code logs -> 2009 -> Thu, 25 Jun 2009< code.20090624.log - code.20090626.log >
--- Log opened Thu Jun 25 00:00:40 2009
00:00 UndeadAnno [AnnoDomini@Nightstar-28177.neoplus.adsl.tpnet.pl] has quit [Quit: By the surly beard of Mrifk, Grignr bows to no man!]
00:06 * Derakon eyes Google Code.
00:06
<@Derakon>
This is not a diff.
00:07
<@Derakon>
I know this, because I did not change every single line in the file.
00:07
<@ToxicFrog>
CR/CRLF confusion?
00:07
<@Derakon>
Given that I'm on OSX using vim, I doubt it.
00:08
<@Derakon>
http://code.google.com/p/jetblade/source/diff?spec=svn2f22d372790157b825d1b221e1 cd95a0bb5544ee&r=2f22d372790157b825d1b221e1cd95a0bb5544ee&format=side&path=/terr estrialobject.py
00:08
<@Derakon>
Hm. Should've used tinyurl.
00:09
<@Derakon>
Seems it's a known issue: http://code.google.com/p/support/issues/detail?id=2521
00:53
<@Derakon>
Bah. This is a problem. >.< http://derakon.dyndns.org/~chriswei/games/jbrl/collision/player14.png
00:53
<@Derakon>
This happens when you crawl under that floating platform and then try to stand.
00:53
<@Derakon>
The platform ejects you upwards.
00:53
<@McMartin>
Whee zipping
00:53
<@Derakon>
Indeed.
00:53
<@McMartin>
TASsers everywhere rejoice~
00:53
<@Derakon>
:p
01:02
<@Consul>
Did you just call me a tosser? :-P
01:04
<@Derakon>
TASer == create of Tool Assisted Speedruns.
01:04
<@Consul>
Oh, I knew it must be a tech term.
01:04
<@Consul>
I just saw the opportunity for a joke that nobody would think was funny.
01:06
<@Derakon>
Anyway, fixed, by saying "Look, an upwards ejection vector when the bottom of my sprite is below the block in question is just silly."
01:07
<@Derakon>
(especially when I was just crawling a moment ago)
01:08 * Consul writes down "upwards ejection vector" for later use.
01:08
<@McMartin>
Unsanitary
01:08 * Derakon facepalms.
01:11 * gnolam guffaws.
01:24
<@SmithKurosaki>
What are you up to McMartin /
01:25
<@McMartin>
I'm still at work, actually
01:26
<@McMartin>
I've wrapped up a number of issues with my company's product on Vista, and am moving on to a different project now.
01:26
<@SmithKurosaki>
Sorry, that was meant to be directed at Derakon and Consul
01:26
<@McMartin>
So I'm setting up the build environments for that.
01:26
<@McMartin>
Aha
01:26
<@SmithKurosaki>
That sounds... fun?
01:26
<@McMartin>
Well, in any event, that's what I'm up to
01:26
<@SmithKurosaki>
Cool
01:26
<@McMartin>
The new project is going to be fairly awesome
01:26
< simontwo>
upwards erection vector!
01:26
<@McMartin>
The previous stuff is unsexy but necessary
01:27
<@Derakon>
Hear that, Simon? McM doesn't like your vectors.
01:39 * Vornicus wants... kvm-style virtualization.
01:40
<@McMartin>
Fullscreen mode~
01:42
<@Vornicus>
As in, I want the full OS running in the "background"
01:42
<@McMartin>
Isn't that true of all Type 2 Hypervisors?
01:42
<@McMartin>
Or am I missing something?
01:43
<@McMartin>
If you mean "at full speed", uh, there's still only one computer there
01:43
<@Vornicus>
I've got 8 bars on my processor status.
01:43
<@Vornicus>
I can send a few to Windows.
01:45
<@ToxicFrog>
What I would like is to have multiple OSes loaded, with one running on the bare metal but I can change which one.
01:45
<@ToxicFrog>
In practice, sadly, this is insane.
01:46
<@McMartin>
That's what Type 1 wants to be
01:46
<@McMartin>
Well
01:46
<@McMartin>
It can't run *on* the bare metal, or it's by definition not virtualization.
01:46
<@McMartin>
There has to be a HAL of some kind.
01:48
<@ToxicFrog>
Yeah, what I'm after isn't really virtualization
01:49
<@ToxicFrog>
The problem I keep running into with this concept is that, say, I switch to windows and game for a bit
01:49
<@ToxicFrog>
And then switch back to linux
01:49
<@ToxicFrog>
And now my video card's state has been modified god knows how by Direct3d and X11 and/or the video driver goes into siezures.
01:50
<@Vornicus>
If you could hibernate one OS and get the other to come out of hibernation, then that would work.
01:50
<@SmithKurosaki>
This is idea is exactly what I need since I have one machine that serves as both windows gaming box and fedora server box
01:50
<@McMartin>
Hibernation takes upwards of 30 seconds
01:51
<@Vornicus>
Still not as bad as having to put together my context again every time I reboot.
01:51
<@SmithKurosaki>
context?
01:52
<@Vornicus>
My communications clients, active editor windows, etc.
01:52
<@SmithKurosaki>
ahh, yes. Same here
01:53
<@SmithKurosaki>
When I am in windows, I have to use friend's server. But I use my own as much as possible when it's in linux
01:54
<@ToxicFrog>
Vornicus: still drops connections and whatnot, though
01:54
<@Vornicus>
True.
01:54
<@ToxicFrog>
I did hibernation switching when I still dual booted, and it was a pain.
01:58
<@Vornicus>
Main problem really is I don't /have/ two computers on my desk, so I can't kvm between them.
01:58
<@McMartin>
If graphics cards had virtualization extensions, none of this would be as much of a problem~
01:58
<@McMartin>
But yeah, I actually run two machines these days.
01:59
<@McMartin>
Spiff is the server, and Zinglon is the Windows machine these days.
01:59
<@McMartin>
Zinglon's getting kind of long in the tooth though for that.
01:59
<@McMartin>
(And I guess there's also Bromide, the router, if I get around to installing Linux on it)
02:03 gnolam [lenin@Nightstar-1382.A163.priv.bahnhof.se] has quit [Quit: Z?]
02:52 Attilla [~The.Attil@92.19.140.ns-11540] has quit [Quit: <Insert Humorous and/or serious exit message here>]
02:54 Vornicus is now known as Phas
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06:13 Phas is now known as Vornicus
06:17 * Derakon closes the first two issues he opened against the Jetblade project.
06:18
<@Derakon>
Man, fixing bugs is more rewarding when you get to log that you fixed them.
06:22
<@SmithKurosaki>
:)
06:25
<@Reiver>
Derakon!
06:25
<@Derakon>
Reiver!
06:25
<@Reiver>
Hurry up and become infatuated by 4X games, will you?
06:25
<@Derakon>
...
06:25
<@Derakon>
What brought this on?
06:25 * Reiver whistles innocently
06:26
<@Reiver>
That you are a fairly skilled and competent programmer, mostly :p
06:26
<@Derakon>
I appreciate the esteem with which I am held, but it takes more than that to make a project.
06:27
<@Reiver>
You and your pesky 'details'.
07:10 UndeadAnno [AnnoDomini@Nightstar-28177.neoplus.adsl.tpnet.pl] has joined #Code
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07:53 Derakon is now known as Derakon[AFK]
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09:25 You're now known as TheWatcher
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15:21 gnolam is now known as Captain_Hammer
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16:34 Vornicus-Latens is now known as Vornicus
17:18 Derakon[AFK] is now known as Derakon
17:41 * Vornicus ponders flash.
17:41
<@Vornicus>
Is it just me or is it the only actual 2d vector-based gaming library?
17:43
<@Derakon>
Offhand I'm not aware of any others.
17:46
<@Vornicus>
Which is altogether too bad, because it's also expensive to develop for.
17:54
<@Derakon>
Well, what does Flash give you that other systems don't?
17:56
<@Vornicus>
over 3d systems: beziers. over 2d systems: arbitrarily-scalable and rotatable objects.
17:58
<@Derakon>
What do you need arbitrary scaling for?
17:59
<@Vornicus>
Well, it's more the rotation that's getting me right now: pygame doesn't have a smooth rotation thing.
18:01
<@Derakon>
It has rotozoom, but yeah, it's not great.
18:01
<@Derakon>
What do you need rotation for?
18:02
<@jerith>
ToxicFrog: You're the LUA guy, right?
18:02
<@jerith>
Done anything with databases (specifically MySQL) in LUA?
18:07
<@Vornicus>
My dude is a ball.
18:07
<@Vornicus>
He rulls.
18:07
<@Vornicus>
rolls*
18:08
<@Derakon>
You'd get better results by making the rotating frames by hand. *shrug*
18:09
<@Derakon>
It'd certainly be cheaper to do that than it would be to buy Flash.
18:11 Consul_ [~Consul__@Nightstar-3702.dsl.sfldmi.ameritech.net] has joined #code
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18:27
<@Vornicus>
apparently pyglet can render svg.
18:28
<@Vornicus>
It's called squirtle.
18:28
<@Derakon>
...
18:28
<@Derakon>
why?
18:29
<@Vornicus>
Hell if I know.
18:31 Tarinaky [~Tarinaky@Nightstar-16638.plus.com] has joined #code
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19:01 Captain_Hammer is now known as gnolam
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21:04 * TheWatcher blaargs, tries to get his brain to concentrate on the system he should be coding
21:04
<@TheWatcher>
(as opposed to the one it seems to want to work on)
21:05
<@TheWatcher>
(the two and a half hour meeting yesterday, where I basically worked out the designs for the latter, did not help here)
21:14
<@Vornicus>
Der: even better, the folks that do it are called "Super Effective", and they have a game framework called "Porygon"
21:33
<@Derakon>
;.;
21:33
<@Derakon>
Idly, TW, had a chance to check out Jetblade?
21:35
<@TheWatcher>
Not yet, alas. I've been... a trifle busy
21:35
<@Derakon>
No worries. It's not going anywhere. :)
21:36 SmithKurosaki [~Smith@Nightstar-10052.dsl.teksavvy.com] has joined #code
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21:50
<@TheWatcher>
Anyone had any experience using SFL_ttf?
21:51
<@Derakon>
SFL?
21:51
<@TheWatcher>
SDL
21:51
<@TheWatcher>
My fingers sucketh tonight
21:51
<@Derakon>
I think I used SDL_ttf in Niobium, but it's been ages.
21:52
<@Derakon>
Yeah, it's included in main.cpp.
21:52
<@TheWatcher>
Basically, I need to know if it's a reliable cross-platform solution for truetype rendering, and I'm not getting a huge amount of useful commentry on it through google.
21:52
<@Derakon>
Ahh. That I wouldn't know.
21:52
<@Derakon>
I only ever ran Niobium on OSX.
21:52
<@TheWatcher>
Well, I guess I'll find out!
21:53
<@Derakon>
SDL in general's pretty solid for cross-platform compatibility.
22:02 Derakon is now known as Derakon[DDR]
22:27
<@McMartin>
SDL_ttf runs in Linux
22:27
<@McMartin>
Though you do of course need the relevant TTFs.
23:03 * TheWatcher nods
23:04
<@TheWatcher>
It wraps freetype2, so I was fairly confident of linux workings, I was more concerned about windows and osx
23:04
<@TheWatcher>
but anyway
23:04
<@TheWatcher>
Thanks!
23:04 You're now known as TheWatcher[T-2]
23:11 Derakon[DDR] is now known as Derakon
23:13 You're now known as TheWatcher[zZzZ]
23:22 gnolam [lenin@Nightstar-1382.A163.priv.bahnhof.se] has quit [Quit: Z?]
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23:46 UndeadAnno [AnnoDomini@Nightstar-28959.neoplus.adsl.tpnet.pl] has quit [Quit: Though we strike at you from the shadows, do not think that we lack the courage to stand in the light.]
--- Log closed Fri Jun 26 00:00:54 2009
code logs -> 2009 -> Thu, 25 Jun 2009< code.20090624.log - code.20090626.log >