Random written words betraying my moods and interests. A virtual scapbook if you will.

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I'm a human-titan. Go figure.

Friday, November 19, 2010

Why doesn't this linux thing I downloaded work? And why is I686 a problem?

...Because you downloaded the wrong architecture ya doofus.

If you are exploring different OS distros and download an iso and then burn a disk and then go to run it and it doesn't work because of an architecture issue? You've just wasted your time downloading an architecture flavor of no use to yourself and probably frustrated yourself along the way. But fret not. Below is some education to circumvent the feeling of helplessness you're experiencing.

A Brief Explanation of CPU Naming Schemes:

The X86 processors started with the Intel 8086 processor way back in 1978. They were incrementally improved (80186, 80286) and then Intel released the Intel 386 (i386) in 1980. That was then followed by he 486 (i486), the Pentium (i586), and the Pentium Pro/2/3/4 and Celeron (i686). At the same time, rival AMD released their Athlon/Duron/T-bird (also i686).

Since all these processors were based on the same architecture (basically they read/wrote 1's and 0's in the same way), and their names all contained "86", the whole family was collectively called "X86". All the X86 processors including and after the 386 are 32-bit.

The difference between a Pentium/Celeron and an Athlon/Duron or Athlon/Sempron is that Pentium and Athlon are the top-performing, more expensive models whereas the Celeron/Duron/Sempron are cheaper, less powerful chips. They are not a different architecture.

Since 2000, the trend has been to move toward 64-bit processors, and several different architectures popped up. DEC's Alpha and Motorola's PPC chips have been 64-bit for a while, but Intel's Itanium and Xeon and AMD's Athlon64 are the new kids on the block.

The difference between the Itanium (IA64) and PowerPC (PPC) versus the Athlon64 is that the Itanium and PPC have completely different architectures (they speak different 1 and 0 languages), whereas the Athlon64 speaks the same language as the 32-bit X86 processors, but adds 64-bit memory registers. Therefore the name of the Athlon64 in generic terms is "X86_64".

Intel, not to be outdone, has since redesigned its 64-bit Xeon processors to use the same kind of architecture as the Athlon64, calling it "Intel Extended Memory 64 Technology" (EM64T). Basically they couldn't say they copied AMD without being laughed at in irony (since AMD got its start by simply copying Intel's chips). Both the AMD64 and the Intel EM64T processors are collectively called "X86_64".

The Intel Core processors come in two types. The original Core Duo processor is a 32-bit processor with two cores (i686). The Core 2 Duo is a 64-bit processor with two cores. The Core Duo (to the best of my knowledge) is a regular X86 processor, while the Core 2 Duo is an X86_64.

Certain models of the Pentium 4 processor (not just the Xeon) were shipped with "EM64T" technology. These processors (such as the Intel Pentium 4 521) are essentially the same as an AMD64 in their architecture, and are capable of running both 32-bit software and OSes as well as 64-bit. Software compiled for AMD64 should work on these processors.

In 2008, Intel developed a new brand name called i7, which despite its confusing name is NOT a new i786 architecture. Instead, it's just another set of X86_64 chips. For more information, look here.


Source

Learning is fun isn't it kids. Now you won't be wasting bandwidth downloading the wrong distro flavour.

Sunday, July 25, 2010

What I want in a space based RTS.

The RTS Space based Wish List.

* Starting with a Single Capital sized Ship.
Capable of being upgraded as the game commences.
The ability to construct other Capital Vessels captained by the AI or...
Make your original ship even bigger.
* No ongoing story apart from what you yourself make as the game progresses.
* The premise is that the your vessel is lost and trying to get home.
* Multiple Alien encounters that reslove the way you play the game, either with conflict or trade.

Now either someone make it, or I'll have to.

Wednesday, January 27, 2010

Creed 1

He picked up the coin. Straightening, he saw the train finally coming to a rest at the platform down the escalator. Moving toward the gate he forced his way through the growing throng by weaving his leading hand in front of him, gently guiding those before him to the either side. It was a technique his Mother had given him. One of many. A simple trick at odds with most of the tricks she had given him.
Time was against him of course. The train would be leaving and he would be left behind if he didn't focus on the matter at hand. Train. Crowd. Moving from A to B.
Upon reaching the gate he deposited the coin into the slot releasing the gate. Now he ran, not too urgently. But to quicken his pace. He didn't want to draw attention to himself but he had to be on that train.
Just a few minutes ago he thought he'd been spotted doing a trick. Not a vulgar trick, but something out of the ordinary. He'd palmed off a $10 note for a $20 note. He needed to pay the taxi and the driver had given him a queer look whilst taking the note. Definitely not an everyday thing. The last thing he needed was to draw attention to himself. He was wondering as he stepped onto the train if the trick had been hastened to much and maybe the driver had partially seen through the trick.

His mother had always said that time would be the telling factor in any trick. Tricks are like most things and need time to get right. The real issue for him though was his impatience. Always rushing through things too quickly... His Mother had stated on a number of occasions that he would never make a good accountant.

Whilst looking down the aisle of the train car a feeling of excitement seemed to quicken the atmosphere of the train. Then he saw her. Alone at the front of the carriage. No doubt thinking nobody would notice her doing a trick that will help him mask his own. He starts to gather himself, becoming more and more focused as he moves down the aisle. His heart starting to beat faster.

The process was called building by the young ones who knew the tricks but the oldest referred to it as gathering. He liked that term better. It was more descriptive and fatalistic. And he liked things dramatic. Technical was of no interest to him. He'd much rather not plan than plan at all. His Mother said it would be his ultimate failing. Little did she know.

Just before reaching her he had enough of himself ready for the trick when she looked up and around at him. “Hello Mother...”
She starts to quickly gather herself, he can feel it “You shouldn't have revealed yourself, you always were impulsive”
Smiling and gesturing to the seat next to her she looked at him “Sit”

It was just a word. One word. He could feel her compelling him to sit. She could feel the weight of her will pushing at his own to comply and obey. It was almost futile to resist. Almost.

He sat anyway. The bitch could feel his struggle but would probably think she'd done it anyway and not him. Oh how power corrupts. She was smiling looking at him, wearing that belittling expression that she'd worn since the day he'd met her. He was looking forward to the next few minutes. “I can honestly say that I'm surprised you decided to move against me first. It surely must have dawned upon you that you have no hope of hurting me...”
I'll let the bitch go on yammering while I steady myself for what is about to come. She thinks she's in control but obviously doesn't know how I broke free.
“...Your resistance to us is to be commended for the initiative and creativity it's shown. And if it were up to me you would be assimilated back in to learn how you did it. Unfortunately for you, going against the grain of the collective is forbidden and punishable by death...”
She's about to do it... C'mon don't let me down. Use it. Can't let anybody here know what you're gonna do... Use it!
He can feel her gather again to herself again, the pressure on him eases and then almost recedes completely as she subconsciously draws on her power holding him.
Yes!
She closes her eyes and begins to shape her will to release a pattern. Everything seems to slow down. Just as the shape of her will changes he acts and releases the part of his will that was himself from her remaining grasp. Her eyes snap open and look at him. He holds her in place as he draws the knife from his pocket and quickly cuts her throat. The pattern she was shaping evaporates with the shock of what has just happened.
“Thats how I did it. All of you rely on your will too much when your hands can achieve the same result”
“ And you said I couldn't plan”

He gets up and makes his way quickly to the back of the train hoping that nobody else in the car has seen what just took place.

Thursday, January 21, 2010

Game Mechanic musings 1

Something I wrote when becoming fustrated with Oblivion, wishing it had more freedom like a tabletop RPG but without the class stigma of traditional DnD.

Game Mechanics

Goal
To create a series of rules and parameters within which a scenario or campaign can be played out in a RPG. The rules themselves will utilise a mechanic that can be incorporated or extrapolated into a full table top wargame as well. The mechanics of the game will be able to lend itself to any genre and or setting that a game could take place in.

Tools
The base parameter in the mechanic will be attributes and abilities set as constants throughout the game for probability tests involving dice as random values to test against.

Players
The mechanics will allow for variable elements to test against. The players will have developed Characters to enact tests against. The characters will be the products of the Players design and choices in creation. Each character will have predetermined ability strengths and or weaknesses. The detail of the characters will determine how a game can progress and or limit player character ability. The level of detail will be predetermined by players and referee (commonly referred to as a Game Master).

Game Master
The setting, plot, opposing tests and adversaries are all governed by the Game Master. The Game Master will have at his disposal a number of guides and rules to govern player utility. The GM will also be able to create settings and environs that will provide further tests for the characters. Ultimately the GM will be able to implement any setting environ and character race or profession that they wish with ease under the rules in the Game mechanic.

The Characters
Ultimate discretion is with the GM here. With any open ended system, there will be permutations beyond the foreseeable permutation. The character limits will be decided upon before creation of the characters as appropriate to the game setting. The Characters will have a set of core attributes as designated by point allocation or random dice roll and or racial modifiers. The GM will decide how to implement further characteristics into the Player characters by choosing available “qualities” for character creation which in turn will be influenced by the scenario and setting.

Adversaries
The antagonist to the players protagonist. These will be the GM's tool for drama in game. As such the Non Player Character will be scaled against the Player Character for various tests. The GM will decide the attributes, qualities and level of detail accordingly. Tables will be available for the GM to help determine strengths of adversary used in the game planning.

Player Tests or Game Mechanics
Tests against environ and NPC will utilise a simple mechanic initially, though the GM will have the option of increasing the complexity involved at game setup.



Characters
The game system caters for differing levels of complexity for character creation with a complimentary complexity in the game played. While this may appear a waste of time to some, the onus is on the GM to appreciate where his players patience is regarding the complexity tipping point. All the character detail levels are listed with applicable creation rules. Note that a complex PC will require creation starting at “simple” progressing all the way through to “complex”

Simple Characters

Primary Attributes
PC's will be primarily governed by 9 attributes that will in turn determine further PC qualities. The attributes themselves are capped at a maximum score of 12 and minimum score of 3* for Human PC's. Other races can have higher or lower caps placed upon attribute values, there will be a guide presented for generic races across multiple game settings and the tools to create a racial type not explained can be utilised if so desired as well.

Intellect
The ability to find solutions. Not to be confused with book smarts.
Charisma
Speed of thought and wit. Not to be confused with physical beauty.
Wisdom
Common sense. Not to be confused with book smarts.
Resolve
Mental strength/toughness, stubbornness.
Strength
How strong the character is.
Agility
Physical dexterity, nimbleness. Not speed.
Physique
Body size. Initial Hit points.
Endurance
Physical resolve.
Speed
As it states, speed. How fast the character can move from point to point.

OPTIONAL: Physical Beauty.
There is a 10th attribute that can be applied if you so wish: Physical beauty. The Physical Beauty attribute is not necessary for the game as a whole but if you desire it there, so be it. The attribute is governed like so...

(Speed + Endurance + Strength + Charisma + Wisdom) / 5 = Physical Beauty (rounded down).

DETERMINING THE ATTRIBUTE SCORE
Two methods. Roll 2d6 for each attribute (but not for physical beauty, that attribute is decided by another method). OR from a pool of 55 points allocate scores accordingly.

*NB. An ability score cannot be lower than 3 on a rolled score, so if a 2 is rolled, give that role a value of 3 not 2. However if the attributes scores are allocated from the point pool, an attribute can be any value up to but not exceeding 12.


Subsidiary Attributes
After the scores for the primary attributes have been designated, the scores for the subsidiaries can be determined. These scores are detailed and built as follows...

Initiative
Initiative is determined by adding together Charisma + Agility
The score to determine PC action turn occurrences and reactions.
Dodge
Dodge is determined by adding together Wisdom + Speed
The score to resolve whether a PC can avoid physical damage.
Well
Well is determined by adding together Resolve + Endurance
The score that shows how many actions a PC can handle for a game turn. Also used to determine tests not physical (Magic or Psionic).
Strain
Strain is determined by adding together Physique + Endurance
The score to determine how much stress through indirect or direct means a PC can handle over a game turn.
Perception
Perception is determined by adding (Initiative + Strain) / 2 + Wisdom
The score to determine a PC's ability to perceive a detail or threat, and react against it.
Melee Attack
Strength + Speed + Endurance – Physique.
Ranged Attack
Charisma + Agility + Well – Physique.

Skills
To find out how many skills a character can select, divide the Charisma attribute by two and round up to the next number. This number will reflect how many basic skills a character can select at PC creation.

Skills are broken into differing genre sets so that starting skills reflect the setting. There will be some instances where skills can apply to other genres, ultimately whether or not they can be used and applicability is the GM's discretion.

Archery
Blacksmithing
Fletching
Melee Combat
Ranged Combat
Unarmed Combat
Climbing
Athletics
Thrown Weapons
Animal Care
Medicine
Reading and Writing
Astrology
Etiquette
Bluff and Intimidate
Slight of Hand
Piloting
Vehicle Maintenance
Energy Ranged Weapons
Kinetic Ranged Weapons
Meele Combat
Unarmed Combat
Diplomacy
Athletics
Biology
Vehicle Mounted Weapons
Languages Spoken
Languages Written
Engineering
Navigation
Trade
Etiquette
Firearm Maintenance
Biology
Recent History
Riding
Automotive Petrol
Automotive Diesel
Automotive Maintenance
Ranged Weapons
Firearms
Meele
Climbing
Athletics
Survival
Etiquette



Each PC starts the game with one point denoted to each skill. Every skill point is worth one D6 for skill tests. At creation nominate the basic skills as denoted by the Charisma attribute toward skills chosen by the PC. A maximum of 3 points only for PC's at creation.


Genres
available for these rules are as follows...
Classic Fantasy
Swords, Magic and mythical creatures.
Classic Science Fiction
600 years forward. Buck Rogers esque. Ray guns, Jet packs, Ship to Ship combat and Alien monsters.
Near Future Apocalyptic
Post nuclear disaster. 50 years after the bombs were dropped. Mutants and differing technology scales.

Rolling Initiative & Combat
Combat involves initiative tests before the actual combat testing occurs. A combat round is broken into a 5 second list of activities denoted by PC and NPC actions/movements. After initiative is rolled and weighted, a list action by PC and NPC order is made to determine actions and action dice. By rolling a D20 and adding the result to their initiative score PC's (and NPC's) determine their position in the list denoting order.

Jimbo the Dwarf has rolled a 3 on his initiative roll, adding it to his initiative score (11) making a total of 14. The GM rolls a 7 for his human theif Helbe adding it to his initiative score (15) making a total of 22. Helbe will have the first action in the order of actions.

After rolling and determining order sequence the GM will have to list Well points next to each PC to show how many dice are allotted to the entire turn sequence and PC's.
Helbe has a total of 8 dice for his Well and Jimbo has a total of 11 dice for his Well.
With the well points against each PC, the GM will have to track the action sequence and the amount of dice (Well points) still in play for the initiative round. After all the PC's have used their dice, initiative is rolled again and the process repeated until combat is resolved.

The Well attribute and its permutations
The Well is the centre point of all characters for resolving conflict. It directly represents the amount of dice a PC has over an initiative sequence. The Well can never be increased after creation and as such will limit players and reward players. A high Well doesn't necessarily mean a potent PC and a weak well does not mean a PC becomes a target. In building the score the PC nominates two primary attributes for the build. Resolve and Endurance. Resolve is attributed to thought related tasks requiring a physical component and Endurance is attributed to being a secondary factor in physical tasks. Whilst considering the PC build a player will have other attributes requiring attention to offset point nomination in the Well.






OPTIONAL: Magic & Psionic Mechanic

Magic and Psionics use the same mechanic for application to simplify their use. They are an optional part of the game and will not effect the balance of PC vs NPC in the game without being there. They're application centres around the Well and is reliant on the amount of dice available to the PC/NPC over the action sequences. So there is limitations set against the character utilising Magic or Psionics or both.

As the mechanic of the action sequence is limited only by the versatility of each PC/NPC well. So it rings true for each action the characters take. A player cannot take an action without utilising its Well. And if the Well is empty, then the PC/NPC is incapable of any actions.

It will cost a permanent loss of a single point from the WELL to enable a PC with Magic or Psionics (one only, if choosing both, another point should be removed).

Sequence of Actions required to utilise Magic or Psionics
1.Declaration
2.Well and Action spend.
3.Effect calculation/permutations- Saving throws.

Depending on the potency of the desired effect a PC can and will lose actions from the Well to fire off the effect, leaving them prone for awhile. This is the deliberate weakness of Magic and Psionics.