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Topics - Itnetlolor

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1
I've noticed that in some games I've been playing lately (mostly classics) that taking a little time off to the side to do some math work (and simplifying the process via Excel) has improved the quality of my gameplay here and there, be it in the output of my gaming, or learning something new in the process.

For example, through some simple functions, applied correctly, I've been able to determine all kinds of stuff with my games, and make use of the information to better aid my progress; and through Excel, making the process of calculating other things I wanted to know as simple as changing the value of a cell or few.

I've tried looking around different sites and such to find out if anyone has explored other neat applications of math in gaming (besides using Rocket Science in Kerbal Space Program; that seems too obvious to require mentioning), and I couldn't really find anything relevant. If you found a good use of math or a mathematical formula for a game (optimizing damage or speed or something), then feel free to post it.



Some decent examples of math in action:

Rollercoaster Tycoon -- Through the use of the formula ( y/xz ), I was able to optimize my line waiting times for all of my rides that had some serious car/train distribution issues, which needless to say, led to tons of customer complaints about waiting in the line for ages. Log Flume's template "Logger's Revenge" is guilty of this, and a good proof of concept. Since the ride was 4m51s (291s) long (Y-value), and it also has 9 cars/trains (4 passengers each) active at all times (Z-value), then we need the best distribution possible by setting the MIN/MAX waiting times for the ride itself (Solve for X). X = roughly 32(.33333) seconds minimum and maximum. It'll continuously cycle at equal intervals, and with 5 queue tiles lined up, we have an average time of 6 minutes of waiting for the customers, and I have yet to hear any whining about waiting in line yet. As a secondary perk, in case the station brakes fail, there's more breathing room between cars/trains to allow the repairman some time to fix it before things go from bad to worse. Needless to say, it also looks more aesthetically pleasing, and like an actual theme park ride more (at least, the times I went to parks, it looks more familiar now).

I've also applied the Pythagorean Theorem for the starmap navigation in Starcon 2, along with taking Quasi-Space into account, which has not only helped me save fuel, but also time (In-game, and Real Life. Those numbers were also figured out using the same formula, converted for time); which ended up giving me an unique ending which keeps everyone alive; Ilwrath and Thraddash alike, with the Utwig still providing coreward aid, and possibly able to intervene in their zealous battle with the Ultron in hand to set the Ilwrath and Thraddash minds in line again, overall.

X-Com has also used a few tricks here and there to optimize my manufacturing (what sells the best (maximum (80 engineers) production rate and value-wise), what's the most optimal engineer output (40 or 80 is the magic number for me, depending on the project and need/value), and so on). I have yet to get the math down to optimize interception distribution for maximum effect (timing arrivals and the like, with fuel and ammo to spare). The engineer thing, I noticed allows me to spare my engineering a bit more so I can have others set on smaller projects to allow for more income along with the main project (most-all profitable small production jobs average within 3-4 hours per-project with 80 engineers assigned; having at least 240 engineers and enough space makes for a profitable base (due to having up to 3 3-4 hour long jobs working simultaneously, and selling upon completion of a unit. Watching the funds ticker slowly climbing is a beautiful sight to behold; unless you timed it so each project is offset by 1 hour each, and makes it rapidly climb instead.)). Since I also had sites that were overstocked with engineers (about 250 of them at 1 or 2 bases each), this came really handy in mass-production as a global effort, making the monthly expenses the only bottom-line to worry about (But when you're producing upwards to 5M-10M (10M-20M with 2 bases doing it) monthly, making medi-kits, motion detectors, and alien laser rifles (Final Mod; no material cost to produce), why worry?), permitting me to go to ridiculous lengths in UFO defense. Global surveillance, interceptors at nearly every base, losing a ship being a minor loss... the list goes on. Things got so insane, I needed a base for excess goods to use as an emergency fund cache. One of my bases effectively turned into a scrap yard, complete with 2 troops and 2 dogs, and maybe a laser tank. Good luck getting your weapons back, aliens. Beauty of it is, I can adapt this same principle to TFTD (and/or X-Piratez even), and give T'Leth a Terror From the Surface of their own.



Got any neat ideas, math formulas, games you want some math help with or want some ideas applied, to apply to any games (something that can be applied to all games, or even just a few specialized ones) to help out, feel free to post it.

EDIT:
I think the application of math also aided in me making a bomb in SS13 so powerful, the bomb range couldn't even contain the blast. That was a fun experiment. I think my numbers (provided by the admin) was something along the lines of (15,30,60) or something of the sort. In other words, the bomb range was nothing more than it's main support frame (and only the said frame remained), and atmos got knocked hard enough, a good chunk of it needed to be rebuilt. Hell, even the observation pod for the bomb range had it's windows blown off, and knocked my character to the ground, thanks to the shockwave. I think it also was large enough to lag the server for a moment. That was a good time. Kinda wish I took a screenshot of the damage.

EDIT EDIT:
Another nice perk of optimizing the ride time is also the fact that the income for the ride, based on the rate of customer use, is now stabilized to a more consistent number to track, meaning you shouldn't expect the income rate to increase or decrease, unless you directly adjust the price. Which is a new avenue I ought to check out; price adjustment as the ride (or ride type) ages. Some have rapid decay, others not. Finding this out will be a new place to look, but will unfortunately, take some time to learn/figure out. But this info will help tremendously with parks that need to be done by Year 4 (4 hours of playing) that may have a few pretty old rides in it already. So yeah, adjusting for diminishing interest.

All I know is that an ideal Year 1 value is equivalent to the excitement rating, but what's the depreciation rate? When would be the best times to lower prices to keep popularity/satisfaction up, and by how much (percent-wise) should it be adjusted per-year, if at that rate? I noticed that the fewer variables I am worrying about since doing this, the more finer details, like depreciation of rides (interest/income wise), I'm noticing that I also want to tinker with.

What will truly rock will be if I can do all this and get an optimal amount of guests at my parks (at least 1.5k by goal time or Year 2 even, depending on park), while retaining a minimum of 95% park rating the whole time.

EDIT EDIT EDIT:
Thanks Ludorum Rex for teaching me a new word. Title updated.

While at it, looking up the term 'Theorycraft' has given me much more relevant material in the same places I looked around previously for this topic. There goes my afternoon.

2
Other Games / Good games for random Bay-12 gatherings (AKA: B-12 MP Thread)
« on: December 25, 2014, 01:36:53 am »
After having played some games with my siblings and their friends online, I figured, why don't we have our times to do such things as well?

To put it simply, what are some multiplayer games that we can all most likely run into each other, or what are good days to gather together, and just have some random fun with each other?

Although not on sale during the winter (unfortunately), a good classic that happens to be empty far too often has to be Super Laser Racer (up to 12 players) and InMomentum (Player limit unknown; probably 12-16). These happen to be some rather barren multiplayer games that can use some love. Just as well, for more recent, although rather populated multiplayer games is something along the lines of Speedrunners (Up to 4 players). And if you want more classic fun, there's also Tron Lightcycles, or more precisely, Armagetron Advanced (up to possibly 16-32 players). ScreenCheat (up to 4 players) is another recommendation for this kind of random nonsense suitable to our brand of fun; especially at a multiplayer level.

These have potential for much fun and ‼fun‼. Of course, these are suggestions from my own collection, and a few I played with my brothers online I can recommend.

So, what do you think? What other games do you think would call for a good random (or organized) gathering for a good ol' fashioned beatdown between us all?

EDIT:
I remember another from my collection: Plain Sight (up to 16 players) also looks within a suitable range of ‼fun‼. Any of the Worms games (Like Armageddon or World Party that allows up to 8 players) would also count. Magicka can also count as a good battleground, and let's not forget the classic (for non-Unreals (although I was an Unreal)) Quake Live/Quake III.

3
Other Games / Unusual Habits While Gaming
« on: November 27, 2014, 01:31:57 am »
In-game or IRL, do you have any unusual things that you tend to do while you're playing?

For example, I notice that I tend to have running commentary in my head as I play certain games (kinda like I'm livestreaming the game to my inner subconcscious. Been doing it since eons ago.); especially if I get really immersed in them. Basically, it's like I have a running copy of MST3k or Rifftrax going on, except composed of my personalit(y/ies). It tends to get funny during certain races or FPS sessions I play. It gets somewhat ESPN-style with some games (Unreal sometimes, SpeedRunners and such at other times), to just plain silly (Quake).

Speaking of Quake, my inner-metalogue decided unanimously, by context of commentary, that I go through Quake (Hard Difficulty) like I'm Old Man Henderson to the point of nicknaming me that the whole playthrough like obnoxious siblings (that, or a(nother) meme just started within my subconscious, and it could go Inception on me.). On the plus side, it's a complement from myself to myself, and a good way to know I'm insane sometimes (like shotgunning a shambler at shambler-melee range, and winning with minimal damage taken; oh, and with heavy knights also on the prowl).

EDIT:
One other tidbit I almost forgot. Apparently my immersion experience was far better when I had the resolution at minimal, rather than maximum. It's odd. With Planetside 2, I need a high resolution with crap rendering to see, and play. But with Quake, I need it for nostalgia. Somehow, I played far better with a crappy resolution setting (like 320x280 on a 1280x1024 screen), than the highest. It must be a nostalgia factor.

4
DF Dwarf Mode Discussion / (DF2014) (Mega)project Bounty Board
« on: July 12, 2014, 09:14:22 am »


== DF2014 (MEGA)PROJECT BOUNTY BOARD ==





Got an awesome idea, but lack the patience and know-how?
Are you an architect/engineer that is having a dry spell with ideas?

Well, look no further. You post them; you check them out.

Exchange ideas/challenges as to what you want to see be made;
and for the idea hunters that have the skills, here's where you can start paying your bills.

Need to see or do something interesting, but don't know where to start?
Your search is over; This is a good place to start.




In summary: Post what you want to see get built; and anyone up to the challenge, do so, and keep us posted; if you feel up to it.



___. . .,,--===:::::<( THE RULES )>:::::===--,,. . .___
1-- Be descriptive; provide (SFW) image references if necessary. Not everyone will understand what you have in mind.
  1a-- If it's anything spoiler-worthy based on a series or something (including DF-spoilers), keep that in mind, and respect the spoilers.
  1b-- In case NSFW material is inevitable; please, tell us ahead of time. If you leave any kinds of traps (like shock images and such),
         notification will be inevitable.
2-- Be (mostly) sensible. Converting a forest into a bunch of "Hardwood" trees is immature. I said it, so nobody else has to.
3-- If you have any engineering ideas that you wanted to experiment, but lack the proper means or skills, don't be afraid to post it.
  3a-- Just as well, be sensible with your ideas. Don't sound like the man with a paper-ass. Know your stuff, so other engineers can understand
         you, or your notes (if provided). Like for example, if something flies in your idea (or involve breaking the laws of gravity), shutting off
         [CAVE_INS] is always an alternative to make it happen. In other cases, like with images, link to references, if need be.
4-- In regards to reviewing other people's works (and even bounty posting): Consider your own skill level, and how long it took to achieve it.
  4a-- In other words: Critique, don't criticize. Just as well, Rome wasn't built in a day, so don't expect instant results.
5-- Be sure to reference what version of DF you want it done in (for cases other than the obvious (DF2014)), or if it can be done in said version.
  5a-- Consider your mods as they inevitably come; Knowing the version helps considerably for everyone. Thank you.
‾‾‾˙˙˙''--===:::::<( THE RULES )>:::::===--''˙˙˙‾‾‾



EDIT:
To clear things out of the way: Be elaborate, or think outside the box. There's the obvious treehouse and such; but a Treehouse of Horrors, that feeds off the blood of the executed (Fortress: Audrey II), now that's project-worthy.



BOUNTY IDEA: (DF2014)
I'd like to see if anyone's up to taking advantage of the new trees and remake Channelwood from Myst. And make it mechanically functional too if possible, in similar style (plenty of mechanisms and axles). Of course, Myst has a small location, so go nuts with the theme and make it a thriving metropolis.

Spoiler: Channelwood Age (Myst) (click to show/hide)

Sorry about the Elvish suggestion, but you can always follow the way of one of the characters of Myst, and do the Treehouse of Horrors thing still. Also, to replicate Channelwood more accurately, DROWN THE EARTH! In magma if possible.

5
Here is the 1x1 pixel tileset (use with the ASCII tileset/init/raw settings for best results) I am using from now on if I find a good site, and want to make my building plans with Paint.Net so I can plan things pixel-by-pixel. I made it because I was getting tired of switching out windows between DF and Paint.NET to render any planning for in the land of the site as well as the construction planning still WIP as I build it as well. This is to simplify the entire process with minimal effort.

Prototype Curses-Based Tileset (direct download, R-Click and Save Image As...) (Instructions below)
(NP) Modified Curses-Based Tileset (No image made yet; same instructions as the above one)
(NP) Ironhand-Based tileset (Compressed-file-link: N/A)
(NP) Phoebus-Based tileset (Compressed-file-link: N/A)

Mod-based tilesets will come along if/when I feel like it, and may be posted in their relevant threads. This tileset is mostly for showcasing locations in Worldgen Cookbooks in greater detail and also fortress/megaproject planning for use as reference material (via programs like Paint.NET or Photoshop or even GIMP). I might research how well this can work alongside Quickfort as well.

Feel free to volunteer your efforts in making 1x1 Pixel Perfect Tilesets of other mods if you want. Just remember, the game is already quite abstract (super-simplified), this is taking it to 11 and beyond. If you can still render it playable, then this is the most abstracted method of play possible. Like above stated, this is primarily to extract maps for reference material if making fortress or megaproject plans; it was not intended to be playable, but I accept the challenge to see if it can be possible. Contingency plans to keep it relatively playable are in the instructions below. To render a pixel-only game playable still, ensure the context is absolutely clear between units, buildings, and otherwise; or simply put, know your game, and tileset it's based on; know your palette and color coding. It renders the game playable, even if all you're looking at are literally just pixels.

If you're producing them, thanks to this thread, ensure that you're making the right kind for the right version. ASCII is as simple as a single image, whereas graphical sets use multiple images. For best clarity, keep it consistent. If you're reducing a 16x16 tileset, then make sure that the reduction is 1/16 the size, and the pixels are in the same exact spots as the sprites that were there previously; and use the original image as reference for clearing up context. Anything within greyscale (0-255 black to white) will change color if a palette-capable unit; keep them a consistent shade, or color them as something else entirely, and independently from others. Oh yeah, and mind your buildings as well; for graphics are still shared between tiles and tilesets. Just a friendly heads-up in case you're volunteering for 1x1 converting tilesets.


Fun Fact: Measuring at 1pixel=1tile; Each image is 240x240 (area=57,600 tiles Per-Z) large, which is a 5x5 region selection as well. A little math later, and it is estimated each region tile on embark is 48x48 (2,304 tile area Per-Z) each. Which also means the largest area you can claim is 16x16 region tiles, tallying a grand total of 1 entire region being 768x768 fortress mode tiles (589,824 tiles per-Z level!!! O_O. One pixel screenshot is nearly a screen big (with old CRT monitor limits)). I'd be wary of making embark region previews this way; but at least you can be thorough about the area you're checking out/showing off/deciding to embark upon. This can really simplify things since there are essentially no graphics being rendered; just area pixels. Doesn't mean the computer won't wince, however, upon loading it. You've been warned, and the red pixels will warn you as well if you go on anyway.


So far, it works like a charm. For example, look at this extraction from TamedEarth, with the overlay of my building plans:
(Topography maps have been added to showcase other things you can use to help out via Paint.Net referencing.)
(it's subtle, but you can see the individual region tiles in the greyscale.)

(Now with the transparent sky filled with +10 (of 255) alpha sky per-layer)
(Actual Size from (E)xporting from game at TamedEarth (initial save with untouched land, besides the starting wagon))
Check out the full (unplanned) map here (same as bottom map): http://mkv25.net/dfma/map-11696-tamedearth1x1tilesetsample
Full-scale reference here: http://mkv25.net/dfma/map-11566-tamedearth

(TIP: for better clarity, I suggest you also turn off ground variations for a more uniformed appearance for the grounds. I didn't do it here. Lazy Newb Pack has the option in the menu.)






Of course, due to the nature of the layering, I can either hide or set transparencies to the relevant layers to simulate the game's layer viewing; or delete all sky-tiles, and do similarly; or like what I did here, delete the sky-tiles, and add a layer of a brighter sky-color, and have that at a set transparency to assist in my aboveground construction planning. Naturally, it's an independent single-color layer that's placed between the layers I'm working on.

For underground, I would suggest using Reveal first if you intend to coordinate the colors, or ensure you don't plan too deep to the point of intersecting the cave systems. However, this should help a great deal for designing underground plans as well.

Since it's a 1x1 tileset, it will naturally be unreadable, unless you have a good memory of the menu, commands, and etc., then it shouldn't be too much of a problem. Really helpful for designating complex mining in-game, but this tileset is more for extracting a map for work on programs like Paint.Net or any other program that supports layers (especially if you can import them in numerical order).

To easily extract your map for pixel-planning, I would suggest that you only set the 1x1 tileset for either windowed view or fullscreen view, but not both. Extract the images from the map, and then optimize if you want (the BMPs aren't even all that big anymore), then import them into your program, and delete the sky of each layer if you want (as simple as the magic wand tool at 0%-tolerance setting, click the sky, and delete), and then add layers relevant to the layers/Z-levels you're planning as to not tamper with the original land (in case you're planning around a color scheme or something underground or something of the sort). This actually made my planning in the future crap-tons easier to do, and it's still a generous space-saver and even resource-saver when working on it, since we're going at it by-the-pixel, instead of full-detail.

I hope this helps everyone as much as it helped me. Happy planning!

EDIT:
I just realized, if you feel like making pixel art in your forts, this should simplify the process really quick. Just as well, since we're down to the pixel, counting the amount of tiles/blocks used for constructions and such, along with measuring things out should be really simplified as well.

EDIT EDIT:
I also just thought of something; if it's possible to simplify the process, using DFhack and maybe an extra window, would it be possible to make a clearer mini-map for use alongside the game? I mean, the images are really tiny, so it shouldn't take long to extract and update at a time.

One other thought, this should assist with scaling things for future projects, along with converting portions of your map or project into arenas for Arena Mode. Just make sure to refine the colors before you input it as a replacement.

EDIT EDIT EDIT:
Oh right, here's the settings I suggest you use with the ASCII/Curses tileset:
And shut off [varied ground] while at it. Enjoy!

EDIT EDIT EDIT EDIT:
Official name now given; and also suggested implementing this into DFHack somehow. So far, it's still an interesting idea/suggestion to work with. Don't get your hopes up. From all I listed, it may take a bit of work to get done, and may take awhile for somebody to get on it. Still, it was fun pumping out ideas for it as a more fully-functional/practical plugin.

In the meantime, check out my latest posts for details of my progress of making this a more functional tileset. OP will be updated accordingly with relevant links and downloadables as I work on it (when I feel like it).

EDIT EDIT EDIT EDIT EDIT:
That little fun fact I put up there inspires me to make a desktop background of a pixel-rendered set of regions, cropped to a screen size. Might require 4 entire regions stitched together to make the most of it for all screen sizes.

6
ARMOK'S BLADE!!!

Nazushilbash Anrizsombith Nòm

Bloodaxe the Sky-Executioner of God


(Community Fortress Edition)

Finally got me Commmunity Page established. Forgive me if I run this a tad clunky, seeing as this is my first Community Fortress I've run. I figure, unlike the previous project, I would let others in on the experience of building a more glorious ship, so post what role you'd like and all that other stuff.

I have a prologue setup below if you want an intro to this act of the Xah Xurko Sky-Pirate Saga. The Bloodfist was the previous act. Updates, unlike last project, will not be seasonal, but instead, annual or bi-annual. Save up on resources (saves) and time per-update. Plus, I feel with my improved skills in DF, I think some updates will be less detailed than others anyway.

Here's A working model I can use for construction, and review as I build and improve upon it's design as I see fit.

If you want to tell your own story, or try to build this monster as well, here's the pre-embark save of the world I'm working with, since my worldgen how-to may be a bit tough to work with:
Xah Zurko, Clean/Fresh Worldgen

Links:
Predecessor Bloodfist
Project Discussion Page

Project/Community Links:
Prologue
Year-1 (Settling Down)
   Y1-A == Chapter 1: Let's Hit the Ground So Hard This Time, it Shatters
   Y1-B
Year-2 (Establishing Fort and Dry-Dock)
Year-3 (Commence Production)
Year-4
Year-5
Year-6


Heads-Up:
The first year or two will be spent on resource gathering and material processing as well as fortress establishment, seeing as I didn't do so (and/or properly) the first time around with Bloodfist's project site. As ‼fun‼ as that was, it was frustrating to the point of me nearly rage-quitting (actually, I did for a good month or few), and I don't want that to happen for a community fort. So I'm taking the time to actually establish a functional fort before I commence the actual project. In the meantime, the resource collecting and processing should speed up production of the ship and dry-dock itself. Plus, it should cut away any unnecessary filler with story-telling.

EDIT:
For anyone curious, this megaproject is currently under suspension. Real Life decided to be a dick, and give me little to no free time for the better part of the year, so as much as I would love to continue this, I'm stuck doing other things (mostly work, which I am intent on changing jobs from. It paid decently, but I want to enjoy my job. Job satisfaction>Income; just like my dwarves in both projects. Better to enjoy making even a pittance, instead of regretting the fortunes you make (Time-sink jobs, or jobs that go against your ways; winning the lottery, or doing something stupid for a million bucks at the expense of something valuable (ability to reproduce, self-respect, respect of peers, etc.; the list goes on)).).

Nonetheless, I DO want to return to working on this on a regular basis, but as of lately, I feel the universe has conspired against me finishing this, so until I can move on, this will have to wait. Thanks for the interest nonetheless.

7
Other Games / Cheat Engine and General Gaming and LPs
« on: March 01, 2013, 11:38:07 pm »
I've been dicking around with Cheat Engine lately, and been obliterating the very fabric of many realities in various games (provided they're CPU-friendly enough to not crash CE as I work on them (mostly emulated and classic DOS games), and I have got around to thinking, how many of you use Cheat Engine, and for what purpose/to what extent?

This thread is also to come up with ways that CE can help out with LPs, and their storytelling as anyone plays them. The idea of the LP thing came along as I was using the program to find out the codes for modifying base values, stats for troops, and etc. in X-Com, and just how much more interesting storytelling can be with the use of this for various purposes (I had Command John Rambo 1-man-army a UFO (UFO-1, BTW), and he came in with a kill record of 65,335 kills, and 0 missions). He was MIA, but then came back once the Skyranger returned because God I willed it to be (by modding a little code).

X-Com being a good example, I already found the code clusters where the bases, their names, layouts, time until completion of a building and so on are, and figured that I can custom-make my base at the very start of the game without needing to save first for a savegame editor. Same could be said about the troops as well. Especially awesome, I found out that you can revive lost troops before their code gets overwritten by a new guy (Change 2 bits labeled FFFF somewhere before their name back to 0000, and they're back at base. KIA/MIA, doesn't matter, they're home. I assume -1 (or FFFF, in this case) means lost forever, whereas 0000/01/02/03 means which base they belong to. Nonetheless, lost a guy, had someone killed, got someone in the LP that wants their dude back? Well, here you go.). Ranks can be modified, as well as how long they should stay in the hospital; you can even have psi-capable guys before the labs are even researched. Oh, the many uses this can have to improve story-telling.

Other games like Chrono Trigger and Final Fantasy have also been interesting in messing with the code as well. I was bothered by the limits of the Level-1 challenge, and how many fights you had to avoid, so why not give them a persistent Level 1, and always at 0 EXP to ensure it stays that way? In some cases, the EXP/TECH gain can also be modded in to give zilch as well post-combat. You get the loot, but not the experience. Not bad for challenges. I also found it funny to replace Crono with Magus from beginning to end. Made the New Game+ 1st Lavos encounter even more appropriate solo. You can't do that at any time in the game normally. That fight was rather epic.

Of course, I'm still a bit of a cheater at heart, and want to use this to cheat for my own reasons, ranking from avoiding the grind, to becoming a god in these games, and being able to blow up Narshe at the very beginning of FF3/6 with Ultima while I am using Magitek Armor is always fun, as well as 1-shotting a literally unkillable creature in-game (Finally killed that damn guardian at Vector long before the finale).

As I have been screwing around with this, I have been getting to understand some games a whole lot better in how their code is handled, and it gives me a much greater appreciation for all the work that goes into them in the long-run. Just as well, it makes me feel rather proud of myself for my level of intuition in estimating the common-ground of where the codes lie when it comes to searching. For example, most-every DOSBOX code games use is located within (05000000 -> 0FFFFFFF). Everything before 05000000 is DOSBOX itself, and up until 0FFFFFFF is the game data before the more obscure stuff appears (usually access strings to other game packages the game itself accesses and etc. or a whole mess of nothing). Some other games that access other files, I had to really pat myself on the back for figuring this one out, you can modify strings for them to access things they normally shouldn't (like alternate character files within the game, other scenes and levels and so forth; in other cases, a background can turn into a spritesheet of a character if you can find it).

What other crazy fun things have you done/can be done with games using Cheat Engine?

EDIT:
Oh yeah, and feel free to submit Cheat Tables and anything else Cheat Engine related as well (scripts, trainers, etc.). Don't forget to use Pointers in some games, especially emulated ones (DosBox uses at least 1 pointer  in games, since the code shifts all over the place every reload.). If you have a bunch of code to covert to pointers, get Calc, or any other calculator program that can allow a Programmer's Caluclator, and do the pointer offset math for them to make the task a tad easier; way easier if they also have a consistent offset from each other as well.

8
DF Dwarf Mode Discussion / Stupid Dwarf Tricks: ‼SCIENCE‼ Edition
« on: February 25, 2013, 12:51:54 pm »
I was inspired to start this thread when I came up with an interesting trick to be able to build/extend a fort into a volcano, without compromising the overall structure of the fort, or the volcano.

Basically, what my trick involves is a swimmable amount of water (3-4/7 deep), approx 3x3 to be safe) that a (hopefully fast) miner works in to chip away at a volcano from the outside. As the volcano is pouring out magma. To further ensure safety of the ballsy miner, instead of mining outright, he's carving out fortifications at a time (which permit flow either way, and gives them time to escape without either being melted by the magma, or boiled alive in the water immediately (also why multiple tiles of swimming water is required).

At least, that is my proposal of a Stupid Dwarf Trick I want to submit. Unfortunately, it's at a conceptual/hypothetical phase, and I have yet to put it into practice. But if my calculations are correct, the water flows faster than the magma, thereby flowing through the fortification quicker than the magma, encasing an extension of obsidian almost immediately, from the outside; 3/7 water is technically safe to wade through for a dwarf (not dangerous terrain); and a swift enough miner with even minor swimming skill should evade the heat quickly enough as it rapidly cools the magma. Adding more excess water should further ensure the safety of the miner in question(able sanity) as he carves his way deeper into the volcano tube.

Summary:
Requirements:
-A volcano or magma pipe/source
-Minimum of 3x3 water at 3/7 deep required (box it in, and have a quick/efficient way of filling it up)
-A miner of at least proficient skill to get the job done quickly enough to evade sooner. Wouldn't hurt if they are quick and have some swimming skill while at it.

Process:
=Miner carves fortifications (one at a time) while in 3/7 water
=Wait for cooldown, and then mine out fortification
=Refill mining cistern, then repeat the process each tile inward and outward from there. More water (3-4/7 deep maximum) and safety ensured all around, then you can add more miners to speed up the tunneling/expansion.

TESTING PROGRESS:
Conceptual Stage (e.g.= Not tested)


So, anybody else got any bright ideas like this one?

9
I saw this article sitting in my mailbox and felt like I had to discuss it.

TL;DR, what the article discusses mostly about is how sometimes games can be a breeding ground for becoming OCD. How one can have anxiety in certain games that they play.

I feel like expanding on this topic, but more also discussing what gaming mental disorders we carry when we play.


A few shining examples I tend to have when I play games is:

    Looting OCD-- If I am especially likely to not come back to a certain location in a wide-open sandbox; anything not bolted to the ground is gone. Fallout 3 and New Vegas are the most shining examples here. 1-time visits, or the starting village, provided my karma is not affected, is going to be bare by the time I'm done with them. Megaton was entirely looted, and all my storage units were packed. Of course, that also leads to...
    Categorical OCD-- Since FO3 had your Megaton house with all kinds of lockers/closets and a fridge and so forth; I make sure each equipment type is in their respective storage compartment. It made things at least feel easier to do (this was especially before I knew about changing categories in the exchange/trade menus; I got better since then with NV). Sub-class for either OCD: Achievement Hoarding. It's all in the name. You have an XBOX or Steam account, you know the drill. Quoting Pokemon: GOTTA CATCH THEM ALL!!!
    Stacking OCD (Tetris Disorder)-- If I have a bunch of oblong-shaped equipment at my disposal (stored or to move around in the environment), or a bunch of crap on me, I must maximize the efficiency of my storage or moving around. Best applies to games where you have to sort things out (Deus Ex, X-COM (during a mission post ex-fil), Rollercoaster Tycoon or any other Sim game, Tetris, any other kind of dungeon crawler where you get to see your equipment, ala Diablo)
    Ammo Hoarding-- Whether the ammo is common or not, melee is always an option if I want to make absolutely sure everything in the next room won't survive the onslaught of bullets I have stockpiled. I am the Jesus Christ of med-kits and ammo. I start of with 5 clips and 2 meds, and come out with up to 12 times as much in total equipment, or max them out (sometimes I even multiply my weapon loadouts (1 rifle becomes 5, which becomes 2 excellent conditions when finished) for repairs; which only turns out mostly being my melee crap I use to spare my bullet/energy weapons).
    Mr. Nice Guy (AKA- Rick Astley Disorder/Earl Hickey Disorder)-- Much like my IRL counterpart, I always have to make nice with the people I interact with. I must always be a good person, even if it means screwing myself over in the end, and not "getting the girl goal". Alternative title is Earl Hickey Disorder, named after My Name is Earl; or Rick Astley Disorder, because, well, you know the lyrics. It's especially relevant if I'm a bit of a kleptomaniac where the other disorders are regarded. FO3 made it easy to patch that up. NV may be a bit of a challenge, however.
    Diplomatic Bi-Polarity-- Mixed with the above disorder, this tends to make some situations interesting, and is especially relevant for a kleptomaniac adventurer. Be nice to the townsfolk, buddy-buddy with them, steal their stuff so you can drop your karma and sneak into a raider/slaver base, loot them, then kill all of them to make good with the good people again, and deny you were a bad guy in the first place. It made me feel odd that I do this regularly to maximize my looting efforts, or circumstantial opportunities. Great for starting all kinds of crazy-ass gang wars. GTA2 is always an excellent example of this disorder in action; seeing as you have 3 factions to work with, and the more respect you have with them, the more interesting the missions. Get them chaotic enough, and you can sit back and watch the bodies pile up, and you're not their main target anymore, and it's a constant clusterfuck of bullets flying by.

New ones, just added:

    Micro Your Macro-- You must have everything working at peak efficiency. Micro-manage every single thing that is listed before the next turn/hour passes. Especially nototrious in turn-based games like Civilization, Europa Universalis, and Master of Orion.
    Macro Your Micro-- Everything must be easy to reach by hitting a single button or button combo on my keyboard, gamepad, and mouse. There is almost no reserved keys left for any other operation besides quitting or alt/shift-tabbing so you can keep an eye on your chat window. You know who you are. just about any RTSer does this to abuse the hell out of the poor sap they're up against. And yes, both terms are taken from "When Cheese Fails". I find them appropriate as disorders.
    Symmetry OCD (Mirror-Minded Disorder)-- Everything must reflect upon each side the same way. Basically, it's all in the name. Really nasty case for anyone who builds things like cities, fortresses, and etc. If you're even a pixel off with your build, it can ruin the entire thing. Others may not care as much, but it'll nag ya big time if you built something that's miles huge.
    QS/QL Seizures-- You panic around every corner (be it a puzzle, an enemy, or a pebble just moved out the corner of your eye), and must quicksave, or bust. Quickloading is it's complement, where if you screw up even in the slightest (shot 1 bullet more than you planned (Ammo hoarding), suffered a bit more damage or got hurt -1HP (medical/potion variety, AKA- Character Hypochondria)
    Character Hypochondria-- You cannot get hurt one bit. Even losing 1HP, or getting afflicted with poison means certain death. Understandable for a level 1 squishy wizard, but for a level 60+ behemoth that can even teabag Satan after taking him down? I hope you're preparing your stockpile for a boss fight that'll take more than 4 hours to knock down at level 99, otherwise, what the hell?
    Frequently Asking Questions (Kiddy Questioner Disorder)-- You can never go on playing a game without a guide by your side; you just have too much to ask as you play. Good if you want to see everything in a game that you could miss; or what to look out for if you're ultimate weapon hunting, bad if you use it the entire time, from tutorial to final boss.
    Magellen-Minded Disorder-- "If your quarry goes to ground, leave no ground to go to.". Exploring the entirety of the game world is on your bucket list, and by God, you will do it. Especially relevant for wide-open sandboxes, especially riddled with random easter eggs and hidden loot all over the place.
    Curious George Disorder-- You must hit every button, switch, and whatever other interactive item is within your sights. Whether it's part of the railroaded path you were given in a game or not. OOH! Big shiny red button. I wonder what it does?
    Storyteller's Dilemma-- Worst case in RPGs and classic adventure games, if there's a good story behind the game, and Real Life gets too much in the way, then you may just as well use the box the game as a paperweight. If you have too many breaks, or too large a gap of time between gaming sessions, then say bye bye to all that progress you've made because you forgot a mundane useful detail that was 30 hours ago in gameplay. I hope you saved often, jotted notes, or did anything to keep track, otherwise... ouch. Especially worst if you're near the end of the game. Sometimes doign extra-cirricular activities in the games also causes this.
    Gaming Over-Achiever-- Unrelated to Achievement Hoarding (we all have it to some degree, among the most common); this is where you want to do everything in a game. An excellent example would be getting all infinity+1 swards, killing off all bonus bosses, maxing out your skills/licenses, and exploring every inch of land, and carrying every bit of treasure the game gives you, excluding story items.
    Gaming Masochism--  Especially relevant for those who own Dwarf Fortress, IWTBTG, and just about any other game that defines Nintendo Hard and beyond. You know who you are, you know what this is about. Basically, we're full of self-imposed challenges, even playing and beating certain games, or in certain ways, is what we're all about. As long as it's harder than hard, we'll do it for the mere thrill of it's difficulty. Hard difficulty is minimum for our kind. Although low-balling or over-achieving an Easy mode is challenge enough as well.
    Incompletionist-- Ever play a game only to fail time and time again? Ever mess up the beginning of a game enough times that you just plain give up starting? Have you ever hit a bottleneck/chokepoint in a game where you're stuck on That One Boss, or The One Level/Puzzle? Ever get so frustrated, you hate the game forever? Well, this is where this disorder comes in. You do try to enjoy a game, but it makes itself too damn difficult to accomplish, and you cut your losses, and move on to something else.
    Scout's Pride (AKA- Reloader's Plight)-- "Always be prepared" is your motto when it comes to being armed. You never leave cover without reloading your gun; even if you only shot 1 round in a 100-bullet magazine.
    Cloud's Strife (AKA- Item Hoarding)-- Named after that cheapskate of a Final Fantasy character that won't spare a soft nor a phoenix down for his comrades. This is for you shmucks that keep every item in your inventory "just in case". Well, "just in case" ain't coming, and your backpack's starting to look a little cluttered.

Unlisted items: (Unlisted for the sole reason that we all have it to some degree, whether we admit it or not.)

    Achievement Hoarding-- You have a Steam account or an XBOX Live account, you know what this is about. Get all the achievements that you can see. In some cases, it's appropriate, like the Steam Summer Sale that had Summer Camp challenges, or Winter Achievement Collection for coal, lower prices on-call, and free games. However, in some cases, this is an addiction. It's like collecting hats in TF2. You want them all, but you can't get them all. Other times, it's an accepted challenge. Again, this is unlisted because it's obvious we have this issue at various degrees. Sometimes to get a nagging feeling out of the way (being a bit of a Completionist/Over-Achiever), we're railroaded into collecting them against our will, or some of us want bragging rights.



Well, those are a few I can list off the top of my head. I'll add more as I get suggested, or think up others.

EDIT:
Corrected title to be less offensive.

EDIT EDIT:
Votes have been reset. Unfortunately, I can't modify the amount you can select. Still 1 vote.

10
Yes, another one of these "Last thing you X" threads. This time, as the title states, what is the last time something funny, random, or utterly absurd happened in a game you were playing?

Like all the other similar threads state, name the game so we can minimize the asking about it.

Provide a screenshot, video, or whatever of it if you want or can; or paint a pretty picture with words describing what went down.

Oh yeah, and if it was part of the game to begin with (storyline, funny scene, whatever was added by the developers, easter eggs); they do not count. It must be an absolutely random occurrance that was not normally part of a game (or maybe was part of the game, but gone horribly right? Like an unintentional abuse of physics made something that normally shouldn't happen happen), and it caught you off-guard (Like the random plane crashes in GTA: San Andreas; provided the crash did more than just surprise you). Multiplayer antics also count, as well as certain organized events (especially when they go wrong).

GMOD antics/incidents are exceptions, and may be listed.

EDIT EDIT:
For reference of what I mean (but not limited to):
http://www.reddit.com/r/GamePhysics/





To start, this just happened, and gave me the idea to start this thread. ARMA2 has surprised me from time to time; from sniping helicopters out of the sky with a rifle (lucky shot hitting the fuel lines or killing the pilot or all the troops inside just before they disembark, and the dropship takes off with the corpses still inside) to the legendary Battle Bus (organized event regarding a hell of a bus armed to the teeth).

My moment happened when jumping into Armory Mode in Operation Arrowhead. One of the missions required me to take down a target in a camp (random goal, random settings. "Surprise Me!" mode in full gear); and as the layout goes, I have freaking jets orbiting the combat zone. Apparently this time, a pair of them spawned in relatively the same area as each other, and crashed right near my target area doing a formation nosedive, which gave me a bit of a tactical advantage of some cover (died unfortunately, but still). What gets me is if this happened in reality, what the hell were those pilots thinking; doing formation flights with no throttle?

EDIT:
Happened again, except 3 jets now. What the hell is going on?

11
Obviously, since I'm starting this topic, I'm immediately admitting I do this. The talking to myself, not being the one being bothered by it.
 
 Anyhow, it seems I've been overheard thinking out loud (so to speak), and I've finally been confronted about it by someone. They seemed pretty upset about it, to the point that they feared I was about to have a mental breakdown (considering I've had a few breaks occur in my past, mostly caused by stress, bullying, loneliness, and what-have-you). If anything, I'm just venting out whatever comes to mind at times; but usually have the courtesy to quiet down when someone's nearby, or at least, within earshot.
 
 Personally, I find it easier to think this way. It breaks the silence and frees up some mental energy and allows me to ask my brain some questions and refine thoughts even further. Also I tend to read some of my posts out loud before posting them, but that's also just to make sure they sound right, or at least the context comes across easier. Kinda why I tend to ask myself questions in that manner. More or less, to sound less like an ass. If anything, alot of this has actually been a great ease on my psychology, and helped me lift a whole lot of (psychological/spiritual) weight off of me. So to say, I'm my own personal psychologist, and I'm pretty damn good. Understandably, it doesn't work on everybody, and can have the opposite effect, leading to more denial and crap, and just adding more weight to someone's mindset, and potentially making someone worse off a person in the long run. If anything, that was the first thing that came to mind when I started, and took every precaution to prevent psychological bias once it happened. If anything, I'm aware that there's a psychological/psychopathic event horizon, and at least try to keep a stable orbit away from it.
 
 This is where my concern over the concerned comes to mind. Some of these have an orbit so far, they have myths about the event horizon being far larger and dangerous than it actually is, and are more closed-minded to it, and at times, pass judgement or over-protection, more than trying to understand it first. But I tend to sense a bit of a double-standard at times regarding this: They concern for me, and others like me, when they encounter someone letting off some steam, or milling an idea in their head, and need to voice out a few things to keep their minds rolling. Some do this out in public without a care; others wait for privacy, as to not bother others; and there are those that are outright paranoid, and tend to make ABSOLUTELY sure that they are alone, and cannot be heard by absolutely anyone, before they let their minds loose and go on; and then there are the total shut-outs which keep everything in their mind, and nowhere else. In a sense, they never speak their mind. My concern for the total shut-outs is: Is that healthy?
 
 This kinda reminds me, actually, about a funny term I once heard from someone on another forum. They called it Mental Masturbation. Same exact mechanics as the physical act, except instead of the body fapping away, it's the mind doing so; it's a release of old pent-up crap, and frees up room for more lively thoughtlings that can eventually give birth to healthy new ideas. It follows similar mechanics to what I stated above as well. It's actually really funny now that I think about it. Would you prefer me to call the topic "Mental Masturbation: Does it socially count as Indecency?"? Well, put into that context, it seems to make a lot more sense why it's frowned upon, and treated as such. But then comes my bullshit call on other people who judge: Who are they to talk? Like they don't talk to themselves when they're in an empty house, or alone, or in their car and their radio doesn't work, musing ideas, coming up with masterpieces and so on. Look at it this way, some of our most brilliant minds have been perceived as a few screws loose to the machine.
 
 I'd like to hold this belief, not on a level of denial, but more as an argument that this is normal for me. As I recall, some people find it even more disconcerting when a total loon finally starts acting sane (not saying I am one, but I tend to have habits that make me, well a bit unique and unusual). Something's wrong; especially if it comes out of nowhere. This is my fear considering if I suddenly break my commonplace appearance in front of other people (IE- If I comply and turn into a shut-out so I can appear like a normal person again); and to say the least, this sucks. It's like a Catch-22. I remain "crazy", I'm treated as such, I finally act sane, I'm "no longer myself" (and also feel as such) and people start worrying more. There's no way to win here.
 
 Anyway, what are your opinions on this matter? Do you privately talk to yourself? Do you even care if you're overheard? I feel like I'm the only one annoyed and worried about this, and it's social stigma; but I also know I can't be the only one. This has been bothering me for far longer than you can imagine. I figure it's time to hear what others think about it.
 

An example of how I tend to regularly talk to myself: Watch some Freeman's Mind

12
I recently got sent this link and figured it would make an interesting thread.

http://www.soundonsight.org/10-tv-universes-you-would-and-wouldnt-want-to-live-in/

Expanding on the topic, other media's universes can also be tossed in to add more variety. Where would you want to live in, and why?

My answers will come eventually.

13
DF General Discussion / Red Tide
« on: September 14, 2011, 08:26:50 pm »
No, this isn't about walrus or mermaid farming, or even that one movie, or about dwarves getting mauled by hippos, carp, carippos, or any other finned friend, zombie/skeletal or not. Simply put, anyone who lives on a coastline (especially closer to the equator) is familiar with this event that occurs every now and then. Simply put, it has happened recently, and I posted about it in another thread. Cuting to the chase, here's the quote referring to it:

Red Tide finally showed up in the ocean around my place again. Gonna be a smelly week (or few days, I'm hoping), so no walking on the beach or swimming in the water for a good while; even going outside would be a bit much when it gets warm out. :(

On another note, this could be an interesting feature Toady could implement for DF (for those island and beachside forts). Just imagine plenty of miasma clouds coming from the waters every other season (with (patches of) water turning red/brown from the algae, plankton, and dead fish) for a short while as (rotten) fish wash up on shore. The water and/or miasma could have a chance of giving basic sicknesses to dwarves (and any other creature; based on experience of getting a sore throat or a cold from too much Red Tide being breathed in (or by swimming in it) before).

Other Red Tide Facts:
Red Tide Fact Sheet

Like I said, it could be an interesting feature to include. Fun as hell when it strikes your town. Good source of ‼FUN‼ (miasma being the straw that breaks the emotional camel's back) for fortresses when it's unexpected; especially if fish is your main source of food (poisonous shellfish), or you build your fort on top of the water. Irritated lungs are also a fun hindrance for fort dwellers and adventurers as well. Just imagine widespread sore throat sicknesses and such for a short while in a fort out of nowhere. Your hospitals will be having some fun diagnosing and helping out the infected.

Anyone else want to see what fun this may bring to coastal/island forts (and possibly adventure mode) and add it as a feature request?

And yes, it's still going on; actually, as of this post, it's the first day of Red Tide, and it's already a big cloud of purple out, if you know what I mean, and really, I'm doing what I can to keep my going outside to a minimum for now. It stinks of rotten fish, and it'll linger for a few days, and that's the whole town close to the ocean (and everywhere else on the coastline).

EDIT:
Red Tide lasted for about 2 days, but now we've got a crap-ton of jellyfish migrating by. Generally decent-sized, like a banquet of jelly dinner plates swimming by in the water.

14
General Discussion / I'm a Wizard. What are you? (Geek Zodiac)
« on: April 09, 2011, 11:06:50 am »
On my news run, I came across this interesting bit modeled after the Chinese Zodiac.
Quote from: GeeksAreSexy Article
  Just like the Chinese Zodiac, the Geek Zodiak determines your sign   based on the year you were born. Hey! It looks like I’m an Alien!
 
(Xenomorph, Predator, Bodu Snatcher, Triffid, The Thing)
+ Intelligent, Technophiile, Diplomatic
 - Suspicious, Secretive, Inscrutable
  So,   according to this chart, which sign are you? And what does it tell you   about your personality? Not that we, geeks, believe in this kind of   nonsense, of course! :)

Spoiler: Geek Zodiac (click to show/hide)
 
I am a Wizard (1985), what about you?
Quote from: Wizard
(Gandalf, Tim Hunter, Harry Potter, Zatanna, Oz)
 
  + Wise, Worldly, Naturalist
  - Aloof, Didactic, Clandestine

EDIT:
My personality is more a blend between Wizard and Robot. Reason why it was Wizard-Robot before. Also by closer chronological placement (early 1985). +Logical and -Stubborn are a good blend to include.

15
I just came up with an interesting little community megaproject idea we can do (also because I'm a bit lazy myself, and also want to see what everyone else can offer to the project).

Basically, the theme of this is obvious: I want to make a dungeon/tomb filled with tricks and traps. Because it has the most flexibility and niftiness in style, I'm going Egyptian with the theme.

Here's what I'll need at the moment:
-Anyone willing to assist me in the R&D for the project. (trapping, or adapting other game elements into Minecraft without modding)
-I need ideas and interesting ways to implement them, and efficiently enough to fit in a little space as possible.
-Anyone willing to take on some building tasks (be it aesthetic elements, or functional elements that need fine-tuning (timers and redstones)
-Artists for essentially anything else if we have enough tomb designers (in-game or to provide for the project, ideas I suppose)
-Good seeds with a vast enough desert or pretty enough scenery to plant a pyramid and/or sphinx. Better if 2 separate desert biomes.
-Comments

I'll continue elaborating this tomorrow. It's pretty late.

Volunteers:
-Itnetlolor (Myself), Project Leader (Design, Simple MC R&D (non-redstone tricks), Architecture)
-Jack_Bread, Builder
-ExKirby, Beta Tester (and builder)
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Project Goal: Primarily a fun, yet still challenging, tomb to raid for Minecrafters. As a bonus project, if anyone is willing, a multiplayer edition of it. Some tricks and traps may require more than 1 person, and there will be applied traps that make use of 2 different people interacting with levers and pressure plates in order to progress (a high-up pressure plate holds a steel door open that leads to another room with a torch trap that must be triggered (by taking the torch), and this progresses until the end when all the torches must be placed by one player, and the fall trap must be triggered by the other (torches are placed in spots that prevent a connected sand block in a whole chain from landing in the trap pit that collapses and dooms the player in the final hall into a bottomless pit (while the other player watches in horror) and it continues towards collapsing the ceiling in the other player's hall and floods them with magma.

This is the kind of stuff I want to make.

Considering the requirements for it, MCEdit is encouraged, and will develop this even quicker. For more complicated elements, go ahead and make them in-game, and then export them as a schematic when implementing them to the main project. Right now, we have no "big picture", so go nuts with your ideas. We'll find out how to compose it all together into a fun experience later.

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