world of darkness – Do “editions” of White Wolf products correspond?

White Wolf has published a variety of product lines. Each product line has multiple editions. Do the editions of various games line up intuitively?

For example, I have a smattering of books from both Werewolf: The Apocalypse and Wraith: The Oblivion. Both games have a first edition, second edition, and 20th anniversary edition (Werewolf additionally has a Revised edition that does not seem to correspond to anything in Wraith).

In other games with which I’m familiar the editions would line up nicely. For example, in Dungeons and Dragons there are Ravenloft books for 2nd edition D&D and 5th edition D&D. There are also Planescape books for 2nd edition. The Planescape 2e and Ravonloft 2e books are in some sense “related” because they refer to the same rule set.

Is this true for White Wolf products? I’m confused because the periods in which they are published don’t overlap. Werewolf 1e was published between 1992 – 1993, while Wraith 1e was published in 1994 – 1995. Second edition Werewolf started in 1994, but second edition Wraith started in 1996.

game design – 3D World; how do I deal with the thickness of walls on a grid to create a tile based building system

I want to develop a tile based 3D building system as a foundation for an game. But there is a question which is cracking my mind a bit.

I am grateful for every thought, hint, link or book suggestion.

How do I deal with the thickness of walls on a grid, respectivelly how should I realize walls?

I used the search engine, watched at other games on steam & youtube, but the result & my conclusion is not really satisfying.

What is the most common way, which causes the least problems in your oppinion?

The game-engine i want to use is Godot.

This are the 3 options which I have, at least I think this are the 3 I have:

(1) Wall as a plane
Wall as a plane

I think this option causes not much problems, but it is also the least attractive option because it doesn’t look that great to a player.

The wall is flat, the positioning of items in front of the wall, on both sides shouldn’t make problems because. The wall has no thickness, so there is no offset related to the grid.

(2) Wall in size of the grid
Wall in size of the grid

I think this option causes the least problems, but probably you get really thick looking walls if your grid is to big & with a smaller grid you maybe get other problems (performance issues or something else).

The wall doesn’t affect the positioning of items in front of the wall, on both sides. The wall has thickness, but the thickness doesn’t results in an offset related to the grid.

Currently I think this is the option I should stick with, but to get walls which are not that thick, I believe I should create a grid with a size of .5 or .25 when you relate 1 to an meter (walls in germany are about 25 till 50 cm).

Maybe I worry too much about the size of the walls?

(3) Wall overlapping the grid
Wall overlapping the grid

I think this option makes the most headache, at least for me. With this option you have a offset resulting from the thickness of the wall. Because it’s overlapping the floor tiles half the walls thickness, so you have to deal with the placement of items in front of the wall & currently I have no idea to deal with.

product identification – Is there an easy way to know what edition a World of Darkness sourcebook is?

2nd page of most WoD books > date of printing vs date of edition releases.

or on WW wiki:

https://whitewolf.fandom.com/wiki/List_of_World_of_Darkness_sourcebooks

As to the “by looking at cover” question:

In combination with wiki, a google image search of the “ibsn” listed on wiki for cover of book in question

This LINK is the CoD or “Chronicle of Darkness”, It lists every date of publication/edition & would be the source I would quot, So I feel linking it is more direct

Note that “Paradox Interactive” now owns the “WoD” (2015 to date of this edit) with stated plans to (re)release rules under “One World of Darkness” unifying rule set.

Following the purchase of White Wolf and the World of Darkness by
Paradox Interactive in 2015, Paradox unveiled their plans to create
One World of Darkness“, unifying all fans and versions of the World
of Darkness under one umbrella. In December of that year, the “new”
World of Darkness saw its name changed to “Chronicles of Darkness” to
more fully distinguish it from the “classic” World of Darkness. Onyx
Path will continue to produce new material for the CoD setting
(including the aforementioned second editions and new game lines), and
Paradox’s reestablished White Wolf studio will develop new editions of
the classic World of Darkness setting in-house.

I take this to mean 2nd edition is the superseding-ly “Current” rule set for the WoD (now CoD), until a “unified system release”

Below is the most current IN PRINT release I could locate:

The Huntsmen Chronicle – The second edition of Changeling: The Lost. A
game of bittersweet truth. Released in January 2019.

world of darkness – How can I maximize the value of Appearance for a sidhe?

I am preparing a character for my first Changeling:The Dreaming second edition game. I’ve opted for a sidhe, which come with this ability:

Sidhe get two extra dots of Appearance during character creation, even if this increases scores above 5.

Starting with an attribute of 7 sounds pretty incredible, so I’d like to maximize the value of my Appearance. I’m having some trouble:

  • I don’t see any attributes which obviously synergize with my high Appearance.
  • None of the Arts in the core rules are based on Appearance.
  • The only task I’ve seen which calls for Appearance is seduction.

How can I maximize the value of my abnormally high Appearance score? Assume nothing about the rest of the party (our characters will meet for the first time at the table). Anything published for Changeling: The Dreaming second edition is allowed, but I myself was only able to search the core rules.

modding – How do I add custom logic to a World of Warcraft internal LUA event using an addon?

I’m trying to show a bit of custom text directly after mount names in the World of Warcraft Mount Journal. I’ve exported the Blizzard API code from the World of Warcraft client, found the method I want to override, copied it to my addon and attempted to register it as a replacement script using MountJournal.ListScrollFrame:SetScript(). However, this doesn’t appear to be working.

I’ve done some investigating, and apparently I need to some magic involving frames and registering events? I’m not sure.

My addon source code can be found at https://github.com/nzall/WarcraftTransportAcquisitionRating/blob/master/warcraftTransportAcquisitionRating.lua. The relevant part that I’m fairly sure is broken can be found below. I’m using Ace to simplify development.

function wTAR:OnEnable()
    MountJournal.ListScrollFrame:SetScript("OnUpdate", MountJournal_UpdateMountList);    
end

What is the proper way to do what I’m trying to do? Or otherwise, if I’m trying to do the wrong thing, how should I do it instead?

opengl – Can I set the unity camera to have the same position in a real world?

I have a problem about setting the camera in the unity to have the same extrinsic parameters as my real world camera to the origin. So let’s me describe my problem step by step.

  1. I have a camera in a real world and Its extrinsic to an aruco plane was calculated. So I use the Aruco plane(You can think as a plane reference) as an world origin(0, 0, 0).

  2. The in my unity, I want to set my camera to have the same extrinsic as my real world camera. So I take an translation to set the Position in unity transform toolbox. And set the rotation by convert my rotation matrix from extrinsic to the euler’s angle and set it to x, y, z rotation.

  3. So I test this by use the unity properties named “camera.cameraToWorldMatrix”. You can treat this as an extrinsic of the unity camera transform to the world coordinates(0, 0, 0). So this value should equal to my extrinsic since it’s use the same rotation euler’s angle. But unfortunately it’s not.

So how can i solve this problem or there’s a simpler way to set the cameraToWorldMatrix equal to my extrinsic parameters.

Thank you very much.

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applications – Are histograms with varying class widths ever used in the real world?

It seems that every math textbook that teaches histograms teaches how to calculate frequency density, which is needed for cases where class widths (i.e. range of data covered by each bar in the histogram) are not uniform. Maybe the range for one class is 10 and the range for another is 20, for example.

Are histograms of this type actually used in the real world?

I ask because despite hours of searching and trying out many different chart creating programs (including Excel and other popular spreadsheet software, along with many freemium online tools for creating custom charts and graphics for data). Despite searching I’ve yet to find a single program that allows for specifying a custom width for each class. It would be a very simple function for these programs to include but the conspicuous absence of it makes me think it’s not there for a reason.

For context, I’m a teacher and I’m trying to create my own histograms of this type (with inconsistent class widths) to show my students and tell them about a digital way to create these histograms instead of having to draw them by hand or some painting program. I get that R or SPSS or SAS can probably do this, but given the complexity of those programs that seems like overkill for what in theory is a very simple problem.