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TerraSecundus

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  1. Discord tag: Terra (hashtag) 0306 Time zone: EST/EDT (UTC -0500) Availability: MoTuWeFr 7 PM-11 PM, Sat/Sun 12 PM-8 PM, not available on Thursdays As a heads-up: About one week of each month, I will be on the on-call rotation for my current job. I will still generally be available, but there's a chance I'll get pulled away to investigate or fix an alert going off related to the servers in my job's production environment. Languages and libraries: Pared down to what seems relevant to CoH's pipeline: C++ (C++98, C++11, C++14) Several libraries within Boost, depending on the problem in question. (Too many to list in their entirety, and some have since been incorporated into recent C++ revisions) OpenGL and its GLSL shader language (ranging from versions 3.3 to 4.6) Linear algebra-focused math libraries such as glm Physics libraries such as Box2D SQL Network libraries for socket-level UDP/TCP communication between a client and server, such as Boost's ASIO IP/UDP library, yojimbo (reliable.io + netcode.io) and (now-defunct) ElectroServer (RakNet is the most prominent example I can think of that would fit in this particular family of libraries, but I have not actually used RakNet itself. I only mention it to serve as a more recognizable illustration if no one immediately recognizes what I listed that I'm actually familiar with offhand.) HTTP server and client libraries, such as libcurl, Pistache, and the Microsoft C++ Rest SDK Max SDK for writing Autodesk 3ds Max .dll-based plugins Other languages and libraries I've used, but do not seem immediately relevant: SDL 2.0 (as in Simple DirectMedia Layer) DirectX 11 and HLSL shader language (as of 2013) Java (SDK 8.0) DropWizard- and Hystrix-based microservices to provide RESTful APIs over HTTP PHP (5.6. That version's way past its EOL, I know.) ActionScript / Javascript / other ECMAScript variants (AS3) Emscripten toolchain (compiling C++ or other LLVM-capable applications to WebAssembly) OpenGL ES and OpenGL ES Shader Language (2.0 and 3.0) WebGL but only by way of Emscripten automatically translating OpenGL and OpenGL ES to WebGL Utilized domain-specific languages such as UnrealScript (UE3) I'm not entirely sure if Lua scripting counts as a domain-specific language here when writing Lua-based addons for the FFXI Windower client wrapper. Linux bash, Python, other general-purpose "glue" languages for small tasks I've written my own lexer and parser for a bytecode-based interpreted DSL meant to be used in conjunction with a game engine that I wrote from scratch in C++ and graphics libraries. While it's not suitable for production use, and I'd use something else in practice, it was still educational. When I was much, much, much younger (late '90s/early aughts), I got my start in things like ZZT OOP and RPGMaker 2000/2003 event scripting. Other tools and technologies: Git (familiar with and used on a regular basis since 2015) SVN (as in Apache Subversion, used between 2011 and 2015) Scaleform (to convert UI elements authored in Flash to a format suitable for games, hooked up to game code, mainly in conjunction with UE3) Build management systems such as GNU Make, CMake, and PreMake Relatedly, with the intent to compile the same codebase to target multiple supported compilers and platforms simultaneously, such as across Windows (Visual Studio), Linux (gcc, g++), and WebAssembly (emscripten) (The clang compiler and LLVM may or may not be involved, depending on the toolchain) Small amounts of NGINX, Apache, and Varnish (mostly modifying existing configuration or standing up small personal projects, not anything too in-depth) Linux-based systems (CentOS and Debian so far) (cron job and service/process daemon configuration) More about me and what I'd like to work on: As a younger person, I went into university with the intent to enter the game industry. My undergraduate studies (2007-2011) focused on getting a strong foundation in computer science not specific to game programming, but my graduate studies (2011-2013) were done under a program that specialized in skills necessary for the modern (at the time) game industry. After graduating from that program, I worked at a small company that ran a small stable of web and mobile games from 2013 to early 2015. I haven't re-entered in the video game industry proper again, but since late 2015, I've been working at a technology company that sells login and authentication technology to other companies with large userbases (millions of unique users with systems designed to handle 2000 HTTP requests per second). I still work on side projects here and there in order to keep my game programming skills from earlier in my career sharp -- I do not like its professional environment, but the technology and programming challenges involved continue to fascinate me. In other words, over roughly the last decade, I've gone more wide than deep and I've worn a lot of hats. I feel like I have a strong grasp of the fundamentals required for programming across many contexts and do not rely on any specific technology. I can adapt to work in unfamiliar contexts as long as there's something familiar that I can map it to. I do want to be clear that most of the technologies I've listed above are things I've worked with for a couple of contiguous years at a time. For the most part, I have not used any single thing 9 or 10 years straight for my entire almost-a-decade of a professional career. C++ and OpenGL are somewhat of an exception, but after I got my master's in 2013, the context in which I use C++ and OpenGL changed from academic (with the intent to become professional; my first professional job at that smaller game company actually dealt with AS3, Java, SQL, and PHP) to hobbyist. During school, I started with "traditional" games that target PCs (single-player and small multiplayer networked games like FPSes made either from scratch in C++ or with Unreal 3), went to web and mobile games which had more lightweight clients but served as my introduction to slightly larger distributed systems (TCP and HTTP-based protocols with Java- or PHP-based game servers that connect to a mySQL database backend), to much larger distributed systems at my current job (PHP- and Java-based HTTP servers and microservices that connect to several different database backends). I mentioned side projects -- even if I don't work in the video game industry proper now, I still like to tinker using the skills I learned in graduate school. So far, I haven't made a complete game with these, they're more like tech demoes or partially-finished explorations into a small aspect of game programming or another. This hobbyist context is where I looked at cross-compilation with emscripten and WebGL, the yojimbo network library and its whole client and dedicated server architecture, and other graphics rendering experiments just to get familiar with certain technology, like taking the game engine I made from scratch in grad school and making different rendering pipelines, e.g. naive forward rendering vs. deferred rendering vs. clustered forward rendering. tl;dr: Left to my own devices, I'd like to work on optimizing the game's clientside performance, such as profiling draw calls/CPU usage/etc. to see where bottlenecks exist and what could be improved upon (profiling with valgrind and RenderDoc, seeing if there are any rendering patterns that could be optimized, e.g. batching calls to minimize state changes, the real close-to-the-metal stuff). There are also a few visual fidelity problems that I'd like to take a crack at, such as how certain models don't show up behind other transparent models, e.g. some hair options on characters don't show up behind glass panels -- which is a problem related to alpha sorting. I also enjoy making development and asset creation tools easier to use for people that don't go as low-level as I do, such as automating repetitive or onerous tasks that designers and artists are tired of dealing with. However, if there's already a healthy backlog of issues to churn through, I feel like you might be able to stick me just about anywhere and I could help tackle those without needing too much onboarding or handholding.
  2. Occasionally, when I am in the hidden status and use Assassin's Blade, I successfully hit with the power but do no damage. The 'hit' sound effect plays, but no orange numbers show up and my target's health bar doesn't go down. Because the game considers it a hit, I am broken from stealth -- if I had missed, I would still be hidden, and I would simply be able to wait until Assassin's Blade has recharged and try again. I'm curious if this is happening across the board on a more general basis, and this is just highly noticeable on Assassin's Strike-style powers due to the harsh penalty associated with hitting, breaking stealth, and doing no damage. I'm pretty sure I had not been perceived and hit from stealth -- these were enemies where I was normally able to AS a boss or lieutenant with impunity, this only happened on a select mob in a mission. I will post screenshots of the combat log if I recreate it while solo -- I was only able to glance at them before the rest of my team got moving, but I saw that the power use had an entry in the combat log where it rolled below the 95% I needed to hit, but there was no damage listed, which matches up with what I observed.
  3. Thanks! I've seen that site before, but since it was so outdated I felt I couldn't trust even the little info there. But I'll go ahead and assume full nukes still deplete endurance - which makes them less than ideal. Guess it's back to being some kind of Archer again :) I think your initial instincts were right, since Dreadful Wail, at least, no longer fully drains my endurance on my Defender.
  4. There's been a contingent of people reserving names of characters in some RP circles from back on live. I'm not sure how many cases are just a friend reserving them for when that character's original player gets around to this server verses how many cases are to just troll them and either go through the effort of figuring out who took it, asking nicely, support tickets, or just abandoning the name. but if it's to troll them, that behavior kinda sucks, honestly
  5. When Villain Epic Archetypes came out, I remember 8-VEAT teams being pretty popular to level them up strictly because of the stacking Leadership buffs (both their native ones and the pool power versions).
  6. Is it that this particular server is meant to remain in perpetuity as i25, while there are ongoing efforts by coders and other groups not maintaining this server to compile from the source that's going around and make i24 servers? that is, are you conflating Cipher and the Homecoming crew with the coding groups, when they're actually separate projects in the same overall community? I could be wrong, but that's my understanding.
  7. From what I've observed, we're also getting double inf. It's normal for characters to struggle to slot SOs until the inf gain outpaces the cost of SOs around the 30s, if that character's entirely self-funding themselves. It's a problem with the base values, not some multiplier mismatch. Old wiki pages on the 2XP weekends also states that inf gain is also doubled: https://cityofheroes.fandom.com/wiki/Double_XP_Weekends
  8. I turn the filters off and just use the outline effect. I have a hard time reading really "busy"-looking environments, like the inside of the layer-cake caves. The hard outline lets me see where one rock ends and where empty space begins instead of it all just melding into one rock-like object.
  9. Seriously. Like I tried to mention before, were his actions not a violation of ethical standards within academia? I don't think he asked his participants for informed consent. Loyola has guidelines on this here: https://www.luc.edu/sociology/irb_tips.shtml It's also been a while since I read his paper, and I don't know if he addressed those concerns somehow within the paper itself, or if he got permission from Cryptic/Paragon Studios to perform the study. To simply say after the fact that it was all for research is not sufficient and is an abuse of his position. From what it looks like to me, he did the thing that, when I was in graduate school, was drilled into me NOT to do when performing a study: troll people with wanton abandon with a paper-thin veneer of academic legitimacy.
  10. I thought they had mentioned Everlasting. Did that change?
  11. I'm less concerned with his behavior in-game and more about his actions under the guise of research. TPing people into drones, sure, whatever. However, if his victims were part of a study and did not provide informed consent to participate in that study, didn't he commit some sort of ethical violation?
  12. oh hi hello @Doman here, and I played Pathrunner and Synsynth. Ran in the same IC Formspring circle. Good to see you, man. I saw Alexis Apollo here on Friday before the forums/game went down and were wiped for the first time, but don't know if they resurfaced yet. I haven't seen anyone else from the Reciprocators around yet, either.
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