code logs -> 2007 -> Thu, 09 Aug 2007< code.20070808.log - code.20070810.log >
--- Log opened Thu Aug 09 00:00:19 2007
--- Day changed Thu Aug 09 2007
00:00
<@ToxicFrog>
Can you see those before you've visited the room at least once?
00:00
<@Vornicus-Latens>
You can see four pillars in the corners, yes.
00:01
<@ToxicFrog>
Then I must have found a key, killed a boss, placed the key, and forgotten about it
00:01
<@ToxicFrog>
Because according to the map, there are no special rooms remaining.
00:02
<@Vornicus-Latens>
huh
00:07
<@ToxicFrog>
I suppose the way to check this is to find the nexus rooms on the map, 'port to them, and confirm that two of the keys are already placed
00:10 * Vornicus-Latens kills Ataraxia, places the Halberd.
00:10
<@Vornicus-Latens>
exactly 300 rooms and 70 baddies left.
00:18
<@ToxicFrog>
Hmm. Ok, I have retrieved and placed two keys.
00:18
<@ToxicFrog>
All that's left is to kill this boss and place the bow.
00:19
<@ToxicFrog>
And I'm at 18/17/17 and it'll cost me 2.6 million to upgrade from 17 to 18.
00:19
<@ToxicFrog>
Clearly I should have saved those upgrade packages from the endurance rooms for later.
00:28 * ToxicFrog ponders starting a new game with that in mind
00:28
<@ToxicFrog>
...bollocks to that
00:28 * ToxicFrog rummages through the source
00:32 ReivZzz is now known as Reiver
00:37
<@Vornicus-Latens>
4 rooms and 1 kill left...
00:37
<@Vornicus-Latens>
including the third boss room...
00:39
<@ToxicFrog>
I highly recommend getting the Agate Knife before facing that boss.
00:39
<@Vornicus-Latens>
I think I might end up getting it while facing that boss, his room is the last.
00:39
<@ToxicFrog>
Heh.
00:39
<@ToxicFrog>
Not sure how the game will behave in that situation.
00:40
<@ToxicFrog>
You might not get it until after deafeating him, which would suck.
00:42
<@Vornicus-Latens>
2 left...
00:43 You're now known as TheWatcher[T-2]
00:46 Reiver is now known as ReivClass
00:46 Chalcedon is now known as ChalcyCake
00:46 You're now known as TheWatcher[zZzZ]
00:46
<@Vornicus-Latens>
The agate knife!
00:47
<@ToxicFrog>
zomgwtfpwnz0rship
00:47
<@Vornicus-Latens>
Damn right zomgwtfpwnz0rship.
00:48
<@ToxicFrog>
Now let's see if you can take the boss on the first try with it (probably)
00:48 ChalcyCake is now known as Chalcedon
00:48
<@Vornicus-Latens>
First try'd
00:50
<@Vornicus-Latens>
And there's the last dude. Apparently bosses don't count for kills.
00:54
<@Vornicus-Latens>
whoa. Checkpoints stop working when you get the cursed seal.
00:55
<@Vornicus-Latens>
...and the entire board turns red.
00:56
<@Vornicus-Latens>
and gets even deeper red the closer you get to the entrance.
01:01
<@Vornicus-Latens>
Alternate ending, and I think alternate boss. Oh god.
01:03
<@ToxicFrog>
Coooool
01:03
<@ToxicFrog>
I'm at 40% explored, but it's slow going.
01:03
<@ToxicFrog>
Since I am not seeing the same aggro behaviour, and as a result, I have to clean most rooms of enemies.
01:05
<@Vornicus-Latens>
This one, it gets a huge cloud of bullets, and then at about 2/3 life it also spreads a cloud of bulletoids that occasionally all turn into assassin shots all at once.
01:06
<@Vornicus-Latens>
Then at 1/3 life it gets a bunch of shots that hit the wall and become lasers.
01:07
<@Vornicus-Latens>
And then he's got a second form.
01:07
<@ToxicFrog>
Joy.
01:07
<@Vornicus-Latens>
Which has all those attacks, plus the thrree-beam stars...
01:08
<@Vornicus-Latens>
I haven't survived that yet.
01:10
<@Vornicus-Latens>
And of course if you die you have to fight the first form all over.
01:10
<@ToxicFrog>
Of course.
01:12
<@Vornicus-Latens>
...ooh. apparently the stronger your psi blast the more damage it takes, too.
01:14
< AnnoDomini>
Seems a pretty fun game. Will have to play it more sometime.
01:14 * AnnoDomini goes to sleep.
01:14
<@Vornicus-Latens>
20% of its life, at that.
01:15
<@Vornicus-Latens>
OH GOD THE COLORS
01:22 * Vornicus-Latens got the Best Ending1
01:26
<@Vornicus-Latens>
There's a third form, but it is essentially the middle of the first form, writ large, and with psychedelic colors - oh, and you get full health
01:29
<@Vornicus-Latens>
which makes life even easier.
01:41
<@Vornicus-Latens>
Maybe you need to possess two artifacts to get this aggro behavior.
01:44
<@ToxicFrog>
As in, at once? Possibly.
01:44
<@ToxicFrog>
I've been going artifact, boss, artifact, boss
02:00
<@Vornicus-Latens>
BUt yeah. The aggro helps because you tend to get the baddies in piles... but then you can't guarantee you'll find the last few.
02:00
<@Vornicus-Latens>
I found the last one by chance, right outside the entrance room.
02:03
<@Vornicus-Latens>
Anyway, I have completed the game.
02:05
<@ToxicFrog>
That was fast.
02:05
<@Vornicus-Latens>
not /that/ fast.
02:06
<@Vornicus-Latens>
It was a good 12 hours of playing.
02:07 Thaqui [~Thaqui@Nightstar-26722.jetstream.xtra.co.nz] has quit [Quit: Leaving]
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02:17
<@Derakon>
So I have a line "printf("Blitting surface %x to screen %x at %d %d\n");"
02:17
<@Derakon>
It output "Blitting surface 31a7 to screen 651e10 at -178 -30".
02:17
<@Derakon>
Does that look at all reasonable? Because the call immediately following it crashes with an invalid access restriction.
02:18
<@ToxicFrog>
...-178 -30?
02:18
<@Vornicus-Latens>
I don't know what I'm looking at, so I don't know.
02:18
<@ToxicFrog>
And, yeah, context helps a lot.
02:18
<@Vornicus-Latens>
TF: means it's off the screen. THat should get clipped by SDL
02:18
<@Derakon>
The positions for previous iterations of that line seem reasonable.
02:18
<@Derakon>
But the surface is different...
02:19
<@Derakon>
This is right before calling SDL_BlitSurface in the DrawBoss() function in Meritous.
02:19
<@Vornicus-Latens>
This is, am I correct in thinking, in the boss rendering routine for meri...
02:19
<@ToxicFrog>
Aah.
02:19
<@Vornicus-Latens>
Yeah, surface blitting should just go "uh, that's not on the screen" and clip.
02:20
<@Derakon>
Well, unless the rect intersects the screen at some point.
02:20
<@Vornicus-Latens>
Right, in which case it should still clip appropriately.
02:21
<@Derakon>
Right.
02:21
<@Vornicus-Latens>
have you isolated the crash precisely to that line?
02:21
<@Derakon>
Yes.
02:22
<@Vornicus-Latens>
hrm.
02:22
<@ToxicFrog>
Kick it into gdb and take apart the stack?
02:22
<@Derakon>
It's odd that the surface is changed, though; that shouldn't be happening.
02:22
<@Vornicus-Latens>
Yeah...
02:22
<@Derakon>
And my gdb proficiency is low. :\
02:23
<@Derakon>
The most annoying thing is that it's not remotely consistent; sometimes it happens early, sometimes it happens when I die, or on the boss's third phase, or...
02:23
<@Derakon>
Also, there aren't any nearby checkpoints. >.<
02:23
<@Vornicus-Latens>
suck >.<
02:23
<@ToxicFrog>
gdb is totally awesome, well worth learning, and has good builtin help.
02:24
<@ToxicFrog>
The thing to do here, I think:
02:24
<@ToxicFrog>
$ gdb
02:24
<@ToxicFrog>
(gdb) file meritous
02:24
<@ToxicFrog>
(gdb) set height 0
02:24
<@ToxicFrog>
(gdb) run
02:24
<@ToxicFrog>
And then just play normally until it crashes, at which point:
02:24
<@ToxicFrog>
(gdb) where
02:24
<@ToxicFrog>
Will give you a stack trace.
02:24
<@ToxicFrog>
You can use up, down, and frame # to move between stack frames, and print expr to examine program state in the context of the current frame.
02:25
<@ToxicFrog>
Building with -g is recommended.
02:26
<@Derakon>
...or I could just beat the boss without it crashing.
02:26 * Derakon backs up his savefile just in case he feels like revisiting this issue, and keeps playing.
02:27 * ToxicFrog loves gdb
02:27
<@ToxicFrog>
Without it my completion of Descent would have been delayed by at least a day~
02:28
<@Derakon>
What'd you do, tweak your health?
02:29
<@ToxicFrog>
No, worked around a SIGFPE related to spawnwebs.
02:30
<@ToxicFrog>
By setting up a conditional breakpoint that adjusted the offending register if necessary just before the DIV instruction.
02:30
<@ToxicFrog>
Extra health is superflous when you have 47 lives~
02:31
<@Derakon>
(Idly, it'd be nice if Meritous restarted you on your savepoint instead of on your checkpoint when you restore from save)
02:31
<@Derakon>
(Since there's a hell of a lot more savepoints than checkpoints)
02:31
<@ToxicFrog>
(I think that's an easy change, but I haven't looked at the save/load code)
02:32
<@Derakon>
Yeah, but actually modifying gameplay isn't my plan at the moment.
02:32
<@Derakon>
Meritous isn't exactly open-source, is my understanding.
02:32
<@Vornicus-Latens>
Not exactly, no.
02:33
<@ToxicFrog>
Not in the usual sense, no.
02:33
<@Vornicus-Latens>
From what I understand, he was having an intermittent mapgen bug with Linux and Mac that he wanted to fix before that.
02:33
<@ToxicFrog>
Yeah. And he doesn't have linux or mac systems.
02:33
<@Vornicus-Latens>
So, uh
02:33
<@Derakon>
Well, that's silly of him. ¬.¬
02:33
<@ToxicFrog>
Yes, I pointed that out.
02:33
<@ToxicFrog>
But, eh, he has an aversion to releasing known buggy code.
02:34
<@Derakon>
Fair enough.
02:34
<@Vornicus-Latens>
Der: it's vaguely sensical, if you think about it - there are still places distributing UQM 0.3
02:34
<@Derakon>
Hrm...enemies are a lot more aggressive now.
02:34
<@ToxicFrog>
Anyways, my hope here is that we can trigger, and submit patches or at least bug reports, all the major Linux and Mac related issues.
02:35
<@ToxicFrog>
Upon which he can increment the version number to 1.2 and release binaries for all three systems + source.
02:35
<@Vornicus-Latens>
I didn't hit the mapgen bug this time through, obviously...
02:35
<@Derakon>
Likewise.
02:36
<@Derakon>
You also didn't trigger the Meridian bug...though that might somehow be x86 Mac-specific.
02:36
<@ToxicFrog>
I'm actually wondering if the bug I found is, in fact, the map gen bug.
02:36
<@ToxicFrog>
He said that "it generates a screwed up map that causes a crash later", which isn't the bug I hit, but the bug looks like that to a superficial examination.
02:38 Vornicus-Latens is now known as Vornicus
02:38
<@Derakon>
Hrm...explored 24.6%; cleared 51.6%.
02:39
<@ToxicFrog>
Earlier today I was at explored 30%, cleared 70%.
02:39
<@Derakon>
Also, that "bonus" for enemy shots - it's just that you don't get crystals for enemy shots unless the enemy is dead.
02:40
<@Derakon>
So if the shots are between you and him, then no bonus.
02:40 * Vornicus was, I think, at about 30/60 before he collected the second artifact and aggro'd the universe.
02:40
<@ToxicFrog>
I'm not seeing that, irritatingly
02:40
<@ToxicFrog>
A few enemies aggro on me without LOS, but most of them just sit around
02:40
<@Vornicus>
I don't think it's quite that, though - you can get the crystals on shots that damage but not kill.
02:41
<@Derakon>
I think that when you damage an enemy, it spawns a new one to take the old one's place. So it's still a kill, kinda.
02:41
<@Vornicus>
ah, that may be it.
02:41
<@Vornicus>
it does seem to act that way.
02:41
<@ToxicFrog>
I note that you can still get crystals from shots between you and the enemy, though.
02:41
<@ToxicFrog>
Take, for example, the spherical enemies that fire both lines and rings of bullets.
02:41
<@Vornicus>
Do these badguys have /names/?
02:41
<@ToxicFrog>
Typically, killing them will result in a perfect ring of crystals no matter the relative positions.
02:42
<@ToxicFrog>
They might in the source, but I haven't checked.
02:42
<@ToxicFrog>
Honestly, the source is pretty nasty.
02:42
<@ToxicFrog>
Lots of magic numbers.
02:42
<@Derakon>
In the data files, they're just "mons1.png" through "mons10.png".
02:45
<@Vornicus>
yeah, I see this.
02:45 * Derakon makes 150,000 off of an endurance room. "That's it?"
02:45
<@Derakon>
Well, and five upgrades, and the adrenaline booster. Finally!
02:52
<@Derakon>
Aie! It's a Death Blossom with multiple hitpoints! ;.;
02:53
<@Vornicus>
There is one out there with four hitpoints that fires off laser-shooting stars.
02:53
<@Derakon>
Most of those only have one hitpoint, is my experience.
02:54
<@Vornicus>
I'm not talking something that shoots lasers.
02:54
<@Derakon>
Yes, I know.
02:54
<@Vornicus>
I'm talking something that shoots things that shoot lasers.
02:54
<@Derakon>
Yes.
02:54
<@Vornicus>
huh.
02:55
<@Vornicus>
...unless there are randomized critters...
02:57
<@Derakon>
Okay, AFK time. And then after that, photo album work time.
02:57 Derakon is now known as Derakon[AFK]
03:02
<@ToxicFrog>
There's at least two that fire such stars, IIRC
03:02
<@ToxicFrog>
One of them has one hitpoint, the other has way too many.
03:04
<@Vornicus>
I don't remember anything else firing stars.
03:04
<@Vornicus>
But the one I know has four hit points.
03:05 Derakon[AFK] is now known as Derakon
03:16 gnolam [lenin@Nightstar-13557.8.5.253.se.wasadata.net] has quit [Quit: Z?]
03:16 * Derakon tries "delete" as a key for a hash. It's taken. Derakon tries "kill". Also taken. He settles for "nuke".
03:20
<@Vornicus>
what is this hash?
03:20
<@Derakon>
It maps query names to query values.
03:20
<@Derakon>
I'm writing a CGI script to allow me to resize, rotate, and add comments for photos.
03:21
<@Vornicus>
aha
03:34
<@Derakon>
Man, ImageMagick is so awesome.
03:35 * Derakon creates thumbnails for 323 photos with a very simple script.
03:39 Chalcedon is now known as ChalcyOut
03:54 * Derakon mutters at his script, which is not allowing for photo rotations.
03:55
<@Derakon>
(Also, the big problem with using a CGI for this work is that your stuff has to be world-writable. ¬.¬)
03:58 ChalcyOut is now known as Chalcedon
04:11
<@Derakon>
Screenshot of the manager script: http://derakon.dyndns.org/~chriswei/temp2/albummanager.png
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15:58
<@ToxicFrog>
Yay, lexer is worky
15:58
<@ToxicFrog>
Well, mostly
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--- Log closed Fri Aug 10 00:00:49 2007
code logs -> 2007 -> Thu, 09 Aug 2007< code.20070808.log - code.20070810.log >