code logs -> 2009 -> Tue, 10 Feb 2009< code.20090209.log - code.20090211.log >
--- Log opened Tue Feb 10 00:00:15 2009
00:14
<@McMartin>
Not really.
00:14
<@Reiver>
Derakon: I still think you should call the things shields. ;)
00:14
<@McMartin>
Something is grabbing the event queue so hard even the power button doesn't work.
00:15
<@Derakon>
That's impressive...
00:15
<@Derakon>
Reiver: they don't look like shields, is the thing.
00:15
<@Derakon>
(And I like that explosion graphic!)
00:15
<@Reiver>
It confused me entirely, tbh
00:15 * Derakon nods.
00:15
<@Reiver>
Bomb equates itself to "Destroy all the bullets on the screen", as it traditional in shmups
00:16
<@Reiver>
Death equates itself to "Single explosion on screen as you die"
00:16
<@Derakon>
Heh.
00:16
<@Reiver>
It took me a while to work out which set of animations were actually me dying >_>
00:16
<@Derakon>
Well, that's something to work on then.
00:16
<@Derakon>
The gameplay needs to be accessible; sounds like it's not quite there yet.
00:17
<@Reiver>
Well, it's just a thought.
00:17
<@Derakon>
And a very valid one!
00:18
<@Reiver>
The initial solutions that leap at me are a couple of Big Work ones, and a minor aesthetic one:
00:19
<@Reiver>
1) Have a shield animation or something. The bomb icon looks close enough you'd probably be okay, and I realise you probably don't want to have to make another animation, but having a fancy energy shield thing flash over the ship would be kinda cool. You could possibly leave the explosion present to show that the bomb just exploded and got Shielded, or something.
00:20
<@Derakon>
Bomb-pumped shield, huh?
00:20
<@Reiver>
Something like that.
00:20
<@Reiver>
Single-shot shield systems, etc.
00:21
<@Reiver>
Hell, you could then fluff the Inflector charges the shield by stealing vector momentum, which has the unfortunate effect of pulling things toward you, etc etc if you so cared.
00:21
<@Derakon>
Yeah, I'm doing something like that...
00:21
<@Derakon>
(You can see very preliminary text here: http://derakon.dyndns.org/games/fusillade/index.html )
00:21
<@Reiver>
2) Instead of that, make a tutorial, even just a Ridiculously Easy pattern with a line of fluff explaining just what the specific explosions /are/. I do realise that text is a pain for you, though
00:22
<@Reiver>
Then the minor one, which I'd suggest looking at regardless of which you go for: If shields and lives have a similar function rather than being fundamentally different mechanics, could you fit both icons and numbers inside the swirly circles?
00:22
<@Reiver>
They're a lot smaller than they used to be, sooo...
00:23
<@Derakon>
Mmm...they're still pretty wide, though.
00:23
<@Derakon>
Thanks for the feedback, though. It's very helpful.
00:24
<@Reiver>
Ah, but all you're needing to squeeze is vertical space, which only affects horizontal a certain amount. (I've not finished getting Beta3 down yet, but at least in beta2 there was quite a bit of space to the left fo the bomb icon - shift it over a bit and you could probably afford to squeeze it up. And if you do /that/, you can probably shove the whole meter more neatly into the corner.)
00:25
<@Reiver>
</ramble> No problem. I'm not trying to dictate things, insomuch as I haven't had my morning !Coffee yet. ;)
00:25
<@Derakon>
I haven't moved things around in beta3.
00:25
<@Derakon>
Heh.
00:25
<@Derakon>
Silly kiwis.
00:26
<@Reiver>
But hey, just thoughts.
00:26
<@Derakon>
I really appreciate them.
00:26
<@Derakon>
Designing something that everyone likes is damn near impossible if the only opinion you have to go on is your own.
00:26
<@Reiver>
Indeed!
00:27
<@Reiver>
If you could manage #3, I personally think the aesthetic would improve. Others may disagree on this, but I've always been a fan of having like-beside-like, and making use of Corners.
00:27
<@Derakon>
Definitely agree on the corner thing.
00:27
<@Derakon>
It's mainly a question of available space.
00:28
<@Reiver>
Hm. Eyeballing it, it looks like it could fit. Is there a catch I'm not aware of, like the text getting a ridiculously large number attached?
00:33
<@Derakon>
Hey, look at that. They fit. :)
00:38 You're now known as TheWatcher[T-2]
00:39
<@ToxicFrog>
Man.
00:40
<@ToxicFrog>
Using Lua to manage the AST makes using flex/bison so much easier @.@
00:40
<@McMartin>
Heh
00:40 You're now known as TheWatcher[zZzZ]
00:42
<@ToxicFrog>
var_decl: TK_TYPE TK_ID ';'
00:42
<@ToxicFrog>
{ push($1); push($2); $$ = node("declare var", 2); }
00:43
<@McMartin>
Wait, you've hacked flex to produce Lua code?
00:43
<@Derakon>
What's flex?
00:44
<@ToxicFrog>
A fast lexer generator.
00:44
<@ToxicFrog>
And no, I haven't.
00:44
<@ToxicFrog>
Flex stores the token semantic information in a lua_State it shares with bison.
00:44
<@ToxicFrog>
The $* pseudovars in bison are actually indexes into that state's registry.
00:45
<@ToxicFrog>
push(), node(), and appendto() are used to create AST nodes.
00:45
<@ToxicFrog>
Once yyparse() returns, you can then stack the AST with lua_rawget(L, LUA_REGISTRYINDEX, <$$ of start symbol goes here>) and pass it to whatever lua function you wish.
00:46 Syloqs_AFH [Syloq@Admin.Nightstar.Net] has joined #code
00:46
<@McMartin>
Nice.
00:46
<@ToxicFrog>
So, it uses normal flex/bison C to do the lexing and parsing, but constructs the AST in Lua (thus freeing me from memory management concerns and whatnot), and hands off to Lua for actual semantic analysis and code generation.
00:47 Syloqs_AFH is now known as Syloqs-AFH
00:47
<@McMartin>
What is it you're compiling?
00:50
<@ToxicFrog>
C-.
00:51
<@ToxicFrog>
It's orthographically C, but with most of the language removed; no preprocessor, only data types are int and int[], and so forth.
00:51
<@McMartin>
Right
00:51
<@McMartin>
Doesn't it also add tail calls?
00:53
<@ToxicFrog>
Nope
00:53
<@ToxicFrog>
You may be thinking of C--
00:53
<@McMartin>
I may
00:53
<@ToxicFrog>
Which is an intermediate compiler target.
00:53
<@ToxicFrog>
C- is a teaching language.
00:53
<@McMartin>
Yeah, I'm thinking of C--
00:53
<@McMartin>
Or, specifically, a paper I once read that compiled exceptions into C-- four different ways
00:54
<@ToxicFrog>
C-- is pretty cool but also kind of hairy for this course.
00:55
<@McMartin>
Yeah, I'd missed the part where this was for a class.
00:56
<@ToxicFrog>
I don't think I mentioned that, so.
00:57
<@Derakon>
Okay, I think that's an acceptable bomb-pumped shield effect.
00:57
<@Derakon>
50% shrunken "normal" bomb graphic combined with a sped-up, reversed inflector.
00:57
<@Derakon>
The "normal" bombs now only show up as part of the death explosion.
01:00
<@Reiver>
Derakon: I like this.
01:00
<@Reiver>
At least in principle.
01:02
<@Derakon>
Argh, the sun keeps passing behind clouds and then coming out again.
01:02
<@Derakon>
Which means my eyes have to keep readjusting to various levels of glare.
01:12
<@Reiver>
ew
01:13
<@Reiver>
So you've got the bomb/life counter in the bottom corner, then?
01:13
<@Derakon>
Yeyah.
01:13
<@Derakon>
s/y//
01:16
<@gnolam>
Sun? Pfft.
01:21 gnolam [lenin@Nightstar-1382.A163.priv.bahnhof.se] has quit [Quit: In Schwarz gehüllt, auf schwarzem Rosse getragen \ Die Menschheit zu knechten, kam der Herr der Plagen]
01:41
<@McMartin>
Heh
01:42 * McMartin whips up a Perl script
01:42
<@McMartin>
I think every single line where it was possible I either forgot a semicolon or a pair of parens.
01:42
<@McMartin>
Perl: Still not Python
01:42 * Derakon snickers.
01:46
<@Vornicus>
pfff.
01:46
<@Vornicus>
When I was taking JS at school I kept forgetting parens in the print thing.
01:46
<@Vornicus>
Py3k will not be kind to me.
02:14
< GeekSoldier>
Py3k has not been to me.
02:20
<@McMartin>
Py3k wasn't too hostile to me when I ported Ophis.
02:24
<@McMartin>
Of course, I used 2to3.py on it.
02:26 * Derakon discovers that his iframe approach to the page header is broken.
02:26
<@Derakon>
That is, clicking on one of the links in the header reloads the header iframe, not the entire page.
02:32 * Derakon discovers "target='_parent'".
02:44
<@Derakon>
Aaaand someone on the ASW forums just pointed out that I was missing fullscreen mode. D'oh!
02:52
<@Vornicus>
pff
02:55
<@Derakon>
I've really no excuse, especially given how easy it was to implement.
02:55
<@Derakon>
Go go robust configuration management~
02:59 Vornicus [~vorn@Admin.Nightstar.Net] has quit [Quit: ]
03:05
<@McMartin>
I should probably register on the ASW forums.
03:07
<@McMartin>
Done.
03:07
<@McMartin>
SDL Fullscreen is occasionally recalcitrant
03:07
<@Derakon>
In what way?
03:08
<@McMartin>
Depending on OS, Windowing System configuration, and a host of other things, going fullscreen can:
03:08
<@McMartin>
(a) Center a tiny image in the center of a black screen
03:08
<@McMartin>
(b) Actually modify the screen resolution, warping aspect ratio
03:09
<@McMartin>
(c) Actually modify the screen resolution, preserving the screen's aspect ratio and pillarboxing or letterboxing as appropriate
03:09
<@McMartin>
(d) Crash the system outright
03:09
<@Derakon>
I'm getting behavior 3 there.
03:09
<@McMartin>
Good.
03:09
<@Derakon>
So either I'm lucky, or pygame's smart, or something.
03:09
<@McMartin>
Maybe Pygame actually does the right thing.
03:09
<@McMartin>
I'll test on my Windows box at home.
03:09
<@McMartin>
VirtualBox SDL reliably did #4.
03:09
<@Derakon>
Beta 4's not out yet~
03:10
<@Derakon>
Yeegh.
03:10
<@McMartin>
This was also hilarious if you had it running in non-fullscreen mode and told some tiny little MMD game to go fullscreen
03:10
<@McMartin>
Since it would just shrink the VM window~
03:10 * Derakon snickers.
03:10 Serah [~Z@87.72.35.ns-26506] has joined #code
03:10
<@Derakon>
Oh my, that's hilarious.
03:11
<@Derakon>
Hullo, Serah.
03:11
< Serah>
Hey Der.
03:11
<@McMartin>
My general experience with Linux is that (a) is the most common effect there.
03:12
<@McMartin>
You might, for paranoia's sake, make sure that your VideoSurface has not become "None" after going fullscreen.
03:12 * Derakon nods.
03:13
<@McMartin>
Since the #4 in VirtualBox I eventually tracked down to a NULL dereference outside of SDL.
03:13
<@McMartin>
Hmm. I wonder if it's a matter of DX vs. WinDIB.
03:14
<@McMartin>
Or any of the six different SDL backends on X Windows~
03:14
<@McMartin>
Mac only has one.
03:14
<@McMartin>
And some of that, I think, is Pygame being smart, because DosBox warps aspect ratios.
03:15
<@McMartin>
Hm. What is this? Might I in fact escape this office before 9?
03:15
<@McMartin>
That would be nice.
03:17
<@Reiver>
What is Py3k?
03:18
<@McMartin>
Python 3.0 aka Python 3000 aka Python3k aka Py3k is the version of Python after 2.6
03:18
<@McMartin>
It is not backwards compatible with 2.x
03:18
<@Reiver>
... ewwww
03:18
<@Reiver>
Why would they break compatability? ;_;
03:18
<@McMartin>
Because 2.x gets a great many things terribly, terribly wrong.
03:19
<@Derakon>
They're doing their best to make the transition painless.
03:19
<@McMartin>
Among the many achievements of Python 3000, 1/2 is now equal to 0.5
03:19
<@McMartin>
Instead of 0.
03:20
<@Reiver>
03:20
<@McMartin>
for x in range (1000000) no longer allocates over four megabytes of scratch space.
03:20
<@Reiver>
...Right.
03:20
<@Reiver>
So have they broken the syntax etc?
03:21
<@Derakon>
Well, print is a function instead of a special snowflake.
03:21
<@McMartin>
Define "breaking the syntax"
03:21
<@McMartin>
Yeah, print is no longer a special snowflake, which means you don't need to send one-tuples to mean "hey no newlines here"
03:21
<@McMartin>
The / operator is now float division instead of integer division
03:22
<@McMartin>
Strings are now unicode strings, with a new datatype "bytes" for actual binary data.
03:22
<@McMartin>
Instead of claiming that raw binary data is actually Latin-1 and hoping for the best if you want to have it be some other encoding
03:22
<@McMartin>
This also means that the u"blah" syntax is gone, becuase now that's just "blah"
03:22
<@McMartin>
What was "blah" in Python 2 is b"blah" in Python 3
03:23
<@McMartin>
Most of the syntax breakery that is just search-and-replace work was actually made legal in Python 2.6
03:23
<@Reiver>
hrm.
03:23
<@Reiver>
Well, okay den.
03:23
<@McMartin>
And encouraged.
03:24
<@McMartin>
One that showed up here was "except TypeError as e", which is legal in 2.6 and 3.0 but not 2.5
03:24
<@Reiver>
Oh, Derakon: I approve of the fluff explanation.
03:24
<@McMartin>
In 2.5 and before the only legal form is "except TypeError, e", which is no longer legal in 3.0
03:24
<@Derakon>
Awesome. :)
03:24
<@Reiver>
I do note the only single flaw in it is it implies the lovely blue windscreen is the hitbox.
03:24
<@Reiver>
(Mind, I have been catching myself assuming it's the hitbox all along. >_>)
03:24
<@Derakon>
Heh.
03:25
<@Derakon>
I grant that the blue windshield thing is confusing.
03:25
<@Reiver>
The whole ship points at it! It cues the eye to the logical spot. >_>
03:25
<@Derakon>
But the nose needs something.
03:25
<@Derakon>
I made the vulnerable point bright red! ;.;
03:25
<@Reiver>
Yes, and then centered it on a ship that's a flying arrow. :)
03:25
<@Derakon>
:p
03:26
<@Reiver>
You could, if you wanted, stick the dot on the nose. Though that'd be a source of Rage in players now used to the centered one.
03:26
<@Derakon>
Heh.
03:26
<@Reiver>
I suspect it's a matter of overriding intuition~
03:26
<@Derakon>
Remember the old ship design?
03:27
<@Derakon>
When I switched to the current one, there was a period where I was absolutely terrible at the game.
03:27
<@Reiver>
Cornstalk? Yeah, it had the dot in the center of the wings and body.
03:27
<@Derakon>
The red one, actually.
03:27
<@Derakon>
The Cornstalk only lasted for a day.
03:27
<@Reiver>
So you had to look after the midpoint in a +
03:27
<@Reiver>
Aah.
03:27
<@Reiver>
Yeah.
03:27 * Reiver totally reckons you should leave the different models in~
03:28
<@Derakon>
At the moment, the cockpit offset is hardcoded, so that wouldn't really work very well.
03:28
<@Reiver>
Nod.
03:29
<@Derakon>
Not saying it couldn't work, but it's a low priority. ¬.¬
03:29
<@Derakon>
(Oh, do you want a reg code?)
03:29
<@Reiver>
Idly, how does one sign up for the ASW forums? The forum button doth not work yet
03:29
<@Reiver>
(Yes plz!)
03:29
<@Reiver>
(Does it still require handtyping?~)
03:29
<@Derakon>
Not as of beta 3. I said you'd like this one, though I guess you weren't around at the time. :)
03:30
<@Reiver>
Alrighty!
03:30 * Reiver goes to install.
03:30 * Reiver ... finds it did not download, tries again. >_> <_<
03:30
<@Derakon>
Whoops.
03:30
<@Derakon>
Hm. I see a "Register" link in the pink box at the top of the ASW forums if I'm not logged in.
03:30
<@Reiver>
The requested URL /games/fusillade/downloads/fusillade-beta3-win.zip was not found on this server.
03:31
<@Derakon>
...really.
03:31
<@Reiver>
http://derakon.dyndns.org/games/fusillade/downloads/fusillade-beta3-win.zip
03:31
<@Reiver>
Was the link I clicked
03:31
<@Derakon>
Oh, sorry.
03:31
<@Derakon>
Yeah, that's the staging site, and it's incomplete.
03:31
<@Derakon>
Use the links from here: http://aegis-soft.com/forum/viewtopic.php?f=3&t=2
03:31
<@Reiver>
ah!
03:32
<@Derakon>
As an added bonus, you aren't restricted to my puny upload pipe.
03:44
<@Reiver>
I am restricted to an 'error' status when I try to download, however.
03:44 * Reiver tries again, lest it be his cache all confused.
03:51
<@Derakon>
Did you manage to get it?
03:53
<@Reiver>
Yeah, it's underway.
03:53
<@Derakon>
Excellent.
03:53
<@Reiver>
Sitting just under 30 kB/s
03:53
<@Reiver>
But then, I'm on a 256k pipe, so.
03:53
<@Derakon>
256 kilobits per second works out to 32 kilobytes per second, yeah.
03:54
<@Reiver>
Bingo
03:54
<@Reiver>
You got an icon for the game yet?
03:55
<@Derakon>
Yeah, though I haven't applied it to the executable just yet.
03:55
<@Reiver>
And idly, where does it store your registration?
03:55 * Reiver nod.
03:55
<@Reiver>
Did it end up the bomb or the ship?
03:55
<@Derakon>
The ship.
03:55
<@Reiver>
Excelent.
03:55
<@Derakon>
...was I ever contemplating using the bomb graphic?
03:55
<@Reiver>
You were, yeah
03:55
<@Derakon>
Hunh.
03:55
<@Reiver>
But it was proving hard to make recognisable.
03:55
<@Derakon>
I don't remember that, but oh well.
03:56
<@Reiver>
Incidentally, the updated logo passes: I showed it to Orthia, and she read it on first scan.
03:57 * Derakon nods.
03:57
<@Reiver>
(I find showing things to Orthia to be an excelent way of testing somethings effectiveness~)
03:58
<@Reiver>
((Fresh eyes, and not one with preassumptions from Too Much Sci Fi And Gaming.))
03:58
<@Derakon>
Yep.
03:58
<@Derakon>
New players are a vital and sadly self-destroying resource.
04:00
<@McMartin>
Heh
04:11
<@McMartin>
OK, hometime
04:12
<@Reiver>
Derakon: Is Beta3 supposed to have a paste button?
04:12
<@Derakon>
Just do ctrl-v.
04:12
<@Reiver>
Hm
04:12 * Reiver tries again.
04:14
<@Reiver>
Ah! I see.
04:14
<@Reiver>
It was putting in a row of spaces at the end. Curious.
04:14
<@Derakon>
Try pasting your clipboard into a text file?
04:14
<@Derakon>
I should make the pasting ignore trailing whitespace, though.
04:16
<@Derakon>
Power. of. rstrip!
04:17
<@McMartin>
May as well strip whitespace from both sides
04:17
<@Derakon>
Fair enough.
04:17
<@Derakon>
Done!
04:21
<@Reiver>
Hm, interesting.
04:21
<@Reiver>
Suggestion: The higher your multiplier, the longer it takes to get to the next multiplier.
04:21
<@Derakon>
Whyso?
04:21 * Reiver just got up to something like x300 in the test track by sitting in one spot and having the inflector drag the shells so they didn't hit.
04:21
<@Derakon>
...my word. Which pattern?
04:22
<@Reiver>
SEC
04:23 Vornicus [~vorn@Admin.Nightstar.Net] has joined #code
04:23 mode/#code [+o Vornicus] by ChanServ
04:24
<@Reiver>
... actually, looking at it, hm
04:24
<@Reiver>
The inflector appears to be providing me immunity.
04:24
<@Derakon>
See, I'd view the ability to cheese a pattern for massive multipliers as a flaw in the pattern...
04:24
<@Derakon>
Okay, that's no good.
04:24
<@Reiver>
I was running the course Test
04:24
<@Derakon>
Like, if the inflector's on, no matter where you are you don't get hit?
04:25
<@Reiver>
No, if I stay in one spot I have twelve million bullets stream past my ship, but none seem to trigger
04:26
<@Derakon>
Okay, which pattern in Test were you running?
04:26
<@Derakon>
There's, uh, three?
04:26
<@Derakon>
Yeah, three. Multifan isn't in beta 3.
04:26
<@Reiver>
I'm getting endless Snake Loop
04:27
<@Derakon>
(I've been mucking with Test -- it's now Extra, and will serve to prod people to register by being inaccessible)
04:27
<@Reiver>
Hang on, seeing if this is repeatable.
04:27
<@Derakon>
Oh, right, Test is set to Snake~
04:28
<@Derakon>
Fascinating. It work.s
04:28
<@Derakon>
Okay, Snake is marginally broken~
04:29
<@Reiver>
Broken how?
04:29
<@Derakon>
You can sit in one spot and rack up massive multipliers at no risk.
04:29
<@Reiver>
And it starts kicking in around Snake 10+, when my computer proceeds to get slowdown.
04:30
<@Derakon>
Heh.
04:30
<@Reiver>
Yeah, it just seemed odd that I was doing this with bazillions of bombs sneaking past me
04:30
<@Derakon>
Thanks.
04:30
<@Derakon>
Not sure how to fix it without breaking Snake's beauty, though.
04:30
<@Derakon>
May have to just leave it in as a secret of sorts.
04:33
<@Reiver>
Throw in some guided ones~
04:34
<@Reiver>
Possibly... ooh.
04:34
<@Reiver>
Mirror guidance.
04:34
<@Reiver>
It fires a bullet at where you're sitting, and a second one at the same offset from vertical.
04:34
<@Derakon>
"same offset from vertical"?
04:34
<@Reiver>
(Man, I just totally forgot my 5th form math terms. >.<)
04:36
<@Reiver>
If one has to fire from 30 degrees from vertical, the other fires at -30
04:36
<@Derakon>
Ahh.
04:37
<@Reiver>
The Dreaded Yellow Dot.
04:37
<@Derakon>
Heh.
04:37
<@Reiver>
Keeps you moving, 'cuz it's aimed straight atcha. :p
04:38
<@Reiver>
Also, your Beginner course is great for teaching inflector tactics.
04:38
<@Derakon>
Hrm...I'm having trouble repeating this on my own.
04:38
<@Derakon>
Yep, that's what Machinegun is for. :)
04:38
<@Reiver>
First time I realised you need to use it to get bullets offscreen. >_>
04:38
<@Reiver>
Not even machinegun!
04:38
<@Reiver>
Homing.
04:38
<@Derakon>
Ahh.
04:38
<@Derakon>
You can get the homing bullets offscreen by just hugging the edge, too.
04:38
<@Reiver>
Aw. I just used the inflector.
04:39
<@Derakon>
That also works. :)
04:41
<@Reiver>
So is the new shield graphic beta4, then?
04:41
<@Derakon>
Yeah.
04:41
<@Reiver>
Cool. Look forward to it. :)
04:44
<@Derakon>
It's not particularly shiny.
04:44
<@Derakon>
Just an explosion combined with a reversed inflector.
04:45
<@Reiver>
Accelerated?
04:48
<@Derakon>
Yeah.
04:48
<@Derakon>
The normal inflector animation's way too slow for a burst shield.
04:52
<@Reiver>
Well, I'm outta ideas
04:52
<@Reiver>
Just one query- does the hitbox move when the ship rolls?
04:52
<@Derakon>
Slightly, yes.
04:52
<@Derakon>
It tracks the center of the bright red dot.
04:53
<@Reiver>
Right. Just checkin'.
04:54
<@Reiver>
If you want to justify the gobbledygook, you could say, idly, that the Impervium works via force field... and unfortunately, the force field generator has to sit outside the force field. :p
04:54
<@Reiver>
It's then painted bright red so people don't accidentally bump it. ;)
04:54
<@Derakon>
Heh.
04:54
<@Derakon>
I rather like my union regs excuse, myself.
04:55
<@Reiver>
Oh, me too. :)
04:55 * Vornicus replaces the impervium with pervium.
04:56
<@Derakon>
Armor of lechery!
04:56 * Reiver replaces Vorns engines with tentacles and cameras.
04:57
<@McMartin>
Refractinum
05:02
<@Reiver>
Idly: What do the two meters represent?
05:02
<@Reiver>
One is bombs, the other is?
05:02
<@Vornicus>
Pattern completion percentage.
05:03
<@Reiver>
Aaah.
05:07
<@Derakon>
Y'know, the help page does say that. :)
05:07
<@Reiver>
Yeah, but I haven't looked at that yet, for I am trying to be a casual gamer about it :P
05:08
<@Reiver>
A sufficiently well written game can be figured out by sheer intuition. I got what the inflector did first go, I got /how to use it/ on Beginner.
05:08
<@Reiver>
Bombs became apparent; once it's got a shield animation it'll be even more obvious what they represent.
05:08
<@Reiver>
Ditto the score meter in the top corner.
05:08
<@Reiver>
So, uh, so far so good. :)
05:09
<@McMartin>
Derakon: Also, aegis-soft.com should redirect to the forums for now.
05:10
<@Derakon>
Good point.
05:10
<@Reiver>
(Summary: The only bit that puzzles me in the entire UI was the second timer. I'd have probably clicked eventually, but even so - not bad at all.)
05:10
<@Reiver>
(I initially wondered if it was a counter for spare lives.)
05:10
<@Reiver>
((Obviously not once it goes round once, but.))
05:11 * Vornicus actually found the second timer pretty useless.
05:12 * Reiver is inclined to agree, not least because patterns tend to be pretty obvious how much is left. It might come in handy for Really Leeging Long 3rdparty ones, but
05:12
<@Derakon>
Hmm...a valid point.
05:13
<@Reiver>
The bomb counter is awesome though, keep that one.
05:14
<@Reiver>
Might almost suggest you have it optional to display, if you can. (Yey options screen)
05:14
<@Derakon>
Redirect inserted.
05:14
<@Derakon>
The options screen is getting kinda crowded...
05:14
<@Derakon>
Which were you suggesting be optional? The timer or the bomb charge meter?
05:14
<@Reiver>
Timer.
05:14 * Derakon nods.
05:15
<@Reiver>
Bomb charge = /very/ useful
05:15
<@Derakon>
At this point I'll probably just delete it.
05:15
<@Reiver>
Fair. :)
05:29
<@Derakon>
And it's gone. :)
05:30
<@Reiver>
Does it look better for it?
05:30
<@Derakon>
I think so, yeah.
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06:14 * Reiver pokes Derakon
06:14
<@Derakon>
Yes?
06:18 * Derakon pokes Reiver.
06:19
<@Reiver>
(I doubt that will work)
06:19
<@Derakon>
Yeah, doesn't look like it.
06:19
<@Derakon>
Email?
06:19
<@Derakon>
derakon@gmail.com
06:26
<@Derakon>
Ahh, yes, that error.
06:26
<@Derakon>
How'd you trigger that?
06:28
<@Derakon>
It's in there to keep you from making patterns that just loop infinitely, spawning bullets, without ever handing control back to the player.
06:28
<@Reiver>
I left it running on the demo.
06:28
<@Derakon>
Which course?
06:29
<@Reiver>
I gave a screenshot so you'd figure which course it was.
06:29
<@Derakon>
Oh, missed the attachment. Whoops.
06:29
<@Reiver>
:P
06:29
<@Derakon>
...err, attachment?
06:29
<@Derakon>
I don't see any attachment. >.>
06:29
<@Reiver>
... there isn't one?
06:29
<@Derakon>
Seriously.
06:29 * Reiver scratches his head, he uploaded one..
06:30
<@Reiver>
Did it go through /that/ time?
06:30
<@Derakon>
Nope.
06:30 UndeadAnno [~farkoff@Nightstar-27837.neoplus.adsl.tpnet.pl] has joined #Code
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06:31 * Reiver stares.
06:31
<@Reiver>
Apparently my hard drives are incapable of uploading files today.
06:31
<@Reiver>
I think it's time I reboot~
06:31 * UndeadAnno burns.
06:33
<@Reiver>
Anyway, it looked like a classic Rank 20 edgecase of one of the Advanced patterns.
06:33
<@Reiver>
Looked a bit like Snake Loop?
06:33
<@Derakon>
Hrm...Snake shouldn't hit that until long after your computer falls over dead.
06:37
<@Reiver>
If I could get the image to you you could see for yourself~
06:37 * Derakon nods.
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17:40
< simontwo>
hello
17:41 Vornicus [~vorn@Admin.Nightstar.Net] has joined #code
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17:42
< simontwo>
I just started this database course, but the code we're given to verify that our relational algebra is correct is buggy and needs to be rewritten, so before I do that, I wonder if there's any nice packages for expressing tables and applying relational algebra on them..
17:42
< simontwo>
having searched, the best I could find so far has been a python lib that implements some very efficient datatypes. I was hoping for something with a nice API, too.
17:52
<@Derakon>
I'm afraid I don't know the answer to your question, Simon.
17:52
<@Derakon>
But I have perfected my wavecannon pattern. <3
17:53
< simontwo>
haha, ok :)
18:01
<@Vornicus>
Python's existing datatypes are very efficient.
18:05 * Derakon brings the seive pattern up to speed with the rest of the Extra course.
18:05
<@Derakon>
Which is to say it's bloody hard now.
18:07
<@Vornicus>
Seive pattern?
18:07
<@Derakon>
It's called "sweeper" in beta 3.
18:07
<@Vornicus>
Of eratosthenes?
18:10
< simontwo>
Vornicus, well, I just read up on this thing called kdbuckets where supposedly what it does fast is operations on entire sets. so it was sort of just a hardcoded C thing with a python interface with minimal options on the python side.
18:11
< simontwo>
and, well, I don't even really care about efficiency, since I'm just going to verify my homework with it. :)
18:14 * Derakon turns on turbo and fires up the extra course.
18:14
<@Derakon>
Whee impossible~
18:15
<@Derakon>
I mean, your reactions would have to be bloody perfect.
18:26 You're now known as TheWatcher
18:36
<@TheWatcher>
So, Mol-like ;)
18:37
<@Derakon>
Hullo, TW.
18:37
<@Derakon>
I've not seen Mol playing games; it's possible.
18:37
<@TheWatcher>
He can play N, so ¬¬
18:37
<@Derakon>
Heh.
18:39 * TheWatcher eghs, can see him having to make his own custom phpBB3 theme
18:39
<@TheWatcher>
Solaris hasn't been ported yet, woe.
18:40
<@Derakon>
Oh, don't you want a reg code?
18:40
<@TheWatcher>
Heh, yes, I do; I've just been kinda busy
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20:17
< Rhamphoryncus>
s
20:26 * Derakon blarghs at Google Checkout.
20:27
<@Derakon>
They claim to accept XML order data, but they don't say how you're supposed to send it to them.
20:27
<@Derakon>
They say they send order notifications back to you, but they don't say where or how such notifications are delivered.
21:02
<@Derakon>
Hate hate hate dependency hell.
21:02
<@McMartin>
Yes. What's burning you?
21:02
<@Derakon>
Google provides sample Perl code (and PHP, and Java, and Ruby), which has five dependencies, only three of which I have.
21:03
<@Derakon>
More to the point, I don't know what modules my hosting has installed.
21:03
<@Derakon>
Trying to have a "local install" seems possibly dodgy.
21:04
<@McMartin>
Mrr, yes.
21:05
<@McMartin>
It's nasty when you don't have access to the full system.
21:05
<@McMartin>
And doubly so on Linux machines.
21:05
<@Derakon>
I don't even have SSH access.
21:05
<@McMartin>
Mac and Windows currently pay for It Just Works with massive bloat
21:05
<@McMartin>
Ow.
21:05
<@Derakon>
I could get it by paying a one-time fee of $10, though.
21:05
<@McMartin>
... how many months of access is that?
21:05
<@Derakon>
SSH access is attached to your account.
21:05
<@Derakon>
I'm paying $7/month for hosting.
21:06
<@McMartin>
OK, so, assuming you're going to be up for at least a year, that's a +10% cost.
21:06
<@McMartin>
Or so
21:06
<@McMartin>
Which is just about exactly the point where it isn't a no-brainer one way or the other~
21:06
<@Derakon>
Heh.
21:07
<@McMartin>
It's still only ten bucks, though; that's eating crummy food for a couple of days instead of nice groceries.
21:08
<@Derakon>
Heh.
21:08
<@Derakon>
Or I could write a CGI that interacts with the shell for me~
21:08
<@McMartin>
You already live relatively austerely, so the usual measure of "times you went to Starbucks instead of fricking brewing it yourself" measure isn't handy.
21:08
<@McMartin>
DANGER WILL ROBINSON
21:08 * Derakon grins.
21:09
<@McMartin>
Deliberately introducing shell injection vulnerabilities onto your page seems like a bad move.
21:09
<@McMartin>
Maybe it's just me. =P
21:09
<@Derakon>
I know!
21:09 * McMartin blinks
21:10
<@McMartin>
The natural solution will be to have the second and third registrations go towards buying SSH access.
21:10
<@McMartin>
The first gets framed~
21:10
<@Derakon>
The first 50 are going towards the computer I bought.
21:10
<@Derakon>
Heh. Point.
21:10
<@Derakon>
Presumably the first few'll be preorders, which are for $2.50.
21:11
<@Derakon>
Anyway, I think I'd better just bite the bullet and get those dependencies installed locally.
21:11 * McMartin nods
21:11
<@Derakon>
'use lib' will get my CGIs pointed at the right directories.
21:11
<@Derakon>
Lessee...that's MIME-Base64, HTML-Parser, and libnet.
21:12
<@McMartin>
...oh. These are just .pms you need?
21:12
<@McMartin>
Yeah, I suspect local is the way to go there.
21:12
<@Derakon>
I'm pretty certain they are.
21:13
<@Derakon>
...hrm. If I tell my CGI to use a particular directory for modules, will modules in that directory also use it for their dependencies?
21:13
<@McMartin>
Generally speaking, you're the one I ask about Perl stuff. I defer to TW. ;-)
21:14
<@Derakon>
Heh.
21:16
<@Derakon>
Oh, joy, libnet didn't build.
21:16
<@Derakon>
...WTF, it appears to actually be compiling something.
21:16
<@Derakon>
Somehow I doubt that my local machine is binary-compatible with my hosting.
21:17
<@McMartin>
... I dunno. Damn near everything's Intel these days.
21:17
<@McMartin>
Linux has a consistent ABI.
21:17
<@McMartin>
If you need a Linux machine, VBox, Ubuntu.
21:18 * Derakon looks up ABI, finds "Acquired brain injury" before "Application binary interface".
21:18
<@McMartin>
Snerk
21:18
<@McMartin>
Both work!
21:18
<@Derakon>
Thing being, I don't want to have to do my development on a linux box. Argh.
21:18
<@McMartin>
You shouldn't have to.
21:18
<@McMartin>
This is just to get binaries you can deploy.
21:18
<@McMartin>
You can develop on whatever, the script will still port, right?
21:19
<@Derakon>
Yeah...
21:19
<@McMartin>
Or are Perl modules not consistent across platforms?
21:19
<@Derakon>
But if the damn thing doesn't build on my machine, I can't do dev on my machine.
21:19
<@McMartin>
... true.
21:19
<@Derakon>
Perl modules that are written in Perl are platform-independent.
21:19
<@Derakon>
Perl modules that contain compiled C code are not.
21:19
<@McMartin>
The part I was referring to was...
21:19
<@McMartin>
13:17 <@Derakon> Somehow I doubt that my local machine is binary-compatible with my hosting.
21:19
<@Derakon>
Ahh, right.
21:20
<@McMartin>
If you can compile something somewhere that your hosting can run, then it doesn't matter that the precise .pm you're devving against isn't binary-compatible.
21:20
<@McMartin>
(And yeah, Linux and BSD are not going to be binary-compatible)
21:20
<@Derakon>
Yeah, but I do need to have something that actually works that I can dev against.
21:20
<@McMartin>
Yeah, I'd missed that part, don't mind me~
21:21
<@McMartin>
(Or rather, the "libnet not building" part)
21:21
<@Derakon>
Well, it wasn't stated outright.
21:21
<@Derakon>
Since "not building" could mean any number of things.
21:21
<@Derakon>
Let's try version .01_04 instead of .01_03...
21:22
<@Derakon>
(Way to inspire confidence with your version numbers, guys!)
21:22
<@Derakon>
....fuck you. Perl v5.8.8 required, I have 5.8.6 so you refuse to build?
21:23 * Derakon tells it to use any damn version, fails the compile anyways.
21:24 * Derakon eyes Libnet, which is apparently the missing dependency. Only available as a source distribution, which means I'd have to build and install it myself. On my hosting. *sigh*"
21:25
<@Derakon>
Maybe I should just try the PHP Google code. Or roll my own.
21:32 * TheWatcher readsup, eughs
21:32
<@TheWatcher>
also, potentially dumb question: can't you email your hoster and ask them to install the perl module you need?
21:32
<@Derakon>
Probably.
21:32
<@TheWatcher>
+s
21:33
<@gnolam>
Huh.
21:33
<@Derakon>
But I can't install it myself.
21:33
<@gnolam>
I was just about to rant about how forum/wiki markup never includes subscripts and superscripts, and then I discovered that Trac actually had them.
21:35
<@McMartin>
Heh
21:35
<@McMartin>
Trac is pretty good, all told.
21:38
<@TheWatcher>
Derakon: which dependancy were you missing?
21:38 * Derakon compiles libnet (Net::Libnet's binary dependency) from source, makes Net::Libnet, runs 'make test', fails 80% of the tests. Yay.
21:39
<@Derakon>
TW: Net::Libnet, which is a Perl interface to Libnet.
21:39
<@Derakon>
Ahh, it's still insisting on Perl 5.8.8 for whatever stupid reason. Back to version 0.01_03!
21:40
<@Derakon>
Who the fuck makes a library that requires a specific minor version?
21:41
<@Derakon>
Aaaand version 0.01_03 also doesn't work. Fuck you, Net::Libnet.
21:41
<@McMartin>
That's a specific point version, not a minor version.
21:41
<@Derakon>
McM: as in, "refuses to work with Perl 5.8.6."
21:42
<@McMartin>
Yeah, 6 is the point version there.
21:42
<@Derakon>
Oh, right, major, minor, point.
21:42
<@McMartin>
Which is even more ridiculous
21:43
<@McMartin>
I can see the C API changing between minor versions.
21:43
<@TheWatcher>
Derakon: can you link me to the code you are trying to use from google?
21:43
<@TheWatcher>
As I can't actually see any reason /why/ they'd need something as low-level as libnet
21:43
<@Derakon>
http://code.google.com/p/google-checkout-perl-sample-code/
21:44
<@TheWatcher>
Unless they're doing some kind of freaky socket fiddling
21:44
<@Derakon>
Come to think, I'm trying to remember where I got it into my head that they did...
21:45
<@TheWatcher>
Hm
21:46
<@TheWatcher>
PREREQ_PM => { 'CGI' => 2.89, 'LWP' => 5.65, 'XML::Simple' => 2.09, 'Crypt::SSLeay' => 0.45, 'HTTP::Request' => 1.30, 'HTTP::Headers' => 1.43, 'Date::Manip' => 5.40, 'Digest::HMAC_SHA1' => 1.01, 'MIME::Base64' => 3.05, 'XML::Writer' => 0.6 },
21:46
<@TheWatcher>
That's their prereqs
21:46
<@Derakon>
...I sure love it when I go barking down a wrong and frustrating path for over an hour.
21:47
<@Derakon>
Where in blazes did I get that into my head, anyway?
21:51 * Derakon gets all the dependencies installed, then. I sure hope my host has these already.
21:51
<@TheWatcher>
Looking at it, you don't need to build any binaries for the googlge code itself, so assuming the prereqs are present, you'll be able to stick the lib directory in your tree somewhere, and then have 'use lib "$ENV{HOME}/path/to/lib";' in your code
21:51
<@Derakon>
It's still failing 'make test', but it looks like that's just because the tests don't hit 100% of the code (?).
21:51 * Derakon nods.
21:56
<@gnolam>
McMartin: yah, it is.
22:25
<@Derakon>
TheWatcher: do you remember offhand the right syntax to let me pass commandline arguments to a CGI?
22:25
<@Derakon>
Like, if my webform has a form element "item", I want to do "./order.cgi -item foo".
22:26
<@Derakon>
Oh, nemmind.
22:26
<@Derakon>
It's just "item=foo", not "-item foo".
22:38 * Derakon commences porting the keygen code from Python to Perl.
22:38
<@Derakon>
My first generated code ends with "bug==". And, naturally enough, does not work.
22:39
<@McMartin>
That's not even a valid URL
22:39
<@McMartin>
Clearly, all our URLs should end with "&admin=no"
22:39
<@McMartin>
And if admin is ever "yes", it just gives a NICE TRY LOLZ page.
22:39 * Derakon snerks.
22:40
<@Derakon>
(These are reg codes, though, so they aren't anything to do with URLs)
22:40
<@McMartin>
(Oh)
22:42
<@Derakon>
Okay, there we go, that's sorted out.
22:47
<@Derakon>
Okay, I now have it set up so that as soon as you complete your order, Google gives you a little box that says what your key is.
22:48
<@Derakon>
It doesn't automatically charge your card, but I see that as a minor issue.
22:48
<@Derakon>
I can go in once a day and charge people if I have to.
22:50
<@TheWatcher>
Derakon: sorry, I was on the phone to Myst
22:50
<@Derakon>
No worries.
22:50
<@TheWatcher>
McM: ... I'm going to have to do that somewhere now, just for teh lols
22:51
<@Derakon>
I had a webpage once that used an 'admin' GET argument. All it did was include stats on a pagetype that my team didn't yet own but was going to soon.
22:51
<@McMartin>
It was an actual vulnerability at a major online retailer in the early 2000s. ;_;
22:51
<@Derakon>
(And this was no secret)
22:51
<@McMartin>
Also live was one where "debitAmount" was a GET argument.
22:51
<@McMartin>
And signed.
22:51
<@Derakon>
...pff
22:51 * TheWatcher finishes porting his phpBB2 forums to phpBB3, now needs to actually get a theme that doesn't involve actualy eye damage, suspects he may end up having to make one ;.;
22:52
<@TheWatcher>
McM: ....
22:52
<@McMartin>
It, admittedly, was not live for long.
22:52
<@Derakon>
Reminds me of a promo that Amazon ran for a bit a couple years back...
22:52
<@Derakon>
The promo was supposed to be "buy this magazine, get any other magazine in this set for $5".
22:52
<@Derakon>
Er. $5 off.
22:53
<@Derakon>
Instead it was "get any item in our catalogue for $5 off."
22:53
<@Derakon>
Getting paged because orders are twice normal is not a normal state of affairs for my pager duty rotation.
22:53
<@TheWatcher>
Pft
22:58 * TheWatcher eghs at some of these themes, wonders if people set out on a calculated attempt to cause major eyestrain
22:58
<@Derakon>
Heh.
22:58
<@Derakon>
I'm just sitting on Prosilver for now.
23:02
<@TheWatcher>
http://forums.starforge.co.uk/index.php is my old forum. Aside from the fixed-width, it was pretty nice. Not ported to phpBB3 though :/
23:03
<@TheWatcher>
http://demo.phpbb3styles.net/Black+Pearl is not bad, though. Hm.
23:04
<@Derakon>
I'm not a huge fan of black backgrounds.
23:06
<@Derakon>
Hm. Before I switch over to the live version, I should start logging registrations.
23:07
<@gnolam>
TheWatcher: still a silly width limitation on that one.
23:08
<@TheWatcher>
There seems to be on a lot of them
23:08
<@Derakon>
Fixed-width is common because it's hard to make a layout that looks nice at arbitrary widths.
23:10
<@gnolam>
True for arbitrary pages.
23:10
<@gnolam>
Fora, not so much.
23:10 * Derakon eyes Google's documentation and examples. "Okay, where does it send notifications to?"
23:10
<@gnolam>
Since they tend to be straight-up tabular.
23:14
<@TheWatcher>
Dera: http://code.google.com/apis/checkout/developer/Google_Checkout_XML_API_Notificat ion_API.html this what you're looking at?
23:15
<@Derakon>
Yeah, specifically the new order notifications.
23:16
<@Derakon>
I need to get the notification so I can log the registration in my DB and send an email to the user.
23:19
<@TheWatcher>
Hmm, I'm guessing this is the key part: "The API callback URL that you use for your production account"
23:19
<@TheWatcher>
but I can't see anywhere else it discusses that - is that somehting you set in your account?
23:20
<@Derakon>
...oh, it's set in your merchant settings.
23:20
<@Derakon>
There it is.
23:25
<@Derakon>
Wow, that's a lot of data.
23:28
<@Derakon>
Okay, looking at this, I think I want to keep: regcode; item name (i.e. game name), item description (basically, preorder vs. non), name registered under, buyer email address, buyer marketing preferences, and serial number.
23:32 UndeadAnno [~farkoff@Nightstar-29313.neoplus.adsl.tpnet.pl] has quit [Quit: Oh, I'm no end-table. I'm a nightstand.]
23:36
<@TheWatcher>
... goodsodinghell they are listing themes that don't actually work with the latest version, what. Sod this, I think I'm just going to make my own bloody theme
23:36
<@Derakon>
Heh. Good luck.
23:39
<@Derakon>
Okay, how's this look?
23:39
<@Derakon>
http://paste.ubuntu.com/116622/
23:40
<@Derakon>
Or with newlines: http://paste.ubuntu.com/116623/
23:43
<@TheWatcher>
Hm, I'd be kinda eegh about 60 chars for email - I usually use varchar(128) at least
23:44
<@TheWatcher>
otherwise I think it's fine
23:45 * Derakon nods.
23:46
<@Derakon>
I doubt I'll exactly be bursting at the seams here for storage space. :)
23:54 You're now known as TheWatcher[T-2]
23:58 You're now known as TheWatcher[zZzZ]
--- Log closed Wed Feb 11 00:00:27 2009
code logs -> 2009 -> Tue, 10 Feb 2009< code.20090209.log - code.20090211.log >