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Difference between revisions of "User talk:Joshex"

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(Project Bane)
(Project Bane)
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1: swap geometry (requires the model to be split into editable areas, and needs testing to see if the parts will still be responsive to shape keys weight painting and animation after they are spawned) TESTED, MISSION ACCOMPLISHED (still going to test the other one because I hate not having a solid character mesh..) [[User:Joshex|Joshex]] ([[User talk:Joshex|talk]]) 22:28, 27 February 2017 (UTC)
 
1: swap geometry (requires the model to be split into editable areas, and needs testing to see if the parts will still be responsive to shape keys weight painting and animation after they are spawned) TESTED, MISSION ACCOMPLISHED (still going to test the other one because I hate not having a solid character mesh..) [[User:Joshex|Joshex]] ([[User talk:Joshex|talk]]) 22:28, 27 February 2017 (UTC)
  
2: the Video Texture module in blender python (I'd have to be able to copy the requested texture to a blank texture and then load it with the video texture model, the only problem is it costs processor and memory usage on every frame, but there might be a way to limit it so it only runs when loading a new texture, this needs testing too) [[User:Joshex|Joshex]] ([[User talk:Joshex|talk]]) 22:29, 27 February 2017 (UTC) Guess what, I wrote the script, but haven't run it yet gotta get out of lazy mode and make some dummy images to test the swap with, then input those values into the system and run it. so far it looks like so long as source.refresh(False) we're cool, I also set the framerate to 0.001 (one refresh per 1000 frames) just to be sure. no errors. time to test it! [[User:Joshex|Joshex]] ([[User talk:Joshex|talk]]) 00:06, 2 March 2017 (UTC)
+
2: the Video Texture module in blender python (I'd have to be able to copy the requested texture to a blank texture and then load it with the video texture model, the only problem is it costs processor and memory usage on every frame, but there might be a way to limit it so it only runs when loading a new texture, this needs testing too) [[User:Joshex|Joshex]] ([[User talk:Joshex|talk]]) 22:29, 27 February 2017 (UTC) Guess what, I wrote the script, but haven't run it yet gotta get out of lazy mode and make some dummy images to test the swap with, then input those values into the system and run it. so far it looks like so long as source.refresh(False) we're cool, I also set the framerate to 0.001 (one refresh per 1000 frames) just to be sure. no errors. time to test it! [[User:Joshex|Joshex]] ([[User talk:Joshex|talk]]) 00:06, 2 March 2017 (UTC) TESTED, MISSION ACCOMPLISHED! next step is Nike's slogan "Just Do It" after testing the script apparently source.framerate() and source.play() are invalid for VideoTexture.ImageFFMpeg, that's actually a good thing so long as refresh is false for still images it isn't recalculated unless the texture is swapped again. It works, works with materials, and works with UV maps, it also works when rigged/animated and works on any other mesh sharing the same UV_ and material but does not work on that mesh unless that model is loaded on the object on which the script is being run. [[User:Joshex|Joshex]] ([[User talk:Joshex|talk]]) 13:00, 3 March 2017 (UTC)
  
 
Also, nice pun Nyx! just you wait for V0.8! you'll see an MMO thing developed from 'ground' then. heheh.[[User:Joshex|Joshex]] ([[User talk:Joshex|talk]]) 17:21, 2 March 2017 (UTC)
 
Also, nice pun Nyx! just you wait for V0.8! you'll see an MMO thing developed from 'ground' then. heheh.[[User:Joshex|Joshex]] ([[User talk:Joshex|talk]]) 17:21, 2 March 2017 (UTC)

Revision as of 13:00, 3 March 2017

Welcome!

Hello, Joshex, and welcome to the Paragon Wiki! Thank you for your contributions. I hope you like the place and decide to stay. Feel free to fill out your personal user page so we can get to know you. There is a collection of Userboxes you can easily add there. Please sign your name on talk pages using four tildes (~~~~); this will automatically produce your name and the date.

Don't forget to drop by and introduce yourself in the forum. If you need help, ask me on my talk page or ask on the forums and someone will try to to answer your questions shortly.

Also, make sure you take a look at the Help page. There are a lot of preloaded images, missions, and contact info templates, and what you want to add might already be there.

Again, welcome! -- ~ AGGE talk/cons 05:55, 25 July 2010 (UTC)

Newest Info

Joshex (talk) 01:34, 27 February 2017 (UTC) I am now an official dual citizen, US/UK. Joshex (talk) 22:07, 22 February 2017 (UTC)

Job hunting. I have a part-time job but it's not in my major and honestly I'm with Agge on this one; I'm starting to hate myself for teaching English as a foreign language. I want to make games, Edit: so that's what I'm doing.. Joshex (talk) 21:59, 22 February 2017 (UTC)

Only the newest update will be available here old ones will be erased, replies are welcomed and may not be purged.

Project Bane

is still in the workings, it's more of a spiritual successor to CoH than it was before, however it has nothing to do with the CoX universe and functions off a significantly different statistical system. The game has a name but as with most things I have yet to file for intellectual properties.

The current dev focus is the powersets and chat system. (grinding through reverse engineering CoH tanker armor sets).

The game is not in a release state, it is again in pieces and due for a complete rebuild based around the chat system as a core rather than a utility.

Amendment of the Amendment: I actually want to know how COH powersets especially armor sets were built, My current goal before moving forwards is to create an option for users to be able to use CoX mimicking powersets for nostalgia's sake, though I can already say that they wont be as effective as they were in CoX, still I'd like to make it an available option. I really don't want to have to nerf the system later so I'm taking care to make it balanced from the start, that means for everything there's a balance and a reason, everything has things it equals or conflicts with and thus all numbers are equal though different.

The main confusing part of trying to wing-it is that CoH level 0 armor set powers can go from anything like 30 res (dual damage types(60)) to 10 res for the same, all the way to 140 and 190 when it's (all). It drove me a bit nuts trying to find some balance for that and adapt it to my current system, oh well, even trying to find some sort of maximum Res a CoX set could have was hard (the results of a mathematical attempt are below). I honestly don't feel like listing it all out in a table and cross comparing, so I may just set my own limits CoX's limits seem to be around 1000 points for an armor set including all power types (plus or minus a few hundred between different sets), so I guess 1000 will be the limit. Joshex (talk) 12:38, 29 December 2016 (UTC)


Project Bane Version in production:

V0.0 - Character Creator Base; chose your alignment, set your base stats, chose your archetype, chose your power set, and make power choices, choose your origin(s), Save to computer.

EDIT; no promises but I may work on this title this week, after all I did say it will be developed simultaneously with the second game, I have some new things to test, primarily that I found out that my texture swapping trick doesn't work in GLSL mode.... that was a shock in a soft sensitive place. There are 2 other ways to do it in blender which I know work;

1: swap geometry (requires the model to be split into editable areas, and needs testing to see if the parts will still be responsive to shape keys weight painting and animation after they are spawned) TESTED, MISSION ACCOMPLISHED (still going to test the other one because I hate not having a solid character mesh..) Joshex (talk) 22:28, 27 February 2017 (UTC)

2: the Video Texture module in blender python (I'd have to be able to copy the requested texture to a blank texture and then load it with the video texture model, the only problem is it costs processor and memory usage on every frame, but there might be a way to limit it so it only runs when loading a new texture, this needs testing too) Joshex (talk) 22:29, 27 February 2017 (UTC) Guess what, I wrote the script, but haven't run it yet gotta get out of lazy mode and make some dummy images to test the swap with, then input those values into the system and run it. so far it looks like so long as source.refresh(False) we're cool, I also set the framerate to 0.001 (one refresh per 1000 frames) just to be sure. no errors. time to test it! Joshex (talk) 00:06, 2 March 2017 (UTC) TESTED, MISSION ACCOMPLISHED! next step is Nike's slogan "Just Do It" after testing the script apparently source.framerate() and source.play() are invalid for VideoTexture.ImageFFMpeg, that's actually a good thing so long as refresh is false for still images it isn't recalculated unless the texture is swapped again. It works, works with materials, and works with UV maps, it also works when rigged/animated and works on any other mesh sharing the same UV_ and material but does not work on that mesh unless that model is loaded on the object on which the script is being run. Joshex (talk) 13:00, 3 March 2017 (UTC)

Also, nice pun Nyx! just you wait for V0.8! you'll see an MMO thing developed from 'ground' then. heheh.Joshex (talk) 17:21, 2 March 2017 (UTC)

Second Game

Joshex (talk) 01:34, 27 February 2017 (UTC) There is a second game project in the workings, it is not an online game, right now its codename is actionadeventuremessaround but is not entirely unrelated to project bane, some of it's mechanics will be used in Bane, and the main character will be a character in Bane (Hero or Villain is not decided yet, but I'm leaning towards hero now). The game is an action adventure game, I've always wanted to make one, so; Why not? it aims to be a comedy of sorts (and may not be suitable for all ages), and I am vying to find out whether or not it will be possible to publish it for the Nintendo NX(switch).

The physics for all main game play elements is largely complete and the core story is finished.

there is now concept art of the main character (yay paper!). Joshex (talk) 21:59, 22 February 2017 (UTC)

There is already a game play manual and I'm sticking to it.

Addition: The tutorial zone map is now mostly planned. still lots to go on map planning hopefully I get time. Joshex (talk) 00:54, 14 January 2017 (UTC)

update on second game, Talks are in works between the bodies that need to talk to make this game (and others) be able to be ported to the Nintendo systems.

If all else fails I have absolutely nothing against making it /JUST/ a Computer title. This game will most likely be a patreon funded game if Nintendo decides not to have publishing utilities to support it in the end. I have half decided that this 'second game' should actually come out first before Project Bane.. I'll probably work on them simultaneously though so one will follow the other rather speedily. Joshex (talk) 12:38, 29 December 2016 (UTC)

I am currently in the process of filing for trademark rights to the game title and character name etc. Once it's all registered the Actual title of this game will have it's own section on this page. Joshex (talk) 21:59, 22 February 2017 (UTC)

Amendment 2 with the election over there's no need for a comment about voting.

o.0 so don't vote for the presidential race. Your vote effects congress, not to mention local officials such as mayors, council member, state congresses, governors, and whatnot. In some areas, even the court judges are on ballots. In many ways, voting for the local scene is much more important, as your vote actually counts for those, where as for the national many states are winner takes all, which means any vote for other ppl is wasted. --Sleepykitty (talk) 15:10, 8 November 2016 (UTC)

Joshex (talk) 17:27, 17 January 2017 (UTC)

@.@ oh, also, silly me, please don't ask who ppl voted for. This REALLY isn't the place for that kind of thing. --Sleepykitty (talk) 15:11, 8 November 2016 (UTC)
True, but at this point I'd have to cast an absentee ballot, and it's too late to request one. I've pretty much decided no matter who is where, it's no longer a situation of what the government can or can't do that will save America, it's what people do that counts (economically and in a few other areas at least). And yeah, I only expressed my political position because it's rather neutral now-a-days, won't give any specifics of sides or supports. Joshex (talk) 15:22, 8 November 2016 (UTC)

Power Sets Resistance Mechanics Section

I began looking at the CoH power sets for some ryhme or reason for how much res and def were supplied to the set and subsequently it's individual powers.

There does appear to be a form of trade for this attribution over any given whole armor set, however it is a bit unclear and might take me a while to figure out the raw numbers (such as; so much res is directly equal to so much def).

Some basic guidelines noted from Mids: def is cheaper than res (obviously due to def being able to reach above 100%, this ratio may actually be the difference)

-damage is incredibly expensive, one point of -damg can cost you tens of points of res/def.

+damg has some effect on the attribution of res and def.

self heals, regen, recharge, +/- speed, +/- Accuracy, +/- Perception, and of course other debuffs also appear to be part of a calculation to determine how much res and def a powerset can get.

That's what I got after a brief glance yesterday where I compared totals of all the tanker armor sets. Admittedly I did not check brute, scrapper, stalker peacebringer or warshade sets.

Why am I interested in all this? I like to study games I have come to revere to extreme details, especially for how to say 'consideration of their premises' for my own projects, I would never directly copy stats though, but may make something to a similar extent.Joshex (talk) 04:49, 7 November 2016 (UTC)

realizing I put this up at a poor time 2 days before a big event. Bump. also for myself I think I can solve my problem by merely doing what they did and defining a max amount of res+def and other things a set can have.Joshex (talk) 11:49, 11 November 2016 (UTC)
meh, might as well calculate it out, finding some interesting things, dull pain in invul adds exactly 20% of default HP, and heals exactly 40% of the default HP. this is helpful because I need everything in percents to compare and correlate to get the equalities out of the numbers. I think I may be on the right track, if I can tally up two sets completely and find that 1% of res in each is worth the same amount of the total powerset then I'll be in business with some numbers to put up here.Joshex (talk) 13:12, 12 November 2016 (UTC)
finally we are looking at some numbers, between invul and willpower 1% of res is only different by 0.03.....% I'll compare a third (though it's hard because other sets have attacks) and see what I get, if it's round about the same, I can guesstimate it'd be a hard number like 0.15 or 0.2 for 1% res. Joshex (talk) 13:45, 12 November 2016 (UTC)
just realizing I didn't count resurgence, not only that it appears to be a friend buff? recovery(s) (self) 200%, recovery(t) (target) 200%, End (Tgt) 50%, End (self) 50%. so, I'm guessing the last in-range player target you had clicked gets these buffs for the duration specified?Joshex (talk) 01:29, 13 November 2016 (UTC)
Not how I would have done it. See, I was calculating the set as a whole minus the MoG powers, in my perspective I would have attributed the MoG as a temporary effect power and thus not have included it in the core set calculation, but merely made it a multiple of a mirror of the set's hallmarks, thus it would be calculated separately based on the set. However, when including MoG powers things start to even out, where 1% res is equal to 0.07 of the entire set. I could be wrong but it looks like they gave armor sets the equivalent of 1000% res to divide as seen fit, with things like def, recovery, foe -accuracy (really +def all), regen etc. having different exchange rates some being of less worth than res and others being of more worth than res, for example; final tallies of all percents yielded 1200% to 1400%, with around 19 - 50% (or less in other cases for non-res-heavy sets) of the entire set being resistance. Now to work on the exchange rate for def, Or I might just wing it with what I've got here base on the difference between the res and def cap (for my own uses). Joshex (talk) 05:20, 13 November 2016 (UTC)
also obviously Melee, Ranged, and AOE Defense are more expensive than normal damage type defense, and I'll need to find a rate for that conversion. Joshex (talk)
this may be better suited for a Powersets (mechanics) page.
Res and Def are exactly equal, that's unexpected. really, to the decimal point, 1% res is exactly the same as 1% def. however I have yet to compare melee, ranged and AoE def, I expect it to differ. Joshex (talk) 13:29, 14 November 2016 (UTC)
Yes, it's a lot more expensive in comparison, by at least 0.05% per 1% melee, ranged or AoE Def, with normal def being near 0.07, and melee ranged and AoE def being near 0.12 per 1%. mind you 0.07 and 0.12 are percents of the entire set. so the higher the number the more expensive it is to 'purchase it'. so 1% damage type Res is equal to 1% damage type def, and 1 aoe ranged or melee def is 0.05% more expensive.

Please do stop me if this is inappropriate for this talk page and direct me to another page more suitable, I honestly don't want to clutter this. Joshex (talk) 14:02, 14 November 2016 (UTC)

I've moved your comments here so as not to clutter up the actual article's discussion page. Comments there should only be related to furthering the actual content of the wiki. Blondeshell Sig.png talk / contribs 16:29, 16 November 2016 (UTC)
thankyou! indeed, I did wonder where figuring like that should go, odd that I didn't think of my own talk page. well it works! also thanks for the other clean up/move about bio armor. I really gotta look for pages that already exist first that may be related before I post. — Preceding unsigned comment added by Joshex (talkcontribs) 9:35, Nov 17, 2016 (UTC)

OK,I am going to have to total everything as given BUT, separate it out when calculating percents, so for example self resurrect powers, attacks, click type timed powers and MoG powers will be added together. after which all I need to do is keep separate totals between click, auto and toggle powers and that will give me exact percents of how much any one part of a certain power is worth compared to the entire set. Joshex (talk) 05:53, 18 November 2016 (UTC)

ok it's a bit more complicated, it's obvious what I did wrong here, by totaling all percents, if I find 1% of any value compared to the whole set, then each 1% will be equal. Note to self do not find 1% it's not helpful. Instead I'll have to cross compare entire values %s and the set totals, obviously each set has a different total, this is due to different composition, and the rules of that composition is what I need/want to find.Joshex (talk) 02:21, 21 November 2016 (UTC)

End of the line for basic comparative math

Obviously, if 1% is equal across the board, then 100% will also be equal. this is the end of the line for trying to cross compare the values for some rhyme or reason, at least mathematically. looks like I'll have to make a spreadsheet comparing how much of a percent of the total each is for various sets, then visually find what trades were done in a grueling manner.

if you're wondering what calcs I used it was total a set ex: shield totals at 1105.8, divide by 100 (11.058), take the individual percent (75% total auto res) divide by 11.058 (6.7824199674443841562669560499186);

for 1% of 75% divide by itself (75) = 0.09043226623259178875022608066558

for 100%: 100 divided 6.7824199674443841562669560499186 (14.744) * 75 = 1105.8 (kind of a 'duh' moment)

so comparing them all at the same time with math was dumb, it achieved nothing. Joshex (talk) 02:21, 21 November 2016 (UTC)

Science Stuff

I would like to thank Arcana for linking me to a program a while back before I was banned from the forum. the program was a delimited calculator which does not truncate decimal results. I admit I am just getting to using it today and that it solves a lot of headaches I was getting in my math it's the difference between 9.999999999999999999999998 and 10. very helpful and thank you again for pointing me in the right direction. I will be placing this in the references of the scientific paper I am currently writing (and with this tool I am now able to finish the main point of the document, from where I have a few more sections to go to describe other actions). @.@ = me the past few days "why wont it equal 10?! my formulas should be correct!". I am sorry to have to be so cryptic about this but I don't want to give anything away till it's finished. Joshex (talk) 17:40, 17 January 2017 (UTC)


Success achieved,

Now I just need to find the right scientific journal to publish it in. I was going to publish it through the university I attended for my masters, however they directed me to talk to my professor (or find a professor in that field), and the professors told me there is no such thing as publishing through the Uni; all publications of papers are published through independent publishers, including the University of Edinburgh Press which itself is not a part of the university but an independent publisher and according to professors very few people from the Uni actually publish there for some reason they don't know. I'm open to suggestions for a publisher, I suppose Arcana might have some ideas but I have no way to contact her, not even sure she'd help me given how infamous I am, still I would be obliged if someone could at least notify her of this. Joshex (talk) 16:56, 26 January 2017 (UTC)