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Jacob

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New Icon [Mar. 8th, 2012|08:00 pm]
I saw this in the coupon section for some nasal spray. I had to make an icon out of it.


Tee hee hee.
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The Who Prize [Nov. 13th, 2011|07:58 pm]
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(Crossposted on The Gangster of L'Oeuf)

After reading the Wired article a few months back regarding lost media gems. Some of those particular gems are the lost Doctor Who episodes.

For those not familiar with Doctor Who, the series has been running in one form or another since the 60s. The main character, the Doctor, has had 11 official incarnations since the show's inceptions, and each doctor is indicated by their ordinal, e.g., the Xth Doctor (albeit, in outside material; within the show, he's just "the Doctor").

The missing episodes are products of the original media being destroyed (intentionally) by BBC to clear room in their storage. Fortunately, for many of the episodes in this case, there existed either home video recordings or foreign distributions that somehow found their way back to BBC, to be digitally remastered and then released to the public. However, there are still many episodes missing, and all of these missing episodes are from the First and Second Doctors' tenure.

When I tried to introduce my wife to Doctor Who, I thought that starting at the beginning would be a good idea. However, this is not necessarily the best way, as there are a lot of gaps. I wanted to show her the missing episodes, but could only find the audio recordings, the novelizations, and some fan recreations of varying quality.

When BBC released "The Invasion," a Second Doctor serial with missing episodes, they used an animation company (who had previously done a web serial called "Scream of the Shalka" with an alternate Tenth Doctor, now known as the Shalka Doctor, played by Robert E. Grant) called Cosgrove Hall. The quality was akin to Flash-animations, but it was an episode nonetheless. To my knowledge they have used Cosgrove for other Who-related things, including a Tenth Doctor animated series, and to recreate parts of "The Reign of Terror", a First Doctor serial about the French Revolution. Likewise, some company (I'm not sure which) is supposedly doing some CG work on a previously untelevised, unfinished Fourth Doctor serial, written by Douglas Adams, called "Shada."

I think, though, that to funnel all the work through one or a few companies is taking too long to get the lesser popular episodes in suitable forms for the public, so I'm proposing BBC do the following:

Set up a website for "The Who Prize," in which investors may pledge money towards lost episodes. These pledges may be a general pledge, or a per-episode pledge, or even some other sort of pledge to suit the situations that may arise with respect to missing and lost episodes (such as a finder's prize if something turns up). It's important that the BBC also grant amnesty towards anybody who has been otherwise afraid of revealing that they have a copy.

The other side of the site would be the creative side. These people would pick an episode, have access to the surviving media, and produce a suitable reconstruction of the episode, be it computer animation, 2D animation, or even reenactment. These videos would be submitted to the site, and viewable by either the general public, the site's members, the judges, or some other set of individuals to which viewing abilities would be of merit. The judges would select the best version of an episode, or, at their discretion, best versions to splice together professionally, and the winner or winners would receive a cut of the prize in exchange for turning the rights of the video over to BBC.

Making the videos available to some subset of the general public, too, would enable users to rank their favorites, which would help filter out videos of lesser quality.

I think, though, that if we took the problem of the missing and lost Doctor Who episodes, and crowdsourced them, we'd not only get it done a whole lot faster, but we'd also get a more diverse mix of talent helping to restore a lost page of a science fiction classic.

Until then, let's hope that Cosgrove and BBC have a wonderful working relationship.
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What an MMO Should Be: OpenAvatar [Oct. 24th, 2010|09:00 pm]
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[Current Mood |cheerfulcheerful]

Uh, excuse me? What's OpenAvatar?

If you are like everybody else in the world, except for me or my wife, then you have probably never heard of OpenAvatar before. Or maybe you've heard of something called Open Avatar, and you're very confused. Or maybe someone else has had this idea, but it's not so open, 'cause nobody's adopted it yet.

Whatever the case may be: OpenAvatar.

What is OpenAvatar? Well, the concept is simple: you have, most likely, created a virtual representation of yourself, often called an "avatar", in some virtual community. Right? Okay, now, start using a second virtual community, what's the first thing you do? Create a new avatar that looks like you, or what you wish you looked like. Either way, odds are it looks kinda like that other avatar you created in that first community.

So, time passes, you've used, what? 10, 20, 30? virtual communities, each with their own avatar. Why?

Because nobody thought to make a simple standard, such that from community one, you download your avatar, and then upload that simple file to each new system to get their best representation of what your avatar would look like, preferably with optional tweaking.

That's why I want to make this statement to all you makers of online communities: Use a common standard (it doesn't have to be mine, it just needs to be open, and easy to use!), so we don't have to keep re-creating our avatars. This will have many, many benefits: Our avatars will be more readily identifiable in new virtual worlds, we'll only have to maintain a single avatar, and we can change our avatar's definition file at any time to suit our changing wishes.

I propose our OpenAvatar be in XML, and have even drafted a DTD for it (or, for OAML, OpenAvatar Markup Language): https://sites.google.com/site/jacobsilvia/code/oaml.dtd

It's not perfect, since I've never written a DTD before. But I implore all of you XML nuts out there: help me make it better! Please!

And I implore all you MMO devs: Support this, or come up with something better as a community. Please!

I think that once we get past this ridge, it will open up a great new world for many, many users of online communities.

And, as always, I'm totally interested in what you have to say on the matter.

:D
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What an MMO Should Be: PVP With Consent! [Sep. 19th, 2010|09:57 pm]
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And I'm back with another thrilling episode of What an MMO Should Be!

Today's topic: Consenting PVP.

In MMOs, there are usually two modes of play: PVP (Player Versus Player) and PVE (Player Versus Environment). In some games, the PVE channels allow limited PVP, usually with severe penalties. Nevertheless, some bored level-capper will want to do something to pass the time, so what better way than to kill newbs trying to get that level 5 gear?

This can be annoying, especially if you're that noob. It even can cause people to quit the game! Ugh! That's money, lost.

So here's my suggestion: a PVE channel that allows PVP should only be if both parties consent to the PVP. So, like, if you want to duel, or whatever, you flip on PVP, and so does your friend, and you can lovingly bash each other's brains out with no in-game penalty (other than the one that happens because of dying).

On the PVP channels, though, I think that the standard PVP rules should apply: Enemy factions are red for you, etc. As far as killing your own doods, I think that depends strongly on the nature of the game. Personally, I'm against it without good reason, and think that friendly fire should only exist if both people are in friendly fire mode.

I'd post a list here of games that have it, but I'm GoogleFailing right now.

There are games that do! And people LOVE it!

As always, I want to know what YOU think!
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The Future of Film! [Aug. 22nd, 2010|05:23 pm]
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[Current Mood |hopefulhopeful]

The other day my wife and I were discussing the NEXT THING in film.

For those who aren't familiar with film, here's a brief history* of film:

[*Historical accuracy may vary]
  • People enjoyed paintings, which were mostly painted with oil. Since oil paint takes years to properly dry, some considered this as fun as, say, watching paint dry.
  • People got bored with painting, so they started using a device that would burn an image of light on a photosensitive receptor. Since this technology mimicked the effect in a camera obscura, or dark cave, we decided to call it a cave. Well, a camera.
  • It was discovered that if you flip through a sequence of images, each with a minute change from the previous, it begins to look like it's moving. Likewise, if these images were not drawings, but a series of photographs, it was almost as if the subjects of those photographs were actually there, moving! We borrowed a term for motion from the Greeks: cinematics, which is like the physical principle known as kinematics, only with a c (technically, they should be pronounced the same, but I digress!). Since this new technology resembled pictures, only moved, we called them MOTION PICTURES, which was a mouthful for some people. Thus we abbreviated it: movies.
  • Since our primitive technology at the time only allowed for images, movies were silent, until some guy determined that you could record the dialogue on a phonograph, and, assuming the projectionist started both at the same time, the audio would sync with the video. This was a revolution, giving us films with dialogue, instead of boring cards giving us a gist of the dialog. To differentiate these films from the others, people referred to them as talkies.
  • Eventually, people got bored with just black, white, and all the different shades of grey. Kodak made popular the idea of photographs preserving the color of the subject (and succeeded in the competitive film marked by making their boxes yellow), and in a matter of time, many people were making films in color, like Walt Disney, who seemed especially thrilled by this concept, incorporating it into most, if not all, of his feature-length films from then on. These films were called colories. Actually, I'm not sure what they were called. But that would be funny, huh?
  • Colorization hit the world, and missed. Particularly because it made the old movies look like they were crayon drawings done by three-year-olds, and the colors were particularly mustardly. This fad died, for the most part, aside from being a pass time of Turner media outlets.
  • Somebody noticed (a while ago) that a physical characteristic of light was that if certain things were certain colors, if viewed through a lens tinted its complimentary color (light-wise), the thing looked black. So, seeing red through a cyan lens: black. Seeing cyan through a red lens: black. Likewise, seeing something a certain color through the same color lens made things seemingly invisible, or white, relatively speaking. This principle was extended: if you cover one eye with a lens of one color, and then the other eye with a lens of the opposite color, and look at an image in which half is tinted with one color and half is tinted with the other, each eye receives a different image, which the brain will then try to juxtapose. Assuming this is all done right, you'll see something that looks very similar to a three-dimensional image. This concept was applied to film, and 3-D movies hit the world by storm, like 60 years ago.
  • Some entrepreneurial computer hackers introduced us to a world of running around a dark room, being chased by glowing things, eating pill-shaped foods, and listening to really loud music. Eventually, a narrative form developed around this concept.
  • Also, somebody realized that since light has wave-like properties, you can get a 3-D image without everything being red and cyan (or blue and yellow, or green and magenta), using polarized lenses whose polarity is at right angles to each other. This gave us a new wave of 3-D movies which briefly held our attention, until EVERYBODY STARTED DOING IT, and kids started losing their depth perception, and theaters started charging extra for what was, for the most part, and uncomfortable, tinted 3-hour headache.
Neither my wife nor I are convinced that 3-D is the NEXT BIG THING, especially since those glasses are unusually distracting. We both agree, however, that 3-D MAY eventually become the NEXT BIG THING, but only after it gets to a point where it's not the same thing we've been doing since the 1950s. Holograms, something like that, are the better way to go. For the most part, we're both equally unimpressed with 3-D films, and see them, mostly, as vehicles for having things poke out of the screen at you. Yawn.

After contemplating this, we finally came to the conclusion that the NEXT BIG THING will be cinematic video games. That is: games that play like a movie, with a plot, characters, opening credits (especially while you're playing!) and end credits too! I mean, if you've played a video game recently, you'd notice that most games actually have some semblance of a plot, especially one that rivals most films. And the joy of games: you can save or pause, to take a break to eat, pee, or otherwise live. So, you have the depth of a film, but a breadth much, much larger.

This is further backed up by the personal theaters we build to combat the ridiculous prices of theaters. One of my neighbors has a TV whose diagonal is better measured in feet (like 5, or 6) than inches. Honest! Hook an XBOX 360, PS3, or Wii up to one of these puppies, and Mario is bigger than you!

Likewise, for those of us too lazy to actually play through these 10+ hour commitment games, we have a concept introduced recently by Nintendo: Play it For Me. Now, when you're at the opening menu of a game, you'll be able to pick "Just play it, and let me watch!" and the game will handle all the tough stuff while you sit back, relax, and enjoy a second mortgage-free popcorn and soda. You can even spill some on the floor if you want that sticky floor feeling you're used to in the theaters. Have a crying baby, a makey-out couple, and a dude talking loudly on the cell phone, and it'll be JUST like you're at the theater. But, if you want, you can avoid all that stuff and get something a little better.
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What an MMO Should Be: Playable By Non-Administrators [Aug. 14th, 2010|08:39 pm]
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Today's session deals with a personal pet peeve of mine: the fact that some games require that they be run as the administrator (or, if you're Linux-y: root). Being well versed, or at least, as well versed as a non professional can be in such matters, in computer security, I absolutely abhor having to run my MMO games as the administrative user. HATE HATE HATE. Why does a game even need that level of authority on my system?

Well, aside from making sure I don't "sudo cheat"...

But besides that point, the software should be written in a way that makes the program fail or die or scream if it detects tampering, not for it to be running as root! That, like not being cross platform, SMACKS of laziness. "We don't want to make our software robust. We just want to run at the highest possible security level, for whatever reason that may be."

I'm not even convinced that anti-cheating, anti-hacking, whatever you want to call it, is even a valid reason to run as root. Maybe the software is just so poorly designed, it doesn't know how to fully use the Application Data directories, and instead stores all updates in the Admin-locked Program Files area, or maybe it's just that everybody else who plays those games is already logged on as the admin ("What? You have more than one account on your computer!?").

Nevertheless, if you're designing an MMO, or any non-security software, really, unless you have a turbo-awesome reason to NEED administrative privileges, don't demand them. And if you DO need them, explain why.

Games that require the Admin role to run (AKA: the people who don't do it right):
  • All GPotato Games (In my experience)
  • Dragonica Online
  • Perfect World
  • Battle of the Immortals
  • Wonderking
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What an MMO Should Be: Cross Platform [Aug. 8th, 2010|07:07 pm]
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[Current Location |United States, Houston]

I touched on this earlier, but I thought I'd devote more time to it. And yes, all the wonderful chicanery of scratched CDs and computer upgrades is all safely behind.

Cross Platform means, in a nutshell, that no matter who makes your computer (etc.), you can run the application in some form. Most web browsers are cross platform. Whether you run with Linux, Windows, or Mac OS, odds are you can get yourself a copy of Firefox or Chrome to surf the web. In fact, most web pages themselves are cross-platform. If you want to view, say, my blog, any HTML-parser will work, and you'll most likely see what I intended you to see.

But I digress. I want MMO games to be TRULY cross platform, and this is accomplished by making the server-side platform agnostic. What that means is the software that's running the actual vital parts of the MMO is running in some server farm somewhere, one owned or rented by the company that produces the game. This software doesn't care what machines the clients are running on, so as they send all the right messages using a defined protocol.

What a protocol is, for those who don't know, is the language through which a client (user-side) sends information to a server (provider-side), using a series of codes. The user, playing the game, clicks on a gnoll, and says, "attack." The client then tells the server: player X at pos Y attacks unit Z, which the server crunches. If the gnoll dies, the server then tells all the clients whose users are nearby that unit Z is dead, so stop trying to kill it.

But, as I said earlier, the server shouldn't care what type of machine is hosting the client, because the game should be designed in a way that makes such things irrelevant.

That said, the clients themselves should be designed, for the most part, from the ground up, to take full advantage of the platform. The Wii version should make full use of the Wii Remote. The iPAD version should make use of the locked down nature of the platform touchscreen. The Windows/Linux/Mac OS versions should take advantage of the relative strengths of those operating systems.

What I envision is a game that you can play on your computer, or if you're at Starbucks with your netbook or iPAD, you can still play a lightweight version of the same game from there in like a browser or something. If you're on a text-based OS, you can play it like it's an old school MUD, or play it in your living room on your PS3, XBOX 360, or Wii. Heck, why not even copies for the web-enabled PSP and DS? Basically, if your platform hooks up to the internet, there should be a version for it.

Now, I'm not saying that the developers should be slaving away in dark basements making a version of the game for every single platform in existence (that is, no versions for unusually rare or archaic platforms, such as LYNX or Intellevision). What I AM saying, though, is if it's a viable market, then MAKE IT AVAILABLE.

The most important part is that if I am playing the game, no matter where or how, I am playing with the same people I normally play with. My posse could run on all kinds of different devices, and that shouldn't matter to the server, or to the other players.

The browser-game doesn't have to play like the full-fledged desktop game (and while we're at it, why not make more than one desktop flavor? Make them themed, like everything else in the world. I'll talk more on this later, maybe). In fact, each version, since it's taking advantage of the strengths of its platform, should play in a way that suits the platform. Maybe some platforms won't do justice to actual gameplay, even if you made the graphics more reminiscent of Nethack or Zork, so these platforms could have more utilitarian tools: inventory sorting, stats, whatever. But if the boot can fit, then by all means: let us wear it so we can kick some gnoll ass!

Examples of Cross-Platform (but not necessarily my definition) MMOs:
As always, I'm interested in what others think, as well as topics of interest I could discuss at a future date. :)
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Huzzah! [Aug. 1st, 2010|09:46 pm]
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[Current Location |United States, Houston]
[Current Mood |cheerfulcheerful]

This weekend, I delved into the depths of my old and ancient hard drive. I keep it unplugged, but screwed into my case, for it contains an ancient evil, or since it's not SATA, it really makes things all screwy when I have it plugged in.

I was surfing around on it using my Ubuntu live CD, looking to see if sometime in the past, when I may have ripped my CDs the last time, if when I couldn't get The Whammy to rip from my 2 Skinnee J's Super Mercado album, I procured a copy of said MP3 through other means.

And I did. So, yay, I don't have to get an OOP CD, which wouldn't have helped 2SJ anyway. Yay!

Maybe next week, I'll get back to MMOs, or something.
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Wicka-wicka (not to be confused with Wicca) [Jul. 24th, 2010|08:27 pm]
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[Current Location |United States, Houston]

These past few weeks, I've been trying to archive my CD collection into high-quality MP3s. I get to Super Mercado by 2 Skinnee J's, and when I get to The Whammy, my extractor fails. Lame!

So, I look at the CD. Right where track 6 (The Whammy) should be, there's a BIG HONKING SCRATCH. It skips, bad, when played. And here's the clincher: I ONLY LOANED IT OUT ONCE.

You know who you are... Grumble.

It never fails: every time I loan something out, it either gets lost, damaged, stolen, or sacrificed to some dead elder god.

So, from here on out: If you'd like to borrow one of my CDs, books, DVD, or any other media I may have acquired....

Forget it.

In my efforts to try to salvage the skippy track, though, I came across EAC (http://www.exactaudiocopy.de/), which took about a five-hour whack at my CD before doing it's best (and successfully salvaging 2/3rds of the track). Nevertheless, since my library doesn't have a copy of the CD, and I don't know of anybody with a copy of the CD, I'm left with no choice... Time to buy it anew, or aused, if I must (Maybe Half Price Books has it...)

You win, 2 Skinnee J's! You win!
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Computer Updates [Jul. 20th, 2010|08:53 pm]
[Current Location |United States, Houston]
[Current Mood |contemplativecontemplative]

Today I applied yet another hardware update to my computer. I went from an integrated video card to one with a little bit of heft. I now have a GeForce GTS 250 w/ 1 Gb of RAM to compliment my 20" widescreen monitor.

I ran Spore after I got everything set up. Did you know that planets have WEATHER? I do now... This weekend I hope to see what other exciting things await me in the other games I play.

To date, the oldest piece of hardware on my computer is the mouse. I got it in 2001. Well, actually the mouse ties with the speakers, which I also got in 2001. The next oldest piece is the case, which I got in 2002. Everything else, though, has been updated in at least the last 3 years. I feel so elite. Bwahaha.

Also, I have a terrible backlog of books I have to get through. I have 6 books I have to review, 4 I got for my birthday-ish, and 1 that I have to proofread. Oh, and the 2011 copy of Writer's Market I need to leaf through for my catalog of unsold stories. I am such a bibliophile.

My wife's birthday is coming up, and she hasn't really gotten anything from anybody else. She got two Volks dolls from me, kinda. She picked them out and found sellers, and I let her buy 'em. :) And she got a book from my brother and sister-in-law. Unfortunately, she already has a copy of that book, so uh, good idea, but seriously, call me first next time...

So, I'm trying to do whatever I can to make sure she has the best birthday ever. There's an idea I'm fiddling with, but not sure if I'll follow through. I won't say it here, though, because SHE reads this, and I don't want to ruin the surprise.

Anyway, that's what's been up with me so far.
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