Archive for April, 2008 Page 2 of 9

New Vendors On The Way, and a Distraction

I’ve mentioned that there is an update to the Taketori coming, and that it’s just waiting for confirmation from a few testers that I haven’t totally botched it up.  With that new update pending, and the thought that I would once again have to run all around the grid updating vendors (for maybe the thirtieth time in the last eighteen months), I decided it was high time to get networked vendors in place.

So, I went and deleted all of the in-world Taketori vendors, intending to replace them in short order with networked vendors.  Only, it didn’t turn out that way.  I ran out of steam (did I mention I’m sick?) and ended up just leaving the situation with no in-world Taketori vendors.

I still have a bit of testing on the network vendor scripts that I want to test before going live, and I want to make sure that I plan well enough to not code myself into a corner, because I’m always at the Second Life group limit maximum due to having vendors in various places and would like to be able to make a secure networked commission vendor that I can just give to store owners without having to "drop a group to join a group" to drop a vendor.

And as if that weren’t bad enough, I got side-tracked by a post by Abu Nasu on the Second Life forums (registration required) about how he’d built a custom rig for creating Second Life animations in 3ds Max.

One of the tools that I used when making the Taketori is XSI Mod Tool, a free version of the SoftImage XSI 3D modelling and animation program specifically targeted at independent and hobbyist-level game makers that I’d used to create some "proof-of-concept" games for the XBox 360 in my previous job.

One of the nice things about Mod Tool is that it has way better support for custom character rigs and better animation tools than either Poser or DAZ, and I had already created an adequate rig that I wanted to use for creating C:SI weapon animations, but had given up on before finishing the export plugin because of a lack of time and the fact that I already had tools for that job.

Abu’s success has got me fired up on that idea again, and despite my previous protestations that I hate doing animations and did not want to have to make any more in the immediate future, I’ve decided to revisit that project and see if I can actually get it done this time.  If I ever do manage to finish the project, it could (hopefully) mean that creating animations will be a little less painful in the future, and perhaps I’ll be less reluctant to work on them :) 

We will see what we see when we see it, I may not get any farther this time than I did last time, but it will be a fun thing to work on that I hope will help me with future C:SI weapons.

Popularity: 28% [?]

Samurai Tournaments

Many of you are probably already aware of the new Tsushima sim, which has been running tournaments lately, but when DeeJay Kamachi asked if I would help spread the word to those who haven’t heard, I just had to say yes :)

Deejay Kamachi wrote…

Hello fellow C:SI community members,  In this letter I bring you good news!  Although we have already had two tournaments I would like this letter to inform all about the opening of Tsushima.  Tsushima is now the home of the Samurai Tournaments group.  We will hold weekly tournaments of all sorts.  The sim holds a small village with very few vendors, a battlegrounds with 6 sparring mats, and the grand tournament arena.  We are very excited about the weekly events and hoping everyone can come have some fun here in Tsushima.

I will be posting more about this in the near future, and I hope to feel well enough to actually go watch a tournament in person soon.  When that happens, I’ll be sure to post pics and more info.

Popularity: 30% [?]

There’s no such thing as a balanced weapon

So here I am, knocking myself out (almost literally, ugh I hate being sick) trying to make sure that the Taketori is "balanced", whatever the heck that means, and I’m still getting reports from users who say it’s too fast, too slow, too powerful, has too short of a range, has too long of a range, does too much damage, etc.

And there are people I trust implicitly and believe on every side, which just doesn’t help much.  So maybe, just maybe, there’s simply no such thing as a ‘balanced weapon’.  Or maybe there’s no such thing as a consensus on what a balanced weapon is.  I’m just not sure. 

So, I’m going to take a short break from the "iterate/test/update" cycle and see if I’m able to come up with a more objective way to determine such things.  If I can do so, I’ll be sure to post more information, and any ideas on how to determine balance *objectively* are welcome.

P.S. : Yes, I’m feeling moody.  I’m sick, and frustrated.  You would be too :)

 Miyamoto Musashi wrote…

The Benefit of Weapons in Strategy

There is a time and a place for use of weapons.

The best use of the companion sword is in a confined space, or when you are engaged closely with an opponent. The long sword can be used effectively in all situations.

The halberd is inferior to the spear on the battlefield. With the spear you can take the initiative; the halberd is defensive. In the hands of one of two men of equal ability, the spear gives a little extra strength. Spear and halberd both have their uses, but neither is very beneficial in confined spaces. They cannot be used for taking a prisoner. They are essentially weapons for the field.

Anyway, if you learn "indoor" techniques, you will think narrowly and forget the true Way. Thus you will have difficulty in actual encounters.

The bow is tactically strong at the commencement of battle, especially battles on a moor, as it is possible to shoot quickly from among the spear men. However, it is unsatisfactory in sieges, or when the enemy is more than forty yards away. For this reason there are nowadays few traditional schools of archery. There is little use nowadays for this kind of skill.

From inside fortifications, the gun has no equal among weapons. It is the supreme weapon on the field before the ranks clash, but once swords are crossed the gun becomes useless.

One of the virtues of the bow is that you can see the arrows in flight and correct your aim accordingly, whereas gunshot cannot be seen. You must appreciate the importance of this.

Just as a horse must have endurance and no defects, so it is with weapons. Horses should walk strongly, and swords and companion swords should cut strongly. Spears and halberds must stand up to heavy use: bows and guns must be sturdy. Weapons should be hardy rather than decorative.

You should not have a favorite weapon. To become over-familiar with one weapon is as much a fault as not knowing it sufficiently well. You should not copy others, but use weapons which you can handle properly. It is bad for commanders and troops to have likes and dislikes. These are things you must learn thoroughly.

Popularity: 41% [?]

Kelly Linden : SVC-1648 is now [Fixed Internally]

Hot on the heels of yesterday’s announcement that Kelly Linden had been working on a fix for SVC-1648 ("The Kick Bug"), and my reply to his request for feedback on the proposed fix, he left the following comment :

Kelly Linden said…

Ok, I’m gonna move on then and consider this ‘fixed internally’. I’ll try and remember to update here when this code gets put on the beta grid to get more feedback, but watch the blog posts for it in case I forget.

This will *not* be in the next release (1.21, planned for this week hopefully), but should I hope be in the next server update after that.

This is great.  It will still require an update on all C:SI weapons to fully restore the kick functionality, as we will have to increase push power a bit to compensate for the reduced push in Havok 4, but I’m sure a great many people will be happy to hear this news.

I would have reported on this yesterday, which is when Kelly Linden actually replied, but I seem to have been taken off of the watch list and even though I’ve re-added myself I no longer receive any JIRA updates.  I must have annoyed someone over at "The Lab" :)

Popularity: 24% [?]



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