The Doc's Bio Lab for Scav Experiments - & other oddities.

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Lord Apocalypse
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Re: The Doc's Bio Lab for Scav Experiments - & other odditie

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After re-reading I remembered something I was going to bring up before. In the book Destiny's Forge (Part of Larry Niven's Known Universe lore) there are a few pages that mention Sea Gates/Sea Walls in New York I think it was. Anyway, if I remember correctly it mentions a small historical tidbit that the walls had to be increased in height periodically or some such. In your timeline are you giving the walls a finite height or that due to the political and economic climate increasing the height no longer had a priority?
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Rman Virgil
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Re: The Doc's Bio Lab for Scav Experiments - & other odditie

Post by Rman Virgil »

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I like Niven but not familiar with that yarn. You've been giving it a close reading throughout and that's been valuable. :3 Sure you don't wanna play Corrupt-a-Wish instead ? J/K :lol2:

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I wasn't specific about the sea-gates. Mind you, the predictive models for any of this are far from being able to take into account all factors. Indeed, all factors have not even yet been identified. This comes up again and again in geoengineering, aka, hacking the planet, proposals. The old butterfly effect. So there's a lot of room for speculation.

Here's what I'm seeing.

There's rising sea levels and then there are associated storm surges - and thier escalating severity. I'm predicting storm surges of tsunami proportions.

While sea gates as they are engineered these days could account for a gradual rise in sea level, and non-epic storm surges, by adding-on height to the structure, this will likely fail under tsunami surges. That is where the timeline needs more specificity, I think. :hmm:

But frankly, when there is no clear cut science pointing to a single scenario, I'm going with what offers the greatest story telling possibilities. :3

I'll make revisions to this last set throughout the week and post on Sunday. :)


BTW... When it comes to flood control, the Dutch are the acknowledged masters. Here's a recent article on one of their projects and how the rest of the world looks to thier example.

http://observer.com/2012/10/new-new-ams ... sea-gates/
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Lord Apocalypse
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Re: The Doc's Bio Lab for Scav Experiments - & other odditie

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If you ever get a chance you should read all the books in the Man-Kzin Wars series. While most of the stories are written by other authors on a whole everything seems to fit well and as the wiki article describes some of it has been adopted as unofficial canon.

Which reminds me.. need to check the library for copies of his other works set in known space.

As for corrupt-a-wish, I've made a few entries there already ;)

As for the original Pumpkin timeline... The regional war in Asia never got a solid conclusion. Don't know if this was an oversight on their part or if they left it to the reader to assume it ended when the world did but that has always bugged me. My thinking is that if Mongolia reverted back to a Khan(ish) style dynasty then eventually S. Korea, Japan, and many of the other smaller countries would have entered on one side or another. During the NASDA onslaught I don't think it would matter much if the small number of nukes were used prior to the 2085 NASDA assault. China has very few ICBMs today so it may not change by much by that time. Now if India and/or Pakistan were to get involved it would change the dynamic. Perhaps we can even use this regional conflict as the catalyst for NEXUS to launch. In a decades long war N.Korea, China, and India/Pakistan may have escalated their own disputes to include tactical nuclear weapons. It would have been very easy for NEXUS to then set off a chain of events that led to the current 2100 timeline

Something to gnaw on anyway.
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Re: The Doc's Bio Lab for Scav Experiments - & other odditie

Post by Rman Virgil »

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I agree LA. Probably why we instinctively focused on Asia when creating the backstory for "Triumph in the Balance".

In my fan fiction I have directly extended that connection by having Reed's son, Jason, head up a project in N.E. Asia that eventually splinters from NEXUS to become the ManGodAi faction.

But as far as specifically extrapolating geo-political details from Pumpkin's timeline reference, I have not done any cogitating. Whatever may be developed here I can certainly put in. :)

=============>

Been using multiple apps to organize my work here the last few weeks. PITA really.

Been following an app since it began its Kickstarter funding which will finally be released next month which is powerful enough for me to do all my organizing within it. Not only for this project but also for complex mod-maps...... and it can even handle a branching campaign's organization. It was created by folks well into their second decade of creating software tools for the table top gaming community. This neat, one of a kind, app is called Realm Works and you can get a glimpse of its powerful feature-set here:

http://www.wolflair.com/index.php?context=realm_works

Will be transitioning all my proj files from various apps into "Realm Works" in a few weeks. It'll be sweetly streamlined and the benefits of it all integrated will likely yield synergy. :D

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Re: The Doc's Bio Lab for Scav Experiments - & other odditie

Post by Rman Virgil »

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So far 3 revisions for this coming Sunday:

~ Seagate / Climate Change details.

~ Hydrogen Power Plant

~ Fusion Reactor

Anything else ?

After Sunday's revised timeline posting I'll next revisit'bout mid July. This end of things seems close to running it's course for now so attending once a month seems plenty adequate, whereas story and art creation is just begining a satisfying sojourn which is not slated for any postings till sometime in 2014. The only other thing on the horizon that I will engage are Goth's CAM 4 releases... as far as I can judge at present.
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Lord Apocalypse
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Re: The Doc's Bio Lab for Scav Experiments - & other odditie

Post by Lord Apocalypse »

Don't mean to go off-topic here but.. do you still have troman's 1.10c source code changes? viewtopic.php?f=5&t=6237&hilit=aivolution#p67438 I know you sent a copy to lav and buginator.. know if that dl link is still active?
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Re: The Doc's Bio Lab for Scav Experiments - & other odditie

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Lord Apocalypse wrote:Don't mean to go off-topic here but.. do you still have troman's 1.10c source code changes? viewtopic.php?f=5&t=6237&hilit=aivolution#p67438 I know you sent a copy to lav and buginator.. know if that dl link is still active?
It's cool. :)

The source I sent those guys I had on a LT which has since died. However.... it was transfered from other devices. Those other devices are still working but stored. Let me check over the weekend. Doubt if the link still works. It was one of those old cloud freebies that dump your stuff within months. It's one of my all time favorites. You know that v.1.10 c was for both unit High Ground boons as well "Aivolution" deploying Tank Transports.... Troman also added string support for WZ script, iirc.

Get back to you for sure by Sunday. :3

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Re: The Doc's Bio Lab for Scav Experiments - & other odditie

Post by Rman Virgil »

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Spent hours looking for the source files but have only been able to find the .wdgs.... I'll keep looking but...
Push comes to shove you can use Bones0's Wdg Explorer to get the source from the wdgs. Have seperate wdgs for High Ground and Aivolution plus resource and executable.
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Lord Apocalypse
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Re: The Doc's Bio Lab for Scav Experiments - & other odditie

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I have the binary and the wdgs.. was hoping you still had the binary source changes.. diff, patch, or the whole thing.
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Re: The Doc's Bio Lab for Scav Experiments - & other odditie

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Lord Apocalypse wrote:I have the binary and the wdgs.. was hoping you still had the binary source changes.. diff, patch, or the whole thing.
Did have. It's what I sent those guys. Had much of the LT backed up on ext Seagate drives but somethings not and I may have lost it when it fried. Re set up an old HP DT full of WZ stuff looking for it there as well but only found the .wdgs and changed binary. Sorry. Honestly, I relied on Coyote's 4-5 gig WZ repository of changes to the game and maps and such whereas my focus was communication documentation going back MPlayer. I only ever asked Troman for these source files back in '05. The only ones I every had besides Pumpkin's and 2200. Maybe bug/vexed still has the original Aivolution / v.1.10c source I gave him. Coyote no doubt has it but I haven't spoken to him in about a year.

Actually, I also gave those source files to Grim whose WZ repository is on the order of Coyote's....in reality, it's probably greater.
Spoiler:
But.... enough of all that. My mission here is to post the next expanded timeline iteration and get on with the only power that interests me - power over myself, my spiritual development and mastery of my creative crafting in various art forms..
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Re: The Doc's Bio Lab for Scav Experiments - & other odditie

Post by Rman Virgil »

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Latest iterations, a little ahead of schedule. :3

I'll revisit proposed changes and discussion, if any, in about 4 weeks (& not before). 8)

In the interim, I'll be doing my creative thing with the material in a state of undivided attention and consolidated energy. :hmm: XD

Scavenger Aesthetics & Gameplay Sidebar: A total scavenger game called "Ravaged" whose art work (and game world mapping) is totally ravishing and spot on, I encourage you to run the "Gyrocopter" and "Trike" in-game vids from the link below.... & loads of gameplay vids with the YouTube link. Also keep in mind a more PC ver deved WZ "Drive Mode" (like the PS 1 WZ ver) and you'll appreciate where my brain has drifted to over the last half-dozen years, at least. Ditto the Scavs using Cargo Containers.... done in WZ 2200 years before this game was deved let alone released. Sweet. :P

http://ravaged.wikia.com/wiki/Vehicles

AND.... the oodles of Gameplay vids on YouTube that may spark your interest to "waste" a few hours playing. ;)

http://www.youtube.com/results?search_q ... JII4zT8fLY
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Re: The Doc's Bio Lab for Scav Experiments - & other odditie

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Ok, last off-topic then. Will try to contact those who remain here.. What about grim and his archive? Any way to get in touch?

Anyway, email hasn't changed, still have my darklastat yahoo address (since the geocities days). Since pumpkin-2 is off-air so to speak, if you have info can you copy/paste from the old days on what happened? Maybe legacy or redemption can spark some new interest from more old-timers.

Anyway... I know I've dragged this off-topic long enough, anything else can be handled via email I guess. No time to check on new timeline, perhaps tomorrow. Sure I will find something interesting to dig up to give you new ideas or a new direction to take something somewhere somehow.
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Re: The Doc's Bio Lab for Scav Experiments - & other odditie

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Found an article that may be of interest to you Rman http://news.yahoo.com/body-double-lifel ... 39620.html

Shows some of the latest in robotics. "trans humanity" as the robotics master calls it. Fun read. Hmmm... remind anyone of Blade Runner?

EDIT* Found this one a little while later: http://news.yahoo.com/beyond-nyc-other- ... 38665.html
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Re: The Doc's Bio Lab for Scav Experiments - & other odditie

Post by Rman Virgil »

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Appreciate the links, LA. :)

Sent what info I could to your addy.:3 Hope it's of use. :hmm:

No rush on timeline feedback. Won't be doing anything here for a month. Just focused on the novel - writing and art - during this time. :D Its architecture is set and not dependent really on any timeline revisions, as it is character driven and written with poetic economy.The timeline's bias was deliberately slanted to possible mods, campaign missions... and short stories / back story. A novel is a whole other critter. ;)
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Re: The Doc's Bio Lab for Scav Experiments - & other odditie

Post by Rman Virgil »

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Organizing. Early experiment with lighting & bold line. John Hammond 'round 2077. Cybernetics lead at the Seattle D.U.M.B. A position secured for him by Dr. Reed through his NWO contacts.
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