for your new hostname to take effect. In short, use both (change /etc/hosts and use the hostname command), and it'll work how I think you're expecting it to.
  3. I think what he means is you need to change your xorg config file. In debian this is under /etc/X11/xorg.conf, hopefully you know where in your distro. Go to the section for your video card, it should say something like Section "Device" Identifier "Video Card Name" Option "someoption" "optionvalue" Option "someoption2" "optionvalue2" Option "etc" "etc" EndSection add an option line like so Option "XvDefaultXvAdaptor" "Blitter" Make sure it's before the "EndSection" in the section for your video card's config. Also, you'll need to restart X. I hope this made sense, and I hope I didn't misinterpret the instructions he gave on the site. Good luck!
  4. I guess all I can say is that I hope the xorg upgrade fixes it when it comes out. If not, you might want to go to a bigger linux forum (like linuxquestions.org/questions) and ask in "hardware" or "Mandriva" and see if anyone is having the same problem. Also, if Mandriva has their own forums, you could try there (I imagine they probably do I just don't know where). I know how frustrating this sort of thing can be, so good luck!
  5. I think what you need to do is go to /etc/resolv.conf (hopefully it isn't different in your distro, I'm in Debian) and add a line "nameserver a.b.c.d" (where a.b.c.d is the address of the DNS server of your ISP). Usually they have two, so if yours does, throw both lines in there, you can set as many as you want, and I believe it will search for the appropriate name in that order (if not found at the first go to the 2nd, etc.) If you're looking for the DNS address, usually you can find it by looking in the router (I assume yours is hardware). Sometimes the IP of the nameserver might change, so this is usually received automatically when you get IP from DHCP. I don't know how to automate this process for static IP, and if you find out how let me know. One way around this would be to tell the router to give this computer's MAC address a certain IP every time, and then you can tell your computer to use DHCP (and it'll get the right DNS every time it renews IP). If you don't want to do that or can't, I don't know how to fix it, and if you find out please tell me. As a last resort, you could always write some wacky script to connect to your router, figure out what the DNS addresses are, and update your resolv.conf file automatically. I've done something similar to this before (for finding the external IP address), and could help you out with it if you like (just reply here). Throw your script in crontab to run every hour or every day, or whatever you like, and you should be good.
  6. Edit: I just realized Dungeons & Dragons Online is a real game. I didn't know anything about it when writing this post. So, pardon this treatise on my wet-dream idea of a perfect D&D Online game. I hope it can stimulate a good discussion about PC D&D games. I also see you're a new member, from your other post, and you're from China. I actually happen to be living in China right now (close to Guangzhou), but I'm just a visitor here. In any case, welcome to the boards, and good luck with your game development! Huan ying nin! First of all, if you're just writing this about D&D's combat system (that you've seen in many of the D&D games on the computer) but haven't played actual D&D without a computer and with a DM before, please know they're quite different, and this whole post is about the actual D&D table/pen-and-paper game. Also, about the market, I think it's out there if you can really nail it right. I think it's very difficult to do so. I've heard that Neverwinter Nights nailed some of it, but I haven't played it myself. The rest of this post is simply about my little brainstorm on how to implement D&D online (and implement it well). Let me start with the 2 things, to me, that make D&D a great experience. 1. The Dungeon Master (DM), who creates and adapts a good story and environment specifically for the party. This gives you creative problem solving, and nearly unlimited choices, limited only by your (and the DM's) imagination. You can always stretch the game world in any particular way you want (want to burn down the town instead of doing the quest you're supposed to do? Want to get drunk at the pub? If you have a decent DM, you'll find all sorts of possibilities, that will still result in fun and interesting situations). 2. The social aspect of voice acting (and perhaps in some groups real acting) for the other people in the group. It's fun to watch people do it, and it's fun to do it too if you get into it. It has something in common with karaoke. #2 can't really be recouped in an online situation, but I don't think this is a required factor, as long as the players in-game can express themselves as best they can (perhaps with microphone, typing, and even some pre-set messages to say for slow typers / urgent situations), and as long as you have a DM that makes things fun. The rest of this is regarding #1. I believe perhaps it's THEORETICALLY possible SOMEDAY to make a really sophisticated AI that can do something like this, sometime far in the future. But right now, even if your pockets are the size of Microsoft's, I think this is impossible. This means we need people for our DM's. However, if the DM's are people, your game would have to provide near-instant control to the DM for a multitude of situations, such that they can easily create and manipulate situations in the game (creating encounters, the environment, affecting the look of the environment from architecture to nature to characters, as well as being on the other end of much of the dialogue), and even sometimes affecting combat on the fly. All this, and the DM needs a realistic interface to take control of it, with just himself and his computer. Perhaps some of the things the DM needs to do could be taken off their back with an incredibly realistic physics engine (that allows for magic too), but even if this is done, of course it also needs to be able to be completely customized by the DM at his will (what if the players go to a world with lower gravity? What if the DM wants to create a new spell with some strange new effect from his imagination? What if there's an almost perfectly frictionless surface in the necromancer's keep?). Also, as said earlier, the look of the game is important, and it would be disappointing if every DM's campaign used the same set of "house" and "castle" models, the same set of textures, etc. I don't know a good solution to this without a simply huge library of art, perhaps with some simple mutators the DM's can apply to each model / texture (curve this edge of this model a bit, distort this texture, change this color, etc). Also, you run into the problem of how to find DM's for your players; hiring is probably not feasible, because in order to get a decent player to DM ratio, you would need to hire a whole bunch of DM's. I hardly think a single party of players' monthly fee can pay for a DM for a month, unless you start charging several hundred US$ per month, or start having a hundred or so players in the party (that's no good). I think the solution is to allow some of the players themselves to choose to be a DM instead of a player-character. Also, I think it's important to have a rating system (with comments as well as numbers), such that people can know who is a good DM, and who is not. (I can imagine the 6-year old DM's now, in the first session of their campaign creating an army of dragons to crush the newly-born party. Now that's a bad DM). DM's should also be allowed to give some information about the sorts of campaigns that they like to give, either epic quests, lots of fun things, very dark, etc. Second, do you mean D&D Massively-Multiplayer Online, or just D&D Online? I think MMO is a bad idea, we want a low number of player characters who either know each other or get to know each other, and one DM who controls the whole world, but can focus on giving a good experience for his players (because there are just 6 or so). In my mind this would be like battlenet, where you sign into a central server, but the server is really only a mechanism for finding and joining the appropriate game, and communicating with other players. This small-party-and-just-one-DM system also lets some of the players (at least the ones who are partying together) get to know each other, and form some mutual camaraderie. Each session they will get to know the quirks of the other characters (and players) personalities a little better, and develop their own specific role in the party. MMO would change the spirit entirely, as control of the game world would have to be "shared" between DM's, and the whole world no longer exists JUST to entertain one party of players; it has to cater to everyone. The DM's then have less freedom or must be strictly regulated to not ruin it for the other campaigns, and the whole world just becomes dynamic like any other MMO (I can already hear shouts of "need gold plzzz!"), instead of dynamic because it comes from the DM's imagination like a D&D campaign. This brings us to yet another issue I see; even if you can find a good DM to player ratio, part of the appeal of playing is developing this camaraderie with the other players, and keeping the same DM, who continues leading you through the same story. Switching DM's mid-campaign is the equivalent of switching to a new author in the middle of the book. Perhaps this could be fixed by setting a certain schedule to the campaign; every player comes starting at 7:00 pm Friday night for a certain timezone, and it lasts for at least 3 hours, and possibly until whenever the players agree to leave. This way the DM and all the players can be present at each session, for a consistent experience that can grow into a great D&D campaign. This leads us to the need for players to have a rating system for each other, such that players in the future can know who is a good sport, who is reliable in showing up to the sessions (and not leaving early or complaining about leaving early too often), and who is not a spammer / other troublemaker. Again, this should include comments as well as numbers. This way when making a new campaign after an old one is finished, players can find each other, and good DM's will choose good players and vice versa. Over a few campaigns, players will hopefully find other players they really like to play with, and the good players can try the various good DM's and vice-versa, so the good players will have a good experience. It'd be great to find a real D&D experience online, but a lot of sacrifices would need to be made, and in the end I think it's a game that's just better staying on the table instead of online. However, I hope what I've written above is helpful in getting you some ideas. If this were actually done well, it'd be a wet dream for me, but I think at this point it just isn't feasible even with player DM's, because of the need to create such a flexible system for the DM to manage. *whew* that was long. I hope I made sense, and I hope someone managed to survive through reading it. [Edited by - Corfe on January 6, 2006 10:31:26 AM]
  7. I haven't seen this problem before, but perhaps you're right and it's the video memory. You can try this: Open the KDE control center, go to "appearance & themes", click on "style", then go to the "effects" tab. Take down all the GUI effects, including the menu transparency thing. Then remove your desktop background. If this does fix your problem, really it's a temporary workaround at best. Your real problem probably lies with your video driver. Make sure you have the latest version of X (preferably xorg and not xfree86 - most newer distros will use this anyways), and make sure if your driver isn't included with X, it's updated to the latest version as well. What video card / chip do you have? What drivers for it are you using (built-in X / Proprietary)?
  8. Is your computer set for static IP (and if so did you set a DNS address manually)? Is your computer set for dynamic IP from a router (and if so is it setup to give DNS information to clients)? If it's a hardware router, it should do this automatically, but if you built it yourself you'll probably have to configure it to do so yourself. Have you tried taking your link to the internet down and back up, in case that will fix it? (in Debian you should do "ifdown eth0" then "ifup eth0", assuming your internet is connected through the network connection called eth0 (ethernet 0)). Last question, is the system dual-boot? If so, does whatever other system is on the computer see DNS addresses ok?
  9. I've used Debian for about 3 years now, and I highly recommend it. My previous distro was also slackware, and I switched for want of better package management (with dependency handling). Since then I've found I like Debian for other things, too (the community, the strictly-free-software ethic, and the huge selection of packages that work well together). You can install the stable version, but generally speaking, testing and even unstable work well most of the time. Unstable may have quirks sometimes after upgrading, but they usually get fixed within a day or two (by upgrading again) - after a certain period of time without problems, packages will be moved to testing, and after a long time, they will eventually be moved to stable. I'd try at least testing, or maybe even unstable (I use unstable right now as my main desktop) unless you're on a mission-critical sort of computer that must never go down, or you really don't like messing around with your system, and don't mind being a few versions behind.
  10. I think you mean clipping? Check out glScissor(x,y,w,h), glEnable(GL_SCISSOR_TEST). You'll probably need to check out a reference or tutorial, but I hope those 2 commands gives you an idea where to start.
  11. I think I understand your question. OpenGL just lets you draw triangles in 3D. It is up to you to put lots of triangles together and make shapes and recognizable figures out of them. If you want to draw a tree, you can either think of some way to arrange the triangles algorithmically, and write the code to do this, or you can load a model that will do it for you. However, even loading a model isn't straightforward - it's up to you to make (or download somewhere) the code to load the model, and to display it properly using openGL. You can try to look for tutorials on "blender c++" (a free program) or "3ds c++" (if you have 3d studio max) and go from there. There's a lot you can do without model files. Try looking up a "heightmap landscape". It just depends on your imagination, and math & programming abilities.
  12. Great to hear! There are quite a few different distributions, and you'll hear different opinions about all of them from different people. That being said, since you're new to the whole thing, I'd recommend "Linux for Human Beings": Ubuntu Linux ( http://ubuntulinux.org/ ). It's designed to be easy to use, and it's also one of the most popular distributions right now. It's based on Debian (which is rock-solid and one of the oldest distributions around), and it has one of the best package managers (APT, from Debian), which will make new software installation an absolute snap if you decide to install the distro on your hard drive. I should say I haven't actually used ubuntu linux's liveCD, but I do use Debian which it is based on, and Ubuntu's reputation in the linux community speaks for itself. I'd say it's the BEST place to start. If you want some more choices, you can also look into the knoppix liveCD (which was the original liveCD as far as I know, and is still pretty user-friendly), and see www.distrowatch.com for comprehensive information on just about every distribution (liveCD and non). Most of the regular distributions have a liveCD version (just like ubuntu). As for running linux off a USB stick, I think most of the liveCD distributions have some extra command you can type on boot (or you can burn a new CD with the default) that will let you keep your profile information on the USB stick, and your system stuff is all on the CD. I'm sure there are also linux distro's that actually BOOT off of a USB flash drive if that's what you mean, but a.) I've never used one, and b.) I would guess they're mostly for experienced linux users, as I can't imagine windows comes with any kind of tool to make a bootable USB drive, and usually they don't make windows exe's for installing hardcore linux distributions (because all the hardcore users have linux).
  13. I'm assuming you know how to load a texture, and map it to a polygon. If you don't, go check nehe or some other tutorial. What you want to do, is bind the texture before drawing the whole map. Then, for each vertex you draw from the heightmap, assuming you're doing this in two nested for loops with variables i and j, right before the glVertex3f(i,heightmap[i][j],j) command, do a glTexCoord2f(float(i)/float(MAPSIZE_X),float(j)/float(MAPSIZE_Y)) command. This way the x texture coordinate will be scaled between 0 and 1 on the texture, where 1 is a side of the texture, and 0 is the other side of the texture, and all the tiles in between will be filled in correctly.
  14. The only potential problem I see is in your EnableTexture function. Really all the other things in there (enabling blend, setting the blend func, etc.) should probably be set up in your main init, or just once per drawing routine, not once per texture (because they're all the same setting anyways right?). However, I don't think that'll cause a major performance problem - but I think that setting the linear filtering like this: glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); // Linear Filtering glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); // Linear Filtering might be your problem. I'm not sure, but I think this has it go through and change all the mip-maps, and so it should only be called once in the init of your program, not once per texture set. Don't worry, when you disable GL_TEXTURE_2D it doesn't forget about all your texture settings, and those texture settings won't affect anything when GL_TEXTURE_2D is enabled. Same with blend, it's only used if things actually have alpha values, so unless you use a different blend func in your program, you just have to set the blend func once, and enable blending once, and leave it enabled (unless you want something with alpha values to not use blending for some reason). I hope that helps - good luck!
  15. I've considered this idea before (dynasty- or family-building) as a way to offset some of the drawbacks of permadeath. I think permadeath is a feature that can add a lot of excitement in dangerous situations, and adds a lot of "wow, that cave is TOO scary" that you might not otherwise find in a game. The big problem is obvious; it's just too disappointing when you lose a character, and can even cause someone to quit the game out of frustration / disappointment from losing their character. If your character's achievements benefit the dynasty though, then it might give just the right compromise between fear of losing characters, but no feeling of TOTAL loss upon death. There could even be a special memorial for particularly memorable characters in the family tomb, not just some text, but perhaps clicking on the tomb you could see a short video of the "memory" of that character in action, or something of the like, to add some kind of emotional attachment to the "important ancestors" of your clan.