There is a Linux version as well:
http://www.tdb.fi/~tdb/rpgchat/rpgchat.tar.gz
libgtkmm and libglademm are required.
You are not logged in. Please login or register.
The Seed Roleplaying Community » Posts by tdb
There is a Linux version as well:
http://www.tdb.fi/~tdb/rpgchat/rpgchat.tar.gz
libgtkmm and libglademm are required.
Sorry about the short notice, but my ability to play tomorrow is rather limited. I should be able to pop in for about two hours at around 16-17 EET.
There'll be a minor limitation for me tomorrow. I have somewhere to be at 19:00, so I have to go to sauna as early as possible, which is 18:00. (Times in EET)
Looking at the logs from previous sessions, I'd guess that it produces anywhere from 30kB to 300kB of traffic per session. In terms of bandwidth, it's negligible.
Advance warning about next Sunday (1.3.): I'm having a LAN party, so I can't be too active in StSC. I can log in the game and perhaps react to something every now and then, but don't expect too extensive roleplaying from me.
I'll be visiting my parents tomorrow. It does not prevent me from showing up altogether, but it will impose some limitations. Namely, we eat at around 14-15 EET, so I'll be available a little later than usual.
I'm not too keen for starting before 9:00 CET, because that would require me to wake up quite early. After 10:00 CET would be best. On Sundays I have sauna between 17:00 and 18:30 CET, so I have to go at 18:00 at the latest. I'd prefer the session length to stay under 5 hours so I can do other things too.
[big]LogLore: Generating Seed lore through discussion[/big]
The following is a formatted version of the discussion between the GM and Mike:
Question: What is an AINN?
Answer: So, the idea of an AINN is that it's the smallest autonomous computing unit in TAU. They can perform various functions on their own, like the functions of a small factory, workbench, Chimbot or tool, but their true potential comes when networked. When networked they form TAU, a swarm intelligence. All the AINNs contribute to the intelligence, though some are specialized to AI heavy processing tasks. Most AINNs contain a computing unit, some memory (temporary and persistent), and interfaces to various other circuitry in whatever machine they're embedded in.
Q: Are they like nodes in the supercomputers of present-day Earth?
A: Yes, but in present computers the hierarchy is rather flat, although there are control systems that give the nodes things to do. They are scalable such that nodes can be added and removed, and AFAIK a single node can also function on its own (hardware-wise, but I'm not sure if they usually have software to use anything useful without the control system) They use multi-gigabit backbones so wireless technologies don't quite cut it.
No, obviously TAU's software is much more advanced. The AINNs are hierarchically organized so that some nodes give orders to others and they can function in a way if the nodes are separated. AINN swarms (defined as groups connected to each other at any given time) are also hierarchically organized in the sense that they can determine a "senior" process that can give orders to others. Originally, this role was held by 'TAU Master Processes', but after the disconnect a new senior process was determined. It resides mostly in the Middle Cluster AI Core in Labspace (between the two levels).
Q: What is a 'process' in this context, a single program running on a single node or like a higher level concept, more like 'thought process'?
A: I guess it's a higher level concept. At least it can run on several nodes at once. In the more fractioned areas, there's often practically only one relevant process present anyway, so that itself is the senior process. For example, a disconnected Chimbot walking around semi-randomly, looking for points of connection.
Q: How do the nodes communicate?
A: In contrast with present day technology, where wireless or wired connection is the physical layer and communications protocols like HTTP and SSH and others are above that, the basic connection is done by hardware. Wirelessness is such a norm at this technology level that it's embedded directly into the basic hardware. There may be wired or wireless network interfaces, but the processes don't need to care which is in use. Cost probably isn't an issue when the mission is to colonize another planet, and it wasn't much of an issue in the Technocracy either.
Q: Can you give some examples of the kinds of processes there are?
A: Well, for example, a process might be a factory's process for producing the items it's producing. Or a scientific simulation. Those processes can also have subprocesses that look more like present-day processes. Or maybe a life-support system's process for determining the current state of life-supportiveness and reacting accordingly.
Q: I suppose there must be some sort of operating system that provides communications and other infrastructure to the processes?
A: The operating system's a good question. Naturally, there's one.
*joke* Yes, of course all of this uses Windows 5000 as the operating system. Not really, that's because in 2113, too much Linux usage collapsed the world economy, and all such things became history. *joke*
Q: Is it possible to interact with the OS through some sort of interface (shell)? Like, examine the files and such? Or is all of this hidden behind abstraction layers?
A: It is possible to interact with it, and often done too.
Q: Is there any sort of local interface for the nodes? Like, if you open a maintenance panel, what do you find?
A: The interface with individual nodes is remotely by necklink (default and intended) or RCI (hackerish, more versatile than necklink). There's no physical interface. Some machines have physical interfaces too, though. But they're not usually particularly close to the AINN.
Q: How does the interface present itself? Some sort of graphics projected to the user's mind?
A: Yes, the user interface. As for most functions, the operating system interface is highly customizable (the interface code is in the necklink). There are visual, aural and conceptual interfaces that all are displayed directly in the user's mind, though an RCI also has a more traditional screen option.
The conceptual one is something akin to pure thoughts. Though it's very crude so it's not called telepathy. Crude in the sense as in actually transmitting a person's thoughts and feelings. Quite exact enough for technical matters. For additional details see: http://www.seedthecommunity.org/viewtop
3623#p3623
The visual and aural versions also don't obscure what you actually see but are instead projected into the "mind's eye" (or ear).
Q: One question about electronics in general - what do they look like? Are there still circuit boards? Are things modular like today's computers?
A: (somewhat hectic, go figure...) Atomic circuitry too small for the eye to see. I'm guessing modularity is the theme on TAU, though not quite as much as in original Seed.
Could they look like lego bricks? Which you could combine in various ways in 3D? Would that make any sense?
I'm not really sure how to make the 'various ways' fly with electronics, where things such as signal path lengths and shielding are essential.
Well, 'lego bricks', 'various ways' and '3D' make me think that they could be assembled in different shapes. And I can't figure out how there could be enough connectors for that. A multi-tiered hierarchy does work, as long as the connection points are clearly defined. And the components in one unit (equivalent of a board) arranged in 3D instead of on a plane?
I'd figure that'd save some space. And wiring length. That's where things like signal routing become difficult. I suppose it is possible if each component has passthrough connectors for chaining other components on each side. Perhaps future technology has a solution for keeping various signal anomalies such as noise and reflections down. With today's technology, connectors tend to be a weak point of the signal path, reducing quality. They don't have as good shielding and the wires can't be arranged in a way that provides maximum shielding from interference.
The component is connected to its parent through one connector, and a passthrough connector's pins are connected directly to this connector's pins. GM: Shall we call 3D electronic components feasible in the future? Without lego level modularity but instead with defined interfaces. Yeah, they are feasible, as long as the connectivity doesn't get too complex."
Q: What causes AINNs to disconnect?
A: It's caused by high levels of background noice. Wireless connections are rather suspectibe to interference, so it doesn't have to be lethal levels before that's feasible, considering obvious boosting actions. (Not that it isn't lethal levels at some parts.)
You can't just put a huge boost device on your laptop to get reception anywhere you want, becouse the signal strength degrades by the square of the distance, and all kinds of obstacles cause even more attenuation. If we ignore concerns about what sort of power levels are actually feasible, then yes, it is possible to increase wlan operating range arbitarily.
Q: One thing that bugs me is that the RCI is capable of probing any electronic device, even if it isn't equipped with communications hardware. How exactly does that work?
A: By reading the radiation emitted by it and analyzing it. And the other direction by creating fields that stimulate wanted kinds of currents.I mean, if it can determine the time and location of each signal, it should be able to get a picture of what's happening in the circuitry. The RCI is high tech and uses quantum computing. The signal sniffing and induction is still erratic, unreliable and based on some guesswork.
(Some more details on the feasibility:
The translating-singnals-into-logic part requires rather huge amounts of computing power too.There are 500 million transistors in a modern CPU, which change state 3000 million times per second. Assuming you can detect just the transistors, it requires analyzing on the order of 1e+15 signals per second. So the analyzing processor should be still a couple orders of magnitude faster, or be massively parallel. And if you have to consider all possible interrelations of those signals... It gets astronomical. Couple of orders of magnitude as in 100 times faster. Quantum computing just might be the technology needed to make it fly. It's massively parallel at least.)
Edited and formatted by [death]dustman[/death]
I guess I'm relevant as well. Either Saturday or Sunday works for me.
No, it doesn't. I'm not sure what would be the best way to impelement that feature in a cross-platofm manner either.
I'm at Assembly, won't play. Sorry I forgot to post about it earlier.
LAN party again so I probably can't play this Sunday. Should I default to playing or not playing anyway if there's no announcement?
Next weekend I'm at a scuba diving camp, so that's out as well.
In general, I have a lot of stuff to do in summer, so my ability to play is limited. I'll post more detailed schedules as they are confirmed.
I'm going scuba diving next Saturday. Sunday should be free.
I'm available on Monday from 17:00 (CEST) or so onward.
As noted previously, I'm hosting a LAN party and can't attend to StSC. If the session lasts long, I might be able to join towards the end - however, don't count on this.
I've had an unexpected change of plans for this weekend. I was supposed to have a guest here today, but due to some trouble on his end, he's coming tomorrow. Exact schedule is still open, but he's likely to arrive during our game. I will play my cliffhanger and any other scenes that call for my presence, but I request no new solo storylines to be started for me.
Also, I will most likely be hosting a LAN party again in two weeks (23-25 May), which will render me unable to play on that weekend.
Doh, of course I forgot to check the forums for the decision about play time. And I assumed that Friday being a work day would be the default too. Well, since I'm in the latter group, I'll manage.
I'm having some stuff on the weekend again, but I'm not sure of exact schedule. I could probably do normal time on Sunday, but not earlier. If we choose option 3, I should be available after your LARP thing, and possibly for an hour or two before it. 2 and 4 are just not doable for me, 1 and 5 are okay.
I'm visiting my parents this weekend to do a project I've been planning for a while. I hope to have it finished in time to make it to the game. I can adjust my priorities if needed.
All my stuff is in the new apartment, so I'll be able to host the game at the normal address (tdb.fi, in case you've forgotten) again. We have an open sauna here on Sundays, which effectively puts a cap for my playing time at 19:00 CEST. I figure six hours should be plenty for one session though (and Kryigerof wanted to end even earlier, at least this week).
Server is running at the address quistis.jolt.fi this weekend. I copied the save file there, so you won't notice any difference other than the address.
As a reminder, I will spend the weekend after easter moving things to my new apartment. Currently it seems that I won't be able to run the server at the normal location, but I can arrange something temporary if you want to play.
I might be able to play. Depends on how my packing proceeds before then. Can't say for certain yet.
Details about my new apartment: I'll be moving on 29-30 March. This fits in between sessions according to our current schedule, so there should be no conflict. I'll let you know if any unexpected trouble arises.
Advance warning about a major event in my life: I'm buying an apartment. The deal is already underway, with the final papers being signed next Friday. I will most likely move there in March, which is what will affect my ability to play, and possibly host, StSC. I have a lot of stuff to move, so it's likely that I won't be able to play on one or two weekends. I will try to arrange moving my computers and internet connection so that I will be able to host from either here or there, and with a every-second-week schedule, that should be easily possible. Still, I'm dependent of a lot of other people's schedules for the move, so with some Murphy intervention StSC might need to adapt one way or another.
I'll post more details as I get them.
The Seed Roleplaying Community » Posts by tdb
Powered by PunBB, supported by Informer Technologies, Inc.