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Messages - Chakra

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31
Community Discussion / Re: Dota 2 Custom gaming
« on: August 12, 2014, 08:59:59 pm »
Quote
Regarding the sheep/wolf player shuffling, I don't think it can be done atm in Dota 2. The main problem would be vision. The players from the start are locked into either radiant or dire. So if you're on the Radiant from the start, you'll always be able to see every other Radiant player on the map. If you have a sheep and a wolf on the same team, they will be able to see each other.
That's not really a problem. Vision has always been a relatively minor thing in ST. The bigger issue would be aggression towards enemies, i.e., auto-attack, blah blah.

32
Community Discussion / Re: CTF Update
« on: August 05, 2014, 08:10:40 pm »
Yeah, definitely don't do that, as users can switch to blacked out using Alt+T. Like I said, for games with multiple maps, I tend to prefer just a constant resetting of the camera bounds. This makes the minimap image useless, but it gives you the full spatial usage of it, which is infinitely more useful.

33
Community Discussion / Re: CTF Update
« on: August 05, 2014, 03:05:15 am »
Quote
The map only has room for 1 more map on it (roughly the size of the top map), otherwise I'd have to import objects and triggers to a new map which seems like a lot of work, plus the minimap becomes less effective with every expansion.
You can expand the map by going to Scenario > Map Size and Camera Bounds... Also, if you change the camera bounds to one stage and change them for the selected map, the entire area of the minimap can be used (though the minimap preview image will be off).

As for wisping, you can make wisp/sheep share HP and make being a wisp reduce HP by 1/s, say out of 20 total HP. You can also do this with mana, lumber, w/e and just trigger a death.

34
Community Discussion / Re: Correlates of Skill
« on: August 05, 2014, 12:16:06 am »
Arguments that you shouldn't bother trying as shepherd in BD are ridiculous. The same argument can be made to just AFK as wolf in ReVo (which was/still might be a common problem). Wolfing isn't that bad, and it is much better in BD. But this is an argument about the merit of the game alone, not about the skill. The obviously skillful thing to do is to try as shepherd, as giving free scores will not help you, even if you get to play sheep more.

Even in 4v2, if the sheep doesn't see a wolf, you're playing too large of a level or playing was abominably bad wolves. That being said, 4v2 is a bit too stretched in the favor of the sheep: any competent sheep team would basically always win. I'd much rather play 3v3 if I'm playing with other competent players.

I also think one of the important things was that this thread is about correlation to skill in ReVo. I don't see how using completely obscure farms or abilities that don't exist in ReVo can really correlate to ReVo skill. Skill is a factor in CTF, I'm sure, but the same skill set? Hardly. Everything in BD, however, can directly translate to ReVo.

Arguing which game takes the most skill is another topic and a bit silly to argue, mainly because of how bias most players are.

35
Community Discussion / Re: Top 10 All Time ST players
« on: August 04, 2014, 02:22:47 am »
You don't have a monopoly on what words mean, lol. I played on multiple accounts simultaneously without behaving differently. I just didn't want ST'ers begging me to play ST when I was playing with the other kiddos. No doubt, however, that my other accounts would have been known as smurfs.

When he had tournies, people smurfed all the time. The simple fact that you were playing with people you normally didn't made smurfing quite easy.

You guys do let randoms in your games (see: Sidey). And I guess if you're just silent/vague, that is a "change in personality."

Grim could have been someone before, but he wasn't another concurrent player. Either way, this discussion has no relation to the topic. Even if he was Philo, he was still an east player and ranked higher than you. Being emo or a smurf doesn't really effect that.

36
Community Discussion / Re: Top 10 All Time ST players
« on: August 04, 2014, 12:48:34 am »
Can smurf for a whole plethora of reasons. Because you forgot your password, you want to cheat in a tourney, you want to ruin a game, not get kicked from games immediately, etc. "Change your personality" - who does that? Lol.

Grim was not a smurf of any other players of the same era. Such a thing would have been revealed via IPs, unless he was very dedicated.

37
General Discussion / Re: Great Documentaries!
« on: July 26, 2014, 06:58:54 pm »
I've watched over four hours of the Hitler documentary, and I'll probably stop there unless there are some significant parts I should watch.

If I were to rate the documentary itself, I'd have pretty mixed feelings. Every time I saw EVER full-caps and random exclamation marks I thought it was made from some middle-aged white suburban mom or a child. Beyond that, the information it presented was clearly bias, especially against the Soviets. It speaks as if Jews started hostilities with their boycott, but it doesn't seem to wonder why the boycott occurred in the first place: it was due to the Jewish stores being picketed, Jewish patrons being harassed, and a complete refusal of the police or Nazi-led government to do anything about it: "I shall employ the police, and without mercy, wherever German people are hurt, but I refuse to turn the police into a guard for Jewish stores" (Hermann Goring).

The supposition of a Jewish-Soviet unity is absurd, but more-so is the claims of a racist Soviet Union. It is no doubt true that Jews supported the revolutions of 1917, but this is unsurprising considering Jews were heavily persecuted in Imperial Russia; I mean, this was the era of the Pogroms. While Imperial Russia did treat most ethnic minorities relatively the same as ethnic Rus, the Soviet Union did not randomly deviate from this policy. Indeed, the Soviet Union was very tolerant of ethnic minorities, forming both national soviets and autonomous regions around them. The attacks on communism as an ideology of hatred are silly: it was Stalinism that promoted genocide, not communism.

The Jewish-Soviet unity is easily understood as simple Nazi propaganda. The party itself was formed as a reaction of Communism and this was easy to combine with antisemitism, which was not only a Nazi platform, but a common feeling throughout the whole of Europe.

Similarly, it creates a bias story of Germans being persecuted in Poland and elsewhere. This cycle of violence in Poland was long: probably most significant was Imperial Russia's propping up of wealthy Germans to rule Poland for much of the late 1800s. It is not surprising there were anti-German behavior at this time.

Finally, part of the video actually goes as far as to say that Nazis were not as traditionally racist as we are led to believe. This is simply false. Sure, they believed in racial purity, a concept that all races should seek their own self-improvement, but they also strongly believed in Aryan supremacy and believed that, over time, the subhumans would be eliminated.

That being said, the video does highlight much of Western whitewashing of the war. If anything, the most important part of the documentary is that it admits that all large forces in the war committed atrocities (though it underplays German atrocities far too much).

Stek's reaction to the video is just clear and obvious sexism and racism. The most abhorrent behavior of the Nazis was their unjustified claims of moral supremacy. If anything, the greatest victory of time has been the erasing of irrational, traditional moral values that have only ever served to secure the position of those in power. As for your red pill, I'll keep to treating humans humanly.

I haven't looked at Adam's videos, but maybe I'll look into them, though it seems similarly bias, even if I agree we are in a condition of economic subjection.

38
Community Discussion / Re: Dota 2 Custom gaming
« on: July 21, 2014, 08:28:21 pm »
Can you not do a keyboard/mouse hook? A mouse hook would possibly allow the grid for building and a keyboard hook, obviously, would allow advanced menu type deals.

39
Community Discussion / Re: Earliest Material
« on: July 14, 2014, 07:57:52 am »
I did a little detective work. I'm guessing it was STWC 03.


And there was no WC in '05cu​nt

40
Community Discussion / Re: Dota 2 Custom gaming
« on: July 14, 2014, 02:48:14 am »
I think the simplest solution would be to simply forsake the special case of items and define a normal farm as using 4 cells rather than 16.

What WC3 does is this: http://i.imgur.com/Tx84yul.png

The green represents object: a sheep, a shepherd, three farms, a tiny farm, and an item. Pink means that cell is not pathable (i.e., something is there), blue indicates it is not buildable, either directly or effectively (blue around units are direct, blue around items are effective). Direct means it shows up as red when trying to build there, effective means it's green.

Note that the tiny is made up of four, but you can only place it where it is or two cells over. It cannot be placed midway.

41
Community Discussion / Re: Dota 2 Custom gaming
« on: July 13, 2014, 06:59:31 pm »
Even if they have circle collision, it's entirely possible their pathing system still reduces them to grids. I.e., you might not have to worry about actual units, and since buildings don't move, you only need to update on creation/removal.

You can test if it reduces them to grids quite easily. As you said the system uses a 32x32 grid, just create a narrow area and place dummy 1-collision units in the way. If it requires ~32 of them in a line to block it, then it uses a vector-based pathing (or a very small movement grid). If it's like WC3, then just one or two units will work.

I.e., in WC3 you can only fit 16 1-collision units in the space of a farm. That's because the unit can either take up zero cells or one cell, and a farm is made up of 16 cells.

42
Community Discussion / Re: Dota 2 Custom gaming
« on: July 13, 2014, 06:53:20 am »
The physics of jumping are actually relatively simple.

WC3 uses an entirely grid-based movement and pathfinding system. What this means is that you can subdivide the entire map into a distinct, regular grid. WC3's reduces down to a 32x32 resolution grid system. This means that a normal farm, which is 128x128 units, is made up of 16 unique cells. All buildings are made up of exact, fixed amount of cells, called a pathingmap; the smallest object that uses a pathingmap is an item, which you've probably already seen as taking up 1/16th of a farm or 1/4th of a tiny farm.

Units also are interpreted on this grid system, though they are freely, non-bound agents. Units have a collision size, which simple means radius. What WC3 does is reduce the circle around a unit into the cells that it is occupying and the cells it is not. The cells it occupies are considered by the game for all calculations, not the free circle around the unit.

After you understand that, things actually become much simpler. The movement system no doubt uses some type of grid-based pathfinding algorithm, my guess would be some variant of A*. The actual system you use doesn't really matter, as we, as players, don't really adapt that much to the pathfinder, but rather the jump physics.

Jump physics are separate depending on whether it is mirror imaging or simple unit relocation (i.e., building a farm on yourself). The latter is done by using a regular system that moves your unit to the closest spot you can be placed, and it does this by scanning grid-spaces rather than linear distance. I don't remember the exact number off the top of my head, but if a unit cannot be placed within n spaces, it is simply kept where it is. The important tidbit is that a line of diagonal cells is worth the same as a horizontal cells. This means that if the first open diagonal location is 8 cells while the closest horizontal or vertical distance is 9 cells, it'll place you diagonally. Why does this matter? Because, using a 32x32 cell resolution, going diagonally across 8 cells is ~362, while horizontally across 9 is only 288, so the game prefers to jump you diagonally over horizontally/vertically by a root 2 factor.

The final piece of physics that matters is mirror jumping. What happens you mirror jump is that it takes your current position and facing angle, then picks two points left and right a regular distance from your start position. This distance is freely changeable within WC3, but by default is, I believe, 64 units, meaning a perfect farm space exists between the two if a user images in the open (though one might not be buildable, as buildablility works on a 64x64 resolution grid, so it is likely one of those grids is infested by a single 32x32 cell or two). Once we have this point, the game will then try to find the nearest point that the unit can actually be placed. The cool thing is if this point is on another level (i.e., up or down a cliff or two). This means it must find the closest point on another cliff. This distance it seeks is a bit different than normal jumping, and may be related to the Area of Effect field for the ability, which is set to 1000, but I'm not sure (haven't tested it).

The next thing it does is a near repeating of the above, except now it tries to find a placeable location on the original level (as you can't jump up or down a level, without some active manipulation). This is, of course, a repeat of finding the closest location. The maximal distance this will go is again some unrelated figure to the previous two and, again, may be related to Area of Effect, but I'm not sure. I know, however, that it is not the same as the former calculation, and it seems a bit short to be the first one.

I think that details all the complex physics of ST. The actual figures, once you understand what is happening, is easily testable by playing around with terrain and placing farms (tiny farms would be easiest, though a custom one with item-sized pathing would be more precise, though it should replace an item's pathingmap, as buildings can only be placed on a 64x64 grid).

43
Community Discussion / Re: Dota 2 Custom gaming
« on: July 12, 2014, 02:36:16 am »
Aname just dropped out of Glitch Nova. Said maybe 5 years. That being said, I'm still working on my pathfinding algorithms, so...

44
Community Discussion / Re: SheepTag Timelines Whoa thoughts!
« on: July 02, 2014, 10:01:48 pm »
Even without the western leaders, I imagine west still would have been very early on in creating ST. But note that it's probable all realms created their own strains of ST independently. It is, after all, based on a rather popular StarCraft I game.

45
General Discussion / Re: Moral beliefs
« on: June 21, 2014, 06:10:31 am »
To be logical, all you need as to "take a given set of rules, apply these rules to premises, and ... arrive at conclusions." Relative rationality does this. Consensus rationality does this. Both are, thus, logical.

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