code logs -> 2009 -> Sun, 15 Feb 2009< code.20090214.log - code.20090216.log >
--- Log opened Sun Feb 15 00:00:47 2009
00:15 * TheWatcher readsup
00:15
<@TheWatcher>
'HKN', EAP?
00:16 * gnolam ponders bump mapping.
00:20
<@McMartin>
TW: Wrong question. ;-)
00:20
<@McMartin>
"Eta Kappa Nu."
00:20
<@McMartin>
The answer to the right question is "the Electrical Engineering honor society in the US, similar to what Phi Beta Kappa is for the humanities, of which I was a member at the Bekeley Chapter."
00:21
<@TheWatcher>
Ah
00:22
<@TheWatcher>
Those things still kinda mess with my head.
00:22
<@TheWatcher>
(we don't have such things in the UK)
00:23
<@McMartin>
In some places, they're like actual fraternities, only respectable.
00:23 * TheWatcher nods
00:24
<@Derakon>
So, what remains for Fusillade to go gold?
00:24
<@Derakon>
I've fixed the course order thing as you suggested, McM.
00:24
<@Derakon>
I should finish out the Extra course and maybe make a few others.
00:25
<@Derakon>
(Er, a other course, with a few other patterns)
00:25
<@McMartin>
You should also remove Test. ;-)
00:26
<@Derakon>
Yeah.
00:26 * TheWatcher vaguely ponders
00:28
<@TheWatcher>
Installer.
00:29
<@McMartin>
NSIS + NIS Edit for Windows.
00:29
<@Derakon>
What would an installer do?
00:29
<@Derakon>
You just unpack the game and play.
00:29
<@TheWatcher>
(yeah, I know it just unzips, but Windows People expect an installer, and get all in a tizz about unpacking things)
00:29
<@Derakon>
Bah.
00:29
<@McMartin>
On Windows, the installer registers the program with the Add/Remove Programs system.
00:29
<@McMartin>
It makes it have the same uninstall process as everything else.
00:29
<@Derakon>
Fair enough.
00:30
<@McMartin>
On Mac, .dmg is the traditional distribution format.
00:30
<@McMartin>
Just put the .app uncompressed in a .dmg, then put it in a read-only compressed format.
00:30 * Derakon nods.
00:30
<@Derakon>
That at least is straightforward.
00:31
<@McMartin>
There are tricks you can do with hdiutil to then shrink the stated size to exactly the size of the app, but I'd have to look that up again.
00:32
<@TheWatcher>
And hey, fwiw, none of it is as much of a pain as making it install properly on a variety of linux systems~
00:32
<@McMartin>
God, yes.
00:33
<@McMartin>
"Python isn't in a consistent place, use env" "Oh, env isn't in a consistent place *either*." "In fact, python doesn't even have a consistent name, so a bunch of distros will try to run it with a Python 1.4 terp"
00:36
<@Derakon>
Okay. Locked inflector, Beginner: 188376 points, 4:54.16, loop 4. Killed by crossfire.
00:36
<@Derakon>
Though it said I was on counterspiral at the time.
00:36
<@Derakon>
I guess that's a bug to fix~
00:38 * TheWatcher eyes the idea his brain has just presented
00:38
<@Derakon>
?
00:39
<@TheWatcher>
I'm suspecting that 'replay feature' is utterly off the rader
00:39
<@TheWatcher>
*radar
00:39
<@Derakon>
Mmm...it's a fairly significant feature to add at this stag, but I would like to have it. What was the extension of that?
00:39
<@Derakon>
s/stag/stage/
00:39
<@McMartin>
Hm. Playing a little more...
00:40
<@McMartin>
I'm not dying right.
00:40
<@Derakon>
Howso?
00:40
<@McMartin>
Death should make the ship disappear and ideally reset to game-start position, and it does neither.
00:40 * Derakon nods.
00:41
<@TheWatcher>
I was just thinking that the ability to save replays of games to view later. But yeah, that's a very significant feature if you haven't been recording the data to do it already.
00:41
<@McMartin>
Come to think of it that might be a regression from the "bomb blasts should happen under the ship"
00:41
<@McMartin>
Oh, and a silly UI thing
00:41
<@McMartin>
I don't know why I think this
00:41
<@McMartin>
But clicking the demo screen should be equivalent to clicking the Course button.
00:42
<@Derakon>
Heh.
00:42
<@McMartin>
I do that first when selecting a course Every. Single. Time.
00:42
<@McMartin>
... Might be hard to fit in the UI, but maybe it should really be equivalent to START.
00:42
<@Derakon>
Well, it's not like the (software) design for my UI is all that hot...wouldn't be too hard to hack something in for the course screen.
00:42
<@McMartin>
With arrows on the side for next/prev.
00:42
<@Derakon>
Arrows, though, would require space for the arrows.
00:43
<@McMartin>
Yeah
00:43
<@Derakon>
Which would mean redoing the UI again.
00:43
<@McMartin>
Bleh
00:43
<@McMartin>
OK, save it
00:43
<@McMartin>
It's not like the buttons aren't gigantic
00:43
<@Derakon>
Heh.
00:44 * Derakon eyes the main menu, wonders where in blazes he'd fit gameplay playbacks.
00:44
<@Derakon>
It'd need a file chooser.
00:44
<@TheWatcher>
Yeah
00:44
<@McMartin>
Once you get to that level you shift to, say, Qt, and have an SDL Widget within it.
00:45
<@TheWatcher>
It's probably way more complex than you want at this point - maybe for 2 or something
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00:56
<@Derakon>
Idly, thoughts on Extra?
00:57
<@McMartin>
haven't actually registered my copy yet; will get back to you on that~
00:57
<@Derakon>
Oh, yes, and a feature to add: if this is the first time you're playing, you get to look at the help screen before moving into the game.
00:57
<@Derakon>
Since so many people think that the entire ship is vulnerable at the start.
01:02
<@McMartin>
Oh, that's right.
01:02
<@McMartin>
Weren't you going to have an ad screen on quit?
01:02
<@McMartin>
It's not there yet either.
01:04
<@Derakon>
Now that the demoscreen shows you what you can't have, I don't know if the ad screen is strictly necessary.
01:04
<@Derakon>
I'm undecided right now.
01:10
<@Vornicus>
Say "This demo is a level you can't play! Register Fusillade!"
01:11
<@Derakon>
That's what the demoscsreen does already.
01:12
<@Derakon>
We're talking more "I see you're quitting the game. Wouldn't you like to see some ads before going back to your computer?"
01:12
<@Vornicus>
Having an adscreen on the end is a long-honored tradition in shareware
01:12
<@McMartin>
A la, say, Aquaria
01:12
<@McMartin>
I'm much happier seeing it at the end than at the beginning, honestly
01:13
<@Derakon>
I could ditch the "display on startup" dialog.
01:14
<@McMartin>
I'd trade that for the display-at-end ad
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01:45 * Derakon collects a set of screenshots for the nag screen.
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02:04 * Derakon gets an error on line 1357.
02:06
<@Derakon>
Thoughts? http://derakon.dyndns.org/~chriswei/temp/bulletml-nagscreen1.png
02:11
<@Vornicus>
Nice.
02:12
<@Derakon>
I've taken advantage of adding this to also smoothly fade out the screen when you quit, even if you've registered.
02:12
<@Derakon>
And this fixes the issue of the quit button's sound effect getting cut off partway through.
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02:27
<@Derakon>
Okay, that pattern has promise...now to make it not be bloody impossible.
02:32
<@Derakon>
Ahh, yes, that should do quite nicely.
02:32
<@Derakon>
It's a pity screenshots do such a terrible job of capturing the feel of these patterns.
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02:36 * Derakon eyes Reiver.
02:36
<@Derakon>
What is it with you and wanting to win games? ;p
02:45
<@Derakon>
New pattern: http://derakon.dyndns.org/~chriswei/temp/bulletmlanim3.gif
02:49
<@Vornicus>
aaaaaaa
02:49
<@Derakon>
That's starting at rank 5, mind. But at least in my browser, it's also playing back at, at best, 1/2 normal speed.
02:58
<@Reiver>
Derakon: Not wanting to win, per se, insomuch as the first thing I saw when you mentioned the ability to mod was that it might be fun to implement a semi-story-mode.
02:58
<@Derakon>
Ahh.
02:58
<@Derakon>
That does make a certain amount of sense.
02:58
<@Derakon>
However, I need to keep this simple to start.
02:59
<@Reiver>
Oh, very true.
02:59
<@Reiver>
I'm not saying it needs to be present in the alpha insomuch as 'when designing the program, you might want to have it so it can be done /later/'
03:00
<@Derakon>
Right.
03:00 * Reiver tends to find having such thoughts in place at the very start can greatly help design choices for later.
03:01
<@Reiver>
Also: Toss Wingmen onto the conceptual pile.
03:01
<@Reiver>
Pretty common trope in shmups.
03:01
<@Vornicus>
Yey options
03:01
<@Derakon>
Options are easily covered under "guns that have their own sprites".
03:02
<@Reiver>
Can the guns be shot at?
03:03
<@Derakon>
That depends on the guns.
03:03
<@Derakon>
I'd think not as a general rule, since then you get into the "well, how do you repair them?" issue.
03:03 * Reiver rephrases. "Will it be possible to create a gun with a sprite, then have that sprite able to be shot at?"
03:04
<@Derakon>
Basically the way I envision this working is that scripts will, on their update cycles, handle internal state and then push a physics object onto the global list.
03:04
<@Derakon>
The engine runs physics on those objects and calls their collide() functions.
03:04
<@Derakon>
What happens then depends on the object.
03:04
<@Reiver>
Aah.
03:04
<@Reiver>
Still, it was just a thought I thought I'd throw into the mix.
03:05 * Derakon nods.
03:08
<@Reiver>
Mostly I'm throwing these out as if you're after highly moddable content, those things are among the first things people would want - given they're common elements of the genre, and can raise a mod from a theme/mechanics package to an actual /game/ in its own right.
03:08
<@Reiver>
And people like bein' able to tell a story. Even if it's not easy. ;)
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03:23
<@Reiver>
Derakon: The Beta4 GUI looks awesome.
03:23
<@Reiver>
Ditching the second loop and sticking things in the bottom corner looks very clean and tidy indeed.
03:24
<@Reiver>
And having the bombs pass /over/ the ship actually helps identify the target dot you have to protect too.
03:26
<@Reiver>
... minor bug: The course button doesn't seem to loop through the courses?
03:27
<@Reiver>
It went through to Test, then no further.
03:27
<@Derakon>
...really.
03:28
<@Reiver>
Yeah. Reloaded it, done it twice.
03:28
<@Derakon>
Windows or Mac?
03:28
<@Reiver>
WinXP
03:28
<@Reiver>
Fine if you were trying to select a course and knew what you were after, but I was actually going to give a minor critique on pinwheel being advanced, Pinwheel 2 being intermediate.
03:29
<@Derakon>
Yeah, McM mentioned that earlier. ¬.¬
03:29
<@Reiver>
Just sayin'~
03:30
<@Derakon>
I can't reproduce the non-looping thing.
03:30
<@Derakon>
How recently did you download beta 4?
03:32
<@Reiver>
About ten minutes ago.
03:35
<@Derakon>
Are you registered or no?
03:36
<@Reiver>
Yep
03:39
<@Derakon>
Well, that saves me from trying to figure out where in blazes my config file is in Windows~
03:39
<@Derakon>
Doesn't actually help me figure out what's going wrong though.
03:39
<@Derakon>
What happens when you click the Course button?
03:40
<@Reiver>
Nothing.
03:40
<@Reiver>
Sounds as normal, sound effects as normal etc
03:40
<@Reiver>
Just doesn't change the course.
03:40
<@Derakon>
That is messed-up.
03:42
<@Derakon>
Any screen flicker or anything like that?
03:42
<@Reiver>
Nothing perceptible.
03:42
<@Reiver>
It's like the button is clicking happily, just not progressing the courses past 'test'.
03:42
<@Derakon>
Right, I'm looking at the code to try to figure out why that could be occurring.
03:42
<@Derakon>
Mash the button a bit?
03:45
<@Reiver>
In a sec, trying to see how much I can break the test course~
03:45
<@Reiver>
Is the bomb counter turning into an * hardcoded, or somethnig that kicks in beyond a certain number?
03:45
<@Derakon>
Kicks in past 9.
03:46
<@Reiver>
Nice.
03:46
<@Reiver>
Must say, it's very polished.
03:46
<@Reiver>
I like the shield effect too.
03:46
<@Derakon>
Thanks.
03:46
<@ToxicFrog>
...what's the distinction between "hardcoded" and "past a certain number" here?
03:47
<@Derakon>
I believe by "hardcoded" he meant "is part of the course".
03:47
<@Derakon>
Though, if it meant unlimited bombs or lives, the course'd be a bit pointless~
03:48
<@Reiver>
TF: "Test" had an asterisk in the bomb count rather than a number.
03:48
<@Reiver>
I was wondering whether it was a course-specific thing, or something that could happen on any course if you had enough bombs (Test starts with 100).
03:48
<@Reiver>
(Most courses start with... oh, 2 or 3.)
03:49
<@ToxicFrog>
Aah
03:49
<@Reiver>
(I'm not good enough to get the bombcount to go /up/ very much~)
03:50 * Reiver concludes he'll stop at x300 score is being reached in a single loop.
03:53
<@Reiver>
Should be... two more loops, from the looks of the progression.
03:54
<@Reiver>
Aha. Loop 33 gets there.
03:54 * Reiver ends this... hrm. Should I try to run myself dry of 300+ bombs?
03:54
<@Derakon>
...
03:54
<@Derakon>
I still don't know how you're managing to do this. Snake is not nearly so abusable for me.
03:57
<@Reiver>
One second.
03:58 * Reiver froths. Will need to reboot his machine to upload things; something has gone wobbly.
03:59
<@Derakon>
Okay.
04:02
<@Reiver>
Okay.
04:02
<@Reiver>
Mashing the button does nothing.
04:02
<@Reiver>
Every time you click it, the Snake loop restarts as normal for a new course.
04:02
<@Reiver>
So it's reloading the course each time you click, just not advancing through the file list.
04:02
<@Derakon>
Gotcha.
04:03
<@Reiver>
Incidentally: 39 million.
04:03 * Derakon facepalms.
04:03
<@Reiver>
Minor amusement: When you sit right on top of the emitter, you lose about 6 bombs at once.
04:03
<@Derakon>
I'd still love to know how you're doing that.
04:03
<@Reiver>
I have a screenshot explaining /exactly/ how I'm doing that
04:03
<@Derakon>
Excellent.
04:03
<@Reiver>
If I could get my ^%$#@! computer to upload, I'd show you~
04:03
<@Derakon>
Heh.
04:04
<@Reiver>
(Hint: The image I will upload is not animated.)
04:04
<@Derakon>
I see what kind of bug would cause the behavior you're seeing, and it's odd because it's code I've not touched since beta 1.
04:04
<@Derakon>
Heh.
04:09
<@Derakon>
Okay, I've reworked the advance-course mechanism so that it shouldn't be able to fail in that manner.
04:13
<@Reiver>
Any idea what could have caused it to fail?
04:13
<@Derakon>
Trying to combine the use of a string-keyed hash table with a numerical index.
04:14
<@Derakon>
Or rather, trying to do without a numerical index when wanting to advance linearly through a string-keyed hash table.
04:14
<@Reiver>
Aha. Yes, that could do it~
04:14
<@Derakon>
Basically the code did this:
04:15
<@Derakon>
For courseName in self.courseNames: if courseName == self.currentCourse: self.currentCourse = nextCourseName; return;
04:15
<@Derakon>
This should be brittle-looking but impossible to break in practice, since self.currentCourse is always pulled from self.courseNames.
04:15
<@Derakon>
But if the search did fail, it would give results like you were seeing.
04:15
<@Reiver>
right then.
04:16
<@Reiver>
I now reboot to try and fix this uploading problem.
04:16
<@Reiver>
Wish me luck~
04:16
<@Derakon>
Luck~
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04:57 * Derakon makes Whirligig unaimed and removes the timers from the bullets.
04:57
<@Derakon>
That moves it nicely into the "Now we're actually talking bullet hell" area I want Extra to be in.
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05:00
<@Derakon>
Welcome back.
05:04
<@Derakon>
Okay, Extra is done.
05:04
<@Derakon>
Now I need to make Another Extra~
05:05
<@Reiver>
http://gallery.starforge.co.uk/v/reiver/Random/Fusillade_Snake_35.png.html - About frickin' time.
05:06
<@Reiver>
Note that if you take your finger off the inflector, you start getting hit again. Inflector locking is thus something of a boon~
05:07
<@Reiver>
Further, I notice that I think what's happening is that the bombs are skipping right past the dot in between physics steps.
05:07
<@Derakon>
Your multiplier has gone nuts, I see.
05:07
<@Reiver>
Oh, yes.
05:07
<@Reiver>
Getting hit every round resets it to zero, too, so that's starting from scratch, and counts for one loop of the pattern.
05:07
<@Derakon>
Oh, by the way -- hit 'a' during play to take a screenshot, assuming it hasn't been rebound to a different key.
05:07
<@Reiver>
By this stage I was earning 3 or 4 bombs per pattern too. :)
05:07
<@Derakon>
And I should change the names of the screenshots.
05:07
<@Reiver>
Oh, nice.
05:08
<@Reiver>
Still, given I wasn't actually touching the controlls, printscrn wasn't too much of a hardship~
05:08
<@Derakon>
Heh.
05:11
<@Derakon>
Right, found it. That screenshot was most helpful.
05:12
<@Derakon>
That's pretty fascinating that Snake has that hole, too. I'm tempted to leave it in, since in practice it's interspersed with other patterns.
05:12
<@Derakon>
(BTW, I'm not getting hit each stage. Currently at a multiplier of 470)
05:12
<@Reiver>
(It is possible that one can shift slightly and improve the pattern, yes.)
05:12
<@Reiver>
(I tend to sit there and not adjust it, though~)
05:13
<@Derakon>
Oops. Got hit with a multiplier of 690.
05:13
<@Reiver>
Did you move?
05:13
<@Derakon>
No.
05:13
<@Reiver>
Or did the loop start smacking you each loop at the start of the loop?
05:14
<@Derakon>
It's possible I let up on the inflector for a bit...foolishly, I did not lock it, so I'm typing during pauses.
05:14
<@Derakon>
Currently on loop 13; loop 12 did not hit me.
05:15
<@Reiver>
Ah, okay.
05:15
<@Reiver>
Yeah, you're probably a few pixels over in a spot that doesn't get caught.
05:15
<@Reiver>
The once-per-pattern thing isn't really the crucial part anyway, the part is where you sit still and accrue insane bonuses~
05:15
<@Derakon>
Agreed.
05:16
<@Reiver>
(Once your bombcount is Insane, go sit on the emitter. The behavior is pretty funny.)
05:16
<@Reiver>
(I reccomend at least 400 or so, but if you're holding down shift I doubt you'd have the patience~)
05:17
<@Derakon>
Got hit again with a multiplier in the 700's.
05:17
<@Derakon>
And yeah, I've parked on the emitter before.
05:19
<@Derakon>
Right, okay, that was amusing.
05:20
<@Reiver>
Mildly noteworthy is I found that hole on my first try.
05:20
<@Derakon>
Heh. Well done.
05:22
<@Reiver>
I really do like the GUI now, though.
05:22
<@Derakon>
Excellent.
05:22
<@Reiver>
Never realised how superfluous that timer meter was till it was removed~
05:23
<@Derakon>
Likewise.
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05:34
<@Reiver>
Idle suggestion: Put a link to your webpage in your signature.
05:35
<@Reiver>
No particular reason other than I was vaugely surprised it wasn't~
05:35
<@Derakon>
On the ASW forums?
05:35
<@Reiver>
aye.
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05:39
<@Derakon>
Oh, wow, I'm glad I wrote this pattern.
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05:39
<@Derakon>
I haven't used the <accel> tag in any of my previous patterns. Turns out it has a bug!
05:50
<@Derakon>
Okay, I think that's a viable pattern for McM's favorite bullet behavior.
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06:07
<@Reiver>
Oho?
06:07
<@Derakon>
I'll just say that the pattern's name is "rainfall".
06:07
<@Reiver>
... uhoh.
06:35 Consul-Laptop [~IceChat7@Nightstar-2844.dsl.sfldmi.ameritech.net] has quit [Quit: There's nothing dirtier then a giant ball of oil]
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10:21 You're now known as TheWatcher
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12:40 * gnolam stabs MSVS's lack of snprintf().
13:20 * simontwo stabs MS.
13:23
<@gnolam>
Why?
13:28
< simontwo>
for the usual reasons people stab; ignorance? ;-P
13:30 Attilla [~The.Attil@Nightstar-9147.cdif.cable.ntl.com] has quit [Ping Timeout]
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13:34 * TheWatcher eyes gnolam
13:34
<@TheWatcher>
... what
13:35
<@TheWatcher>
you aren't seriously telling me they only have sprintf()
13:42
<@gnolam>
No. But their snprintf()s aren't fucking /called/ snprintf(), which means that I have to start special casing.
13:48
<@TheWatcher>
loverly
14:03
<@gnolam>
Indeed. :P
14:04
<@gnolam>
And speaking of stabbing, I seem to have lost my dagger somewhere...
14:10
<@gnolam>
Ah, found it. Fittingly enough, it was hiding under Stroustrup's book. :)
14:15
<@TheWatcher>
snrk
14:19 Attilla [~The.Attil@Nightstar-9147.cdif.cable.ntl.com] has quit [Quit: <Insert Humorous and/or serious exit message here>]
14:36
<@gnolam>
(I like my letter openers menacing)
14:38
<@UndeadAnno>
(This is a large Iron knife. This object menaces with spikes of cow leather.)
14:44
<@MyCatVerbs>
UndeadAnno: Dwarf Fortress reference or something?
14:49
<@UndeadAnno>
Yes.
15:09 KBot [AnnoDomini@Nightstar-28988.neoplus.adsl.tpnet.pl] has joined #Code
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15:13
< Consul-Laptop>
Well, the Xiph Quicktime extensions don't pick up vorbis files with the .oga extension. :-/
15:14
< Consul-Laptop>
So if anyone knows of a convenient batch-renamer for Windows, I'd appreciate it.
15:17
< Consul-Laptop>
Hrm, may have found something.
15:17
<@TheWatcher>
open dos prompt, cd to directory containing files, `rename *.oga *.foo`
15:17 UndeadAnno [~farkoff@Nightstar-28988.neoplus.adsl.tpnet.pl] has joined #Code
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15:19
< Consul-Laptop>
Heh
15:19
< Consul-Laptop>
thanks. My batch scripting days are so long behind me.
15:24
< Consul-Laptop>
Actually, I never really *had* any bch scripting days, truth be told.
15:25
< Consul-Laptop>
err, batch
15:25
< Consul-Laptop>
Still getting used to this keyboard.
15:29 * TheWatcher idly slaps the phpBB3 developers around the head until they understand schema consistency
15:29
<@UndeadAnno>
This reminds me of a Polish bash quote.
15:29
<@TheWatcher>
?
15:29
<@UndeadAnno>
There's some students watching workers build a new campus building. It's extremely slow going, barely a floor in a year's time.
15:30
<@UndeadAnno>
A worker strolls by the students, and one of them asks, "Hey, why is it going so slow?"
15:30
<@UndeadAnno>
"Do you know how to make a building?" asks the worker.
15:30
<@UndeadAnno>
"No."
15:30
<@UndeadAnno>
"Well, we don't either."
15:30
<@TheWatcher>
Hah
15:42
<@gnolam>
:)
15:52
<@gnolam>
Oh great.
15:52
<@gnolam>
OpenGL lines are apparently not accelerated at all on this card. :P
15:52
<@gnolam>
0-1 FPS. :P
15:58
<@TheWatcher>
>.<
16:00 Vornicus [~vorn@Admin.Nightstar.Net] has quit [Ping Timeout]
16:01 * gnolam will have to put that project on hold then. :-/
16:02
<@gnolam>
Guess I'll go into Trac and submit that ticket for Hammer then...
16:02
<@gnolam>
New Ticket:
16:02
<@gnolam>
Component: Hammer | Type: Defect | Summary: Can't Touch This
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16:08 Syloqs_AFH is now known as Syloqs-AFH
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16:21 Consul-Laptop [~IceChat7@Nightstar-2844.dsl.sfldmi.ameritech.net] has quit [Ping Timeout]
16:28
<@gnolam>
Note to self: the knife game is not a suitable activity to perform while compiling, no matter how tempting it may be.
16:29 Consul-Laptop [~IceChat7@Nightstar-2844.dsl.sfldmi.ameritech.net] has joined #code
16:44
<@MyCatVerbs>
What is the knife game?
16:48
< simontwo>
MyCatVerbs, my guess is the one where you repeatedly stab a knife between your fingers in an increasingly higher pace.
16:50
<@MyCatVerbs>
Ahhhh... but that sounds like a perfectly acceptable thing to do while waiting for code to compile.
16:51
< simontwo>
I made a snowman today.
16:52
<@MyCatVerbs>
Sweet. Still snowing where you are?
16:52 * gnolam gets the Source SDK working.
16:52
<@gnolam>
Finally!
16:53
<@gnolam>
simontwo: yeah, that game.
16:54
< simontwo>
MyCatVerbs, yes. I made a pentagram on my inlaws' lawn.
16:55
<@MyCatVerbs>
simontwo: sweet!
16:55
<@MyCatVerbs>
simontwo: did they deserve it?
16:56
< simontwo>
not actually. :)
17:09
<@gnolam>
Hmm. Does anyone know if you can force output color depth in ImageMagick somehow?
17:09
<@gnolam>
(And no, -depth doesn't work)
17:14 You're now known as TheWatcher[afk]
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18:07 Derakon[AFK] is now known as Derakon
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19:07 OneA [~strangekn@217.8.236.ns-13692] has joined #code
19:08
< OneA>
good night everyone
19:08
< OneA>
do I hope, here are no physicists?
19:11 OneA [~strangekn@217.8.236.ns-13692] has quit [Quit: ]
19:11
<@TheWatcher>
O.o
19:15
<@gnolam>
Maybe he was bitten by a physicist as a child?
19:15
<@UndeadAnno>
A radioactive one.
19:37 Rhamphoryncus [~rhamph@Nightstar-7184.ed.shawcable.net] has joined #code
20:24
<@Vornicus>
Well, maybe he used to be a spider, and now he's manspider.
20:29
<@gnolam>
Hmm. I wonder if the client can fix us up with some radioactive animals. I could really use some superpowers.
22:01 Vornicus is now known as Finerty
22:04 Rhamphoryncus [~rhamph@Nightstar-7184.ed.shawcable.net] has quit [Quit: Rhamphoryncus]
22:43 * Derakon watches the newly-renamed Mania course on turbo.
22:43
<@Derakon>
This is...ridiculous.
22:43
<@TheWatcher>
Snrk
22:43
<@TheWatcher>
Appropriately named, then?
22:43
<@Derakon>
...yeah.
22:44
<@Derakon>
I'm on turbo because it hit the bullet limit at some point and I need to find out why...but sheesh!
22:47
<@Derakon>
Okay, that should fix it. Silly Whirligig pattern.
22:47
<@Derakon>
The emitter fires two bullets every 80 - $rank*10 frames; each of those two bullets generates four bullets every frame until it leaves the screen.
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23:06 * gnolam hmms.
23:07
<@gnolam>
Something is rotten in the state of Wings3D's normals.
23:09 EvilDarkLord [~jjlehto3@Nightstar-9591.cs.hut.fi] has joined #code
23:10 EvilDarkLord is now known as NSGuest-471
23:26
<@Derakon>
Oh, now that's a fun bug.
23:26
<@Derakon>
Bullets from pattern A can still be onscreen when pattern B loads.
23:26
<@Derakon>
These bullets may have references to actions defined in pattern A.
23:26
<@Derakon>
But when pattern B loads, all references to pattern A become invalid.
23:27
<@TheWatcher>
... ouch
23:29
<@Derakon>
I think what I'll have to do is persist the label to object map at all levels. It's either that or wipe the bullets list at the start of pattern B, which I'm loathe to do.
23:41
<@Derakon>
Better solution: each pattern gets its own set of bullets and own map of labels to objects.
23:41
<@Derakon>
That'll save me rewriting and probably breaking a system that has otherwise been very stable so far.
23:41 UndeadAnno [~farkoff@Nightstar-28988.neoplus.adsl.tpnet.pl] has quit [Quit: Gnothi seauton, malákas.]
23:48 * gnolam whees.
23:49 Syloqs_AFH [Syloq@Admin.Nightstar.Net] has joined #code
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23:50
<@gnolam>
Fragment shaders are /fun/. :)
23:50 Syloqs_AFH is now known as Syloqs-AFH
23:59
<@gnolam>
... except when their compilation causes a crash.
23:59
<@Derakon>
Whee!
--- Log closed Mon Feb 16 00:00:59 2009
code logs -> 2009 -> Sun, 15 Feb 2009< code.20090214.log - code.20090216.log >