Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Cain on Games - Tim Cain's new YouTube channel

Dr1f7

Learned
Joined
Jan 25, 2022
Messages
981
look i get it his name's tim CANE he wants every fucking word to sound like CANE
but in this instance
SORRY,
it's ar-cuh-num

uhh facts dont care about
your feelings
heh
 

PapaPetro

Guest
Looks like all the greybeards are coming out of the woodwork...



What a time to be alive!
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,247
Aracanum's scripting


Fallout's scripting system came from Starfleet Academy, Tim seems pretty dismissive of it and quite proud of his own achievement.

Those "maximum execution limits" in scripting languages literally always get triggered when they aren't supposed to.

It would be more reasonable to test for things like "actual gameplay has been stuck for X frames now" to decide whether you're dealing with an infinite loop or not, rather than fucking with the guy trying to initialize some data in a loop.
 

Bad Sector

Arcane
Patron
Joined
Mar 25, 2012
Messages
2,212
Insert Title Here RPG Wokedex Codex Year of the Donut Codex+ Now Streaming! Steve gets a Kidney but I don't even get a tag.
It would be more reasonable to test for things like "actual gameplay has been stuck for X frames now" to decide whether you're dealing with an infinite loop or not,

This only works if the scripting language works in parallel with the rest of the game engine but it is a very uncommon approach, most game engines have the scripting language work in sync with the rest of the engine - e.g. the engine makes a call to script foo, script foo executes and finishes, engine resumes execution after that (often it is really just like a function call).

rather than fucking with the guy trying to initialize some data in a loop.

Generally speaking if this is something the guy is supposed to do, the scripting language should allow it, but in general scripting languages in games are meant just for that: scripting the game's behavior, not writing the behavior. Or to put it another way, you use the scripting language to tell the engine what to do, but not how to do it.

FWIW IMO the "best" approach would be to use time when checking for infinite loops: if the loop takes something like 5 seconds (which should be *WAY* more than enough - loops in scripts shouldn't even take a second), then it should trigger some failsafe. But i put "best" in quotes because at that point the game state would be broken anyway and the best you can do is show a message to the user to restart the game. Ideally the scripting language should provide mechanisms (e.g. enumerators) so that most such loops should not be needed in the first place (and chances are they'll be much faster than anything a script could do).
 

xan

Literate
Joined
Sep 4, 2023
Messages
8
Watched a handful of these in no particular order.

The chat he and Leonard have is full of interesting asides and insights. The fact that Fallout uses 40s Americana (not 50s) as a cultural influence is pretty important. It's why Louis Armstrong is arguably misjudged as the tone setting opening to 2. Although as they both agree this aspect of design only applied to the Vault boy, and other separate elements, and that the Mad Max jackets, and spiked armor, for example, were not revised to better reflect the theme. So, now people imagine that a fundamental part of Fallout DNA is 50s Americana liberally infusing every part of the games identity, when in reality the creators applied a 40s aesthetic in a limited and specific manner.

Also, it didn't seem to occur to Tim that Fargo might have been ribbing him for being oversensitive to some suit brushing off his boxart concerns by offering to immediately fire her on the spot.
 

deama

Prophet
Joined
May 13, 2013
Messages
4,308
Location
UK
I wonder if he's seen that bannerlord video where some guy integrated chatgpt into the npcs.
Or the one where the guy walks in some city and chats to people and chatgpt responds in the background.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
35,511
Tim thought the Souls games were too linear and the combat too choreographed.

He likes high level creatures in low level zones.

He likes multiplayer games that can be solo'd and become easier with multiplayer.

He likes not being gated from high-level areas.

Also ways Morrowind is like Elden Rang: Big open world, no quest markers, no indication of how your decisions will affect you in the future, and big annoying birds always attacking you
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
35,511
I could tell from his anecdotes about dealing with Fargo and other managers that's he's an introvert (but not a socially anxious one). Yeah, he can socialize with people for a time, but he's drained by it and needs alone-time to recharge. Guys like Fargo are energized by their interactions with others.
 

skaraher

Cipher
Joined
Nov 19, 2012
Messages
795
Location
People's republic of Frankistan
Tim thought the Souls games were too linear and the combat too choreographed.

He likes high level creatures in low level zones.

He likes multiplayer games that can be solo'd and become easier with multiplayer.

He likes not being gated from high-level areas.

Also ways Morrowind is like Elden Rang: Big open world, no quest markers, no indication of how your decisions will affect you in the future, and big annoying birds always attacking you
Dont know about the later ones, but Dark Souls dont really have a linear structure. It is less linear than most action RPG.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
35,511
Dont know about the later ones, but Dark Souls dont really have a linear structure. It is less linear than most action RPG.
Yeah, I only played the first for a few hours but it certainly had "not being gated from high level areas" as a feature. Maybe he didn't like the corridor-like nature of the level design or got filtered since you really ought to stick to the intended path.
 

Old Hans

Arcane
Joined
Oct 10, 2011
Messages
1,410
Dont know about the later ones, but Dark Souls dont really have a linear structure. It is less linear than most action RPG.
Yeah, I only played the first for a few hours but it certainly had "not being gated from high level areas" as a feature. Maybe he didn't like the corridor-like nature of the level design or got filtered since you really ought to stick to the intended path.
I bet he got stuck on Phalanx in 2009, gave up, and as a coping mechanism he convinced himself the game was too linear
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
35,511
How Arcanum's tech skills and shematics changed



Didn't really care for these, but it's funny how it started off worse than it was.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom