drummyfish
u/drummyfish
Thank you very much, also for the answer to the other question. Sorry to have no good news, we still try to search but today a bit of snow fell, it's -1 C, the ground is frozen on top so it's impossible to pierce through, I guess at this point we can just pray and hope, I don't even know where else to search, feels like I've searched everywhere and am thinking she might have been even caught by some large bird or something, even if it seems improbably, we really did all we could I feel. Some sources told me that if she's deep, a layer of snow can actually insulate and be helpful and that I shouldn't think of her as completely doomed yet, but I guess now it's only up to chance :/ Of course I won't give up, I'll continue searching once it's possible again, but think it now more depends on what the temperatures are going to be in January and February. Anyway thank you everyone <3
The garden is relatively big so not literally everywhere, although I checked many. Near bushes the ground is full of roots where I think she couldn't dig through, but maybe I'm wrong? I have now also resorted to asking AI and it said some dogs may be trained for sniffing these animals? We'd probably be willing to pay if there was someone who could find her with something like a thermal camera, but not sure if that would even work.
Hello, I know there's probably little advice to be given now, but I'll try anyway. My mom has a 35 year old female Hermann's tortoise which lives freely in our garden during the summer and when she hibernates before winter, we dig her up and put her in our cellar where there's optimal temperature. It can get freezing cold during winter outside. Every year we found her in one of her "favorite" spots, but somehow this year we weren't able to find her, I feel like we searched everywhere, we still do every day now. She never escaped from the garden, there are fences and she never even attempted it. I'm afraid that if we don't find her, she might not make it outside. Are there any tips or ideas on how to find her? We pretty much go around digging and piercing in the ground but there's been no luck, I wonder if maybe she could have buried very deep? Thank you for any tips.
EDIT: To give you guys a closure I'm letting you know that a miracle happened: today we found her and she survived the winter which was especially harsh this year with many days below minus 10 degrees celsius. I was sure she couldn't have survived this and we all accepted it, but she did, I can't describe how happy of a moment it was. Thank you all. We've definitely learned our lesson and will take some measures to make extra sure we know where she buries next time.
Hello,
I am completely new here, I just came to suggest/discuss something that's been on my mind for some time.
A quick tl;dr: I think it would be awesome if someone made a tool that would be observing the game's memory as it is playing back a replay and it would output data (such as unit positions, hero levels etc.) to a plain text file, e.g. in JSON or CSV format. I KNOW there have been attempts at extracting this data purely from replay files, but this isn't easily doable because replays only store actions and the exact game's logic is needed to actually play it. I think what I am suggesting is the next best thing and would be much easier to do (considering you already have some amazing third party tools). I will now describe more context and details.
Why would it be useful? It would allow creation of a simple offline replay viewer(s) (of course, with very simplified 2D graphics etc.), ones that wouldn't require having the game installed, wouldn't have to care about exact game version, ones that could be used on any operating system or even in the browser etc. Such a viewer could even be superior to the game e.g. in the ability to rewind time back, show real time statistics that the game doesn't show etc. It would also open up possibilities such as in depth game analysis and statistics, heatmaps of unit movement, specific patterns in play of different players and so on. Replay websites would benefit as well. Yes, digging the data out of the game would still require running the game, but over time there could be a nice collection of such converted replay to play around with. The point here is to separate the messy part of having to interject the game's memory and the part where we simply have data and can play around with them in any way, on any operating system, in any programming language etc.
I would personally very much appreciate this and would actually be interested in writing the replay player, but I can't write the data extraction tool itself as I don't own the game and I don't even have the operating system the game has to run on. I am just someone who likes to watch videos of the game, and I can only watch it when I'm on my main computer and have connection to the Internet -- a small browser-based replay viewer would allow me to also watch the replays on my off grid Raspberry Pi computer, and I think there may be more people like me. The whole community would probably appreciate it, if only for the cool statistics this could bring.
How I imagine the output data: it should be as simple as possible so that anyone can analyze it easily, i.e. JSON, CSV, plain TXT. Personally I would just make it a plain text file where each line would be a snapshot of the game state, taken in, let's say, 1 second intervals (no need for higher time resolution probably, replay viewers can interpolate to make animations smooth). Each state would just contain a list of all units and buildings currently on the map, each one with position, health etc., plus there might be some extra info (chat, player gold and lumber, projectiles, ...).
Sorry for a long post, I know demanding something from the Internet is often fruitless, but in this case I don't have the power to implement this myself. Maybe someone will get inspired :)
There is this kind of voice without actual words I keep hearing mostly in older games that I feel is generated using some simple technique, it can be heard for example from NPCs in Hyperbolica:
or at 1:57 in this Gameboy Advance game:
Does anyone know what this technique is called please? Thank you :)
OK, that's great, I was kind of concerned about this, I write about a bit of controversial stuff and was afraid some keywords might have blocked it, which would just kill my interest in this engine because then we'd just have another engine suffering from the old issues. But now I'm interested again. Thanks for the answer.
Hello, I have a question about copyright on works created with the help of tutorials; if territories play a role, please suppose the US -- I am unsure about the specific states because there are multiple computer servers and users involved, each possibly in a different state, and I couldn't find specific information about this.
There is a website that allows users to exchange 3D models they have created and the website ONLY allows to share such works under free cultural licenses/waivers such as Creative Commons Zero (CC0) and Creative Commons Attribution-ShareAlike (CC BY-SA). Recently there was a user who submitted a 3D model which the user created by following the exact steps in a tutorial found on a video sharing website and the user shared it under the CC0 waiver, i.e. allowing any use whatsoever, including commercial use without attribution etc. However I was concerned because the 3D model the user created looked practicall the same as the one in the tutorial, as the exact steps of the tutorial were followed, and I believe the copyright on the 3D model in this case is held by the creator of the tutorial who supposedly created the model first in order to make the tutorial video to teach the use of the 3D modelling software. So I also believe the user who recreated the same 3D model with this tutorial can NOT share such model under the CC0 waiver because the user doesn't hold copyright on it, even though the user created the model with "own hands"; I think such 3D model is a derivative work of the original 3D model of the tutorial creator. I know a threshold of originality matters for the copyright to arise, but the model in question is fairly non-trivial, so let us play it safe and suppose the threshold has been met. When I mentioned this on the website, we got into a debate and couldn't reach a conclusion of whether it is legally safe to share the model on the site under CC0. Could you please give me more insight into this matter? Thank you.
Hey guys, I don't spend much time here but I felt this is worth sharing. Many people, including me, were kind of let down by surf, however I recently found badwolf (, my fork: ) and it literally changed my life, it made me stop searching for browsers just like dwm made me stop looking for wms. It is NOT a fork of another browser, it is written from scratch, ~1500 LOC. It has tabs, one button for toggling JS, one button for toggling images. No addons or anything. I mostly browse the web without JS, but if I need to, I just click the button and all sites just work, even YouTube, banking and such. I'm not such a privacy freak but it is explicitly mentioned it's privacy oriented, in fact I had to make changes to it to make my cookies permanent etc. Check it out.
"safety" team
blocking experience
Is this real world? Honestly I can't tell if this is real life or a nightmare. Have you read 1984? This language is straight from the worst dystopia you can imagine, except it's probably real life and no one is seeing it. How is everyone accepting this? Am I the only one? That's it, I can't bear this much longer. I will just kill myself, this is too much.
Hey guys, I've been searching for many weeks/month now for any videos and screenshots from the EU server Agamaggan in years about 2007 to the end of 2009, the reason being WoW has been a great part of my teenage years but I've unfortunately lost all my screenshots. Most of things seem to be wiped from the web by now (searched archives as well). I'm kind of hoping to spot my character (Drummy, Tauren warrior) or my friends/guilds in some of these screenshots so if you have like screenshots of Orgrimmar with a lot of people I'd be eternally grateful if you share them. Thank you :)
Hello r/Kurrent, my mom is trying to do some genealogy and she's unsure about the underlined words -- mainly the one word starting with H that should be a name of some village anywhere in central Europe (in case anyone knows it). Thank you very much for any help!
I can't find the answer to this: is it possible (and how) to tell which chromosome in a chromosome pair comes from the father and which comes from the mother without seeing the DNA of the parents?
I might have actually found an answer to my own question:
The specific chromosomes coming from parents aren't actually a one of their pair but BOTH combined via so called recombination. So it's not like I get either my father's first chromosome or his second, but it's a "random" combination of both. And this rises the chance for two non-twins of ending up with the same genome to basically an impossible probability.
Anyway, I'd be glad if someone could confirm this.
As I understand it, the chromosomes in our genome are randomly mixed, one in a pair is from mother and one from father. Now identical twins are identical because they get the same pairs of chromosomes and hence the same genome. However, what if by pure chance non-twin siblings get the exact same chromosome pairs randomly chosen? That would of course be extremely rare, something like 1 in 246? Anyway, could this happen in theory?
My mom has been stuck at this word for a few days, it would make her day if you could help. If it's of any use, it's from scanned records at https://www.mza.cz/actapublica/matrika/detail/9845?image=216000010-000253-003377-000000-012220-000000-00-B04498-02670.jp2.
I was thinking if someone hosted a server in a land such as Antarctica (or other unclaimed territories such as space), would it be able to serve files on the Internet that are illegal in all countries (e.g. copyright infringing material)? AFAIK for server local laws apply, and in unclaimed territories there is no government.
No, reddit employees could see it too if they downloaded the plugin, the point is they can't ban a subreddit that consists just of pictures of cats and smiley responses. They'd have to change the rules to disallow steganographed content, but then you could post such content to regular subreddits which couldn't notice and then you'd report them. Reddit would go to shit after this, would try to add bazzilion new rules, people would leave, and maybe all the censorship would be reconsidered after all.
Works like this:
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The extension uses a cipher to encode a readable text you post into a bunch of unreadable text.
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People without the extension see just unreadable garbage.
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Other people with the extension get the text decoded and see what you posted.
So you aren't sharing any actual links or sentences, just a bunch of characters. If reddit complains, make the extension encode into some meaningful stuff, like emojis, call the subreddit an emoji subreddit and enjoy posting your filthy stuff.
u/landoflobsters could you please get a gun and shoot out the whole reddit office? You might actually help make reddit a better place for once.
I think you are conflating clones and engine reimplementations
Yes, I didn't differentiate between the two very much because I think people in this community know which is which, and for example osgameclones don't make much difference either. If I were talking to a wider audience I'd be sure to choose the right words of course. I think the term clone is useful and positive in our circles (as opposed to proprietary commercial games) but won't go further into this, that's for another thread maybe.
Warcraft III
You're right, I'm aware of this, I basically want to test the waters. I'd also add there might be other situations than the a) b) you mentioned. For example someone might want to create a general RTS engine for a new game which will also support older proprietary games, such as Warcraft III, Startcraft etc. But I know the amount of work required doesn't yet meet the demands by far.
OpenMW is great, I'm one of the contributors :)
Will take a look at Tanks of Freedom, thank you! - EDIT: Actually looks like what I was looking for!
I've been directed here to repost some of my game ideas, here's the original post:
Hello guys, I'm a big fan of free and open-source game clones/engine reimplementations. I thought I'd share a list of games I've been thinking about reimplementing, but don't have time/resources/experience to. Take it as a list of ideas for projects to you, the programmers, artists and other creative people:
-
: Straightforward, addictive, good fun.
-
: Simple idea for an addictive gameplay, wouldn't be difficult to reimplement. The minimalist art-style could also be imitated.
-
The Sims: Just a build-your-own-house-and-chill kind of game.
-
: There is already , which is however a feature(and bug)-rich game going in slightly different direction than the original minimalist-style TrackMania, which had only one car available for each of a few environment. The fun in TrackMania came from the simplicity and therefore focus on precision and creativity. I.e. have just one car, simple as can be controls, a track with start, finish and a few checkpoints, and try to get the best time possible.
-
: Nice idea for a simulation game.
-
Warcraft III: This is a legendary game still actively played by many, that would deserve an open-source engine that it's currently lacking. There are rumors that Blizzard will be remastering the game, which may be the reason. The challenge would be to make the engine behavior super accurate for competitive play. Huge challenge here.
-
/: AV is IMO the best gameboy game ever - addictive, smart, beautiful, awesome. It's 2D with no physics and such advanced stuff, so it shouldn't be that hardcore to program. Even so there's no satisfying free clone yet.
-
: I had a great fun with this game, would definitely be worth remaking.
-
: Haven't played, but looks fun and simple to make - the challenge here would be the nice visuals, so look for a good artist.
My ideas for original games:
-
Bird simulator: You play as a bird on an island, there's no story, just freedom, exploration, hidden easter eggs and mini-games all over the map.
-
3D first person puzzle game where you're blind and have to get from level start to finish just by the sounds, you can throw rocks, hear different footstep sounds when walking on different materials etc. At the end of each level you can watch the replay of yourself walking through the level in fully-lit 3D view.
-
2D platformer where you don't go left to right but instead inwards into a fractal.
-
A puzzle game where you control a crowd of people all at once, i.e. there is a 100 people and when you press left, everyone walks left, when you press right, everyone walks right etc. The goal is to get a certain percentage of people to the level finish. You may have to sacrifice some, block some against walls etc.
-
A game where you program robots to autonomously finish levels. By finishing levels you get money to buy new hardware for your robots, i.e. new sensors, processors with better instruction sets etc.
-
A game based on neural networks where you teach the computer to finish levels by letting them watch you, e.g. mouse movement etc.
-
3D version of .
Notes:
-
If you decide to start a project, please keep everything multi-platform and open-source, i.e. avoid Unity, C# and similar technologies. It's just my wish and also an advice. Some awesome technologies you can use: , , , , , , , , ...
-
I personally can't start/lead these projects because I'm already working on multiple ones, but will be more than happy to contribute, give you support and my best advices if you do. AMA
-
Write your own suggestions in the comments, discuss anything.
-
Keep to minimalist style with your original content and mechanics, simple and fun is better than more features and buggy/incomplete/inconsistent. Add extra features once the base game has been completed.
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(This sub probably knows it already.)
EDIT: additional games I forgot to mention:
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Legend of Grimrock
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Hillclimb Racing
Just some points, mostly about open-source and free (as in freedom) software in general:
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You don't depend on a company to maintain, update, fix and improve the software. With proprietary software if the company goes bankrupt or just decides it's not worth it anymore, your favorite software just dies (and the hard work you put into learning it with it). You see this with the old games.
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It's ethical, safe ("Given enough eyeballs, are bugs are shallow.") and transparent, you know it isn't spying on you, or doing anything you weren't told about, like mining Bitcoing or anything. See Free Software Foundation and GNU for more on this.
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Open-source is just more effective as a development model - It values the expensive developer time, as they never have to write the same thing twice.
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It's infinitely moddable - obviously good for games.
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No one owns it and so no one can sacrifice its quality to make more money. It's made by people for people and so focuses primarily on quality.
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It's optimizable, i.e. you cannot, at the very base level, optimize a proprietary engine, such as Unity, to have the best performance for your game.
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It is mostly multiplatform without much effort, which isn't usually the case with proprietary technologies. I.e. if your game is using library A which was made by Microsoft who only made it for Windows, your game will only run on Windows. Open-source libraries usually run on most platforms they are able to run on.
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It allows forking, i.e. you can make different flavours of a game or base an entirely new game or engine on someone elses work.
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You're doing a good thing, provide learning material for others, don't have to waste resources on obfuscating and hiding your code, get free feedback and are seen as a good person :)
I probably forgot something, but you can google more if you want.
Despite providing the software for free, you can make big money and even gain advantages by going open-source - see some of the business models. By giving away your software, it will spread among a lot of people to whom you can then sell services, customization, special hardware etc., plus you get hundreds of developers working on your software for free. You can see this with Android, Chromium, Mozilla Firefox, Blender etc.
Yes, but it's proprietary. The problem here is that if it stops being developed and supported, your game goes with it. You also can't fix bugs in Unity, you have to rely on the company to do it. You can't optimize it to suit your game. You don't know whether it's monitoring your activity. The list goes on with the classic problems of proprietary software.
Hey, thanks, that's awesome - as I said with Unity you're binding yourself to a proprietary engine and so your games wouldn't be really free as in freedom - but I'd say for learning purposes go on with whatever you like and find your own path first. Give Godot a look, it's like an open-source version of Unity.
If you want to learn C++, start with the simplest possible games, i.e. just text, console-based games - these can be pretty cool too, see this list. I think a good project would be to make a collection of games, like the old 99-in-1, i.e. pong, tetris, snake etc., all in one. I'd definitely play that.
Wargroove seems to be the easier option.
Yeah, programming-wise probably, but it would need a good artist and some AI and unit balancing.
Hello guys, I'm a big fan of free and open-source game clones/engine reimplementations. I thought I'd share a list of games I've been thinking about reimplementing, but don't have time/resources/experience to. Take it as a list of ideas for projects to you, the programmers, artists and other creative people:
-
: Straightforward, addictive, good fun.
-
: Simple idea for an addictive gameplay, wouldn't be difficult to reimplement. The minimalist art-style could also be imitated.
-
The Sims: Just a build-your-own-house-and-chill kind of game.
-
: There is already , which is however a feature(and bug)-rich game going in slightly different direction than the original minimalist-style TrackMania, which had only one car available for each of a few environment. The fun in TrackMania came from the simplicity and therefore focus on precision and creativity. I.e. have just one car, simple as can be controls, a track with start, finish and a few checkpoints, and try to get the best time possible.
-
: Nice idea for a simulation game.
-
Warcraft III: This is a legendary game still actively played by many, that would deserve an open-source engine that it's currently lacking. There are rumors that Blizzard will be remastering the game, which may be the reason. The challenge would be to make the engine behavior super accurate for competitive play. Huge challenge here.
EDIT: additionally added games:
-
/: AV is IMO the best gameboy game ever - addictive, smart, beautiful, awesome. It's 2D with no physics and such advanced stuff, so it shouldn't be that hardcore to program. Even so there's no satisfying free clone yet.
-
: I had a great fun with this game, would definitely be worth remaking.
My ideas for original games:
-
Bird simulator: You play as a bird on an island, there's no story, just freedom, exploration, hidden easter eggs and mini-games all over the map.
-
3D first person puzzle game where you're blind and have to get from level start to finish just by the sounds, you can throw rocks, hear different footstep sounds when walking on different materials etc. At the end of each level you can watch the replay of yourself walking through the level in fully-lit 3D view.
-
2D platformer where you don't go left to right but instead inwards into a fractal.
-
A puzzle game where you control a crowd of people all at once, i.e. there is a 100 people and when you press left, everyone walks left, when you press right, everyone walks right etc. The goal is to get a certain percentage of people to the level finish. You may have to sacrifice some, block some against walls etc.
-
A game where you program robots to autonomously finish levels. By finishing levels you get money to buy new hardware for your robots, i.e. new sensors, processors with better instruction sets etc.
-
A game based on neural networks where you teach the computer to finish levels by letting them watch you, e.g. mouse movement etc.
Notes:
-
If you decide to start a project, please keep everything multi-platform and open-source, i.e. avoid Unity, C# and similar technologies. It's just my wish and also an advice. Some awesome technologies you can use: , , , , , , , , ...
-
I personally can't start/lead these projects because I'm already working on multiple ones, but will be more than happy to contribute, give you support and my best advices if you do. AMA
-
Write your own suggestions in the comments, discuss anything.
-
Keep to minimalist style with your original content and mechanics, simple and fun is better than more features.
-
-
It's OK to make money on open-source games (donations, kickstarter, ...), just watch out for copyrights.
Yeah, we started small, just writing some format parsing tools which that approach was good for, but if the codebase is going to grow much larger, it might not be that good. Shouldn't be that hard to rewrite now anyway.
You can help out just as much or little as you can, this is a hobby project, so no stress. You might try to write parsers for some remaining formats I think, refactor or document the code, you can come ask at our discord, or take a look at the issues, there is a list of small things to do.
idea by my dad
Have you seen how insanely rich the 1 % is? They wouldn't event notice if they financed this, and it would also save money elsewhere, people would be healthier, happier and less depressed, more motivated to do the work they actually enjoy and that is actually useful. Fewer suicides, lower crime and depression rates, fewer artificial "bullshit jobs". So it's very affordable. It's more that the people don't want it, the thinking is, and has for thousands of years, been set to "you don't work, you die", but that's not how the modern society should work I think.
Communism makes rich folk give away their stuff to poorer folk so that everyone has the same amount of stuff and it makes people angry because they get their stuff taken away, it limits and restricts many people. With information, i.e. software, i.e. Linux, you don't lose it if you give it to someone else, so no one loses anything, people only gain stuff, no one's being restricted.
But your grandpa seems to be judging only by words you compare to, so just compare it to butterflies or kittens, he'll like it.
The look will depend on type of software I guess. You can take a look at OpenMW docs, i.e. a complex RPG game (it's not a full class diagram though, just class inheritance hierarchy).
Thanks for all the feedback guys, I hope this makes someone not repeat the same mistakes. People have some good points - it's not the number of classes, but the lack of design patterns, having cross dependencies everywhere etc. I later learned the good practices by reading books on design patterns, but mainly by contributing to established open-source projects where experienced people review your commits and point out all the mistakes and do/don't of a good design. So yeah, make some contributions before starting a huge project I guess.