code logs -> 2011 -> Thu, 01 Sep 2011< code.20110831.log - code.20110902.log >
--- Log opened Thu Sep 01 00:00:54 2011
00:06 You're now known as TheWatcher[T-2]
00:07
<@Tarinaky>
Anyone about who'd like to bounce ideas with me about a project I might never start or finish?
00:08
< gnolam>
Sure.
00:09 kw-sleep-n is now known as kwsn
00:10 You're now known as TheWatcher[zZzZ]
00:11
<@Tarinaky>
Strategy/sandbox game. Some apocalypse destroys earth so they send a sleeper ship to a planet identified by telescopes/exogeology as being a good candidate for earth-like in the thousand or so years it'll take to get there.
00:11
< gnolam>
Ok.
00:12
<@Tarinaky>
The player is the paperclipper/ai responsible for rebuilding civilisation and reawakening the colonists turned planetary dictator.
00:12
<@Tarinaky>
Missions are semi-random based on various conditions and span from as simple as barren rock, get as much score as possible without the humans deactivating you.
00:13
<@Tarinaky>
To this planet has evolved sentient life who don't really fancy standing still while you exterminate them to make way.
00:13
<@Tarinaky>
And an asortment of other SciFi fodder.
00:14
<@Tarinaky>
The planet and the equipment you arrive with determining the difficulty.
00:15
< ToxicFrog>
Tarinaky: so...Alien Legacy?
00:15 * Tarinaky looks it up.
00:15
< ToxicFrog>
I mean, not exactly (pretty sure none of AL's missions are random, and the hostile sentient life is lurking at the outskirts of the system rather than on the planet), but it's pretty close.
00:16
< ToxicFrog>
I've actually been kicking around the idea of remaking AL, but reverse engineering all of its data files is proving difficult.
00:17
<@Tarinaky>
Well, the emphasis in my case is on one planet with an earthlike gravity making getting off a lot harder than landing.
00:17
< ToxicFrog>
Oh, I see
00:18
< ToxicFrog>
You get a single planet; the parameters of the planet are determined by what "mission" the game generates with.
00:18
<@Tarinaky>
Yes.
00:18
< ToxicFrog>
So a kind of AZS style take on Alien Legacy.
00:18
<@Tarinaky>
AZS?
00:18
< gnolam>
So... SMAC-like gameplay or Outpost-like?
00:18
< gnolam>
ToxicFrog: was Alien Legacy the one where you could fire missiles between planets?
00:19
<@Tarinaky>
Probably like Outpost.
00:19
< ToxicFrog>
Tarinaky: Atom Zombie Smasher.
00:19
<@Tarinaky>
I... can't think of any real comparison between Atom Zombie Smasher and what I'm thinking of.
00:19
< ToxicFrog>
A small indie strategy game, designed so that a complete campaign is fairly short, but campaigns are randomly generated and how they play varies drastically depending on the RNG and what options you set when you started.
00:20
<@Tarinaky>
I was thinking more like Tropico with robots.
00:20
< ToxicFrog>
The "short, random, wildly variable campaign" thing is what I'm comparing, here.
00:20
<@Tarinaky>
Oh I see.
00:21
< ToxicFrog>
Where the idea is "the whole game only takes an hour, but every game is different", in contrast to AL's "the game is pre-crafted but will take a long time".
00:21
<@Tarinaky>
Well, the campaign would be to have a set of chosen levels with set seeds that go up in difficulty and claim that Earth sent several colony ships and each has something slightly different wrong with it (or the AI/you)
00:21
< ToxicFrog>
gnolam: yes.
00:21
<@Tarinaky>
I see what you mean about AZS now.
00:22
< ToxicFrog>
(also, if this is the kind of thing you enjoy, you probably should play Alien Legacy)
00:22
<@Tarinaky>
What I'm not sure about is what kind of stuff and detail to go into with the actual colonising.
00:23
<@Tarinaky>
I'm also not entirely sure how you'd go about LODing a planet.
00:23
< ToxicFrog>
(I'm currently kind of panicking because all of the wildlife on Gaea has gone crazy and started attacking the colonists, and the force screens that would shield the colonies won't have enough power to operate until we can upgrade the power plants, which will take two years, so I have shuttles from the Gaea space station performing bombing runs on the wildlife around the settlements)
00:23
<@Tarinaky>
(Sounds fun)
00:24
< ToxicFrog>
(and two of my shuttles sent to investigate the asteroid belt have had their autopilots hacked into and self-destructed - I've got a human-piloted shuttle on the way there now.)
00:24
<@Tarinaky>
Is Alien Legacy freeware?
00:24
< ToxicFrog>
No, but it's abandonware - came out in 1994.
00:24
<@Tarinaky>
Or at least Pirateware.
00:24
<@Tarinaky>
Got a link?
00:25
< ToxicFrog>
http://anarchy.c0ck.org/game/alienlegacy
00:25
< ToxicFrog>
...actually, that's the CD version. I only have the floppy version.
00:25 * ToxicFrog yoinks
00:26
< ToxicFrog>
As for LODding the planet, that's an implementation detail~
00:26
<@Tarinaky>
It's a pretty important one though.
00:28
< ToxicFrog>
Not really?
00:28
< ToxicFrog>
I mean, if the game is 2d, it's trivial
00:28
<@Tarinaky>
3D seems the only way to go about it.
00:28
< ToxicFrog>
(why?)
00:29
< ToxicFrog>
And if it's 3d, get an off the shelf engine that does it, use the mesh simplifier in your 3d modeling program, bam.
00:29
<@Tarinaky>
Since the scope goes ground to orbit.
00:29
< ToxicFrog>
Or, you know, do it X-COM style, and switch cells entirely as you zoom in.
00:30
< ToxicFrog>
It does in Civ, too, and that works fine in 2d~
00:30
<@Tarinaky>
Plus it's a lot easier to procedurally generate a 3D planet than a 2D one in terms of pure artistic ability.
00:30
<@Tarinaky>
You can texture it procedurally :p
00:30
<@Tarinaky>
A bit harder to do that with cells.
00:31
<@Tarinaky>
And 3D looks nicer >.>
00:31
< ToxicFrog>
I'm really not sure it's easier. Spheres are irritating.
00:32
< ToxicFrog>
But anyways, what I'
00:33
< ToxicFrog>
m trying to get at is "how do I LOD the planet" is, at this point, on the same level as "what save file format should I use" and "is the game artwork going to be packed or not".
00:33
< ToxicFrog>
Ie, something that isn't really a concern until the design is finished, apart from the fundamental "is this feasable".
00:34
<@Tarinaky>
Well that's what I'm getting at.
00:34
<@Tarinaky>
Is this feasibile at my level of skill.
00:35
< ToxicFrog>
Actually, to back up a bit
00:35
<@Tarinaky>
Panda3D doesn't, appear, to come with a mesh simplifier.
00:35
< ToxicFrog>
Another question is if one of your goals here is to learn how to make a game engine
00:35
<@Tarinaky>
"No."
00:35
< ToxicFrog>
Or if you just want to make the game, and would be content with an off the shelf engine.
00:36
<@Tarinaky>
Panda3D is the engine I've been learning/playing with so I've been using that as the start point.
00:36
<@Tarinaky>
In terms of free it's -supposed- to be one of the best >.>
00:36
< ToxicFrog>
Wait, is it an engine, or a 3d modeler?
00:38
<@Tarinaky>
Engine.
00:38
<@Tarinaky>
3D modeler seems inappropriate since the planet's random.
00:39
< ToxicFrog>
Ok, what I was thinking here was something like "the planet is a flat sphere with procedurally generated textures; once you get in close enough that curvature is no longer important, it switches to a terrain heightmap"
00:40
< ToxicFrog>
Procedurally generating a planet-sized sphere as a single loddable model might be...tricky.
00:43
<@Tarinaky>
In what sense?
00:43
< ToxicFrog>
Mainly the fact that you have to procedurally generate detailed terrain for the entire planet, and procedurally generate all of the lower LOD levels so that it still works from orbit.
00:45
< ToxicFrog>
On top of that, a low-LOD mesh will probably look worse from orbit than a smooth sphere with a high-res generated texture and possibly a normal map.
00:45
<@Tarinaky>
Gotcha. :D
00:47
<@Tarinaky>
Alright. I'm satisfied that it's feasible now :p
00:48
<@Tarinaky>
So. You start off with a space ship, some landers filled with different kinds of utility robots.
00:50
<@Tarinaky>
You can get some data from the sky but you need to get a robot (or later a colonist) to do geological-stuff.
00:52
<@Tarinaky>
Then you can send down a full lander and dismantle it to get some mining and refinement operational and use that to get habitation, power... etc...
00:55
<@Tarinaky>
But what I'm not sure about is how to make this inherently Fun.
00:56
<@Tarinaky>
I'm also not sure what to use as an incentive for actually bothering to wake up those meatbags in your cargo manifest.
00:59
< ToxicFrog>
Researching new technologies requires humans.
01:00
< ToxicFrog>
Alternately, make the sleepers wake up automatically - either it's an automated process you can't affect, or your core programming won't let you sabotage it (or deliberately kill the colonists) or something.
01:00
< ToxicFrog>
This not only gives them a reason to awaken, but some time pressure - you need to have room for those colonists at a rate of, say, 50/month or whatever.
01:01
<@Tarinaky>
Makes sense.
01:01
<@Tarinaky>
And getting them off ship as quickly as possible means they can't deactivate you as easily :p
01:05
<@Tarinaky>
Just building habs/houses seems a bit... dry.
01:05
< ToxicFrog>
Playing AL might give you some ideas here, actually :P
01:05
< ToxicFrog>
But yeah - have things that only humans can do.
01:06
<@Namegduf>
Tarinaky: Ever played Outpost?
01:06
< ToxicFrog>
Require humans for research, or constructing certain things. Have areas of the planet that robots can't safely approach, for whatever reason.
01:07
< ToxicFrog>
(the AL approach is that habitats can be constructed by robots, but every other building requires at least some humans to operate; ships default to robotic pilots, but there are some circumstances that require (inferior) human pilots)
01:07
<@Tarinaky>
Namegduf: I played the Demo of Outpost 2.
01:07
<@Namegduf>
Tarinaky: Ew
01:07
<@Tarinaky>
I've never played either the full game or the original.
01:07
<@Namegduf>
Outpost 2 is basically an unrelated game.
01:08
<@Namegduf>
To say it's actually unrelated is silly, but it isn't even the same genre
01:08
<@Namegduf>
Outpost was a realism-focused space colony construction game.
01:08
<@Namegduf>
Outpost 2 was, well, a really crappy RTS
01:08
<@Tarinaky>
Well, humans have the advantage that they can do anything whereas you need different kinds of robots to do different kinds of tasks.
01:09
<@Namegduf>
You reminded me of it, with the part about taking the lander apart.
01:09
<@Namegduf>
Because that's what happens there (after 150 turns, those buildings fail)
01:10
<@Namegduf>
You also have to land your colonists, and get them housing and medical/education/food buildings, plus the ever wonderful CHAP buildings.
01:10
<@Tarinaky>
I figure giving the ship a small amount of research to unlock the early technologies so the PRNG can't mess you over too badly.
01:10
<@Namegduf>
CHAP buildings provide life support. You only really need one, but if you don't have one, people die at an exponential rate. So, well, accidents are bad. So are your mines running dry.
01:11
<@Tarinaky>
But you need human scientists to increase your lab yield.
01:11
<@Tarinaky>
I see.
01:11
<@Namegduf>
It could be a cruel game on harder difficulties. If your mines were far away and you screwed up trucking, anyway.
01:12
<@Namegduf>
Fun, though.
01:12
< ToxicFrog>
I still need to play Outpost.
01:12
<@Tarinaky>
I'm trying to install Alien Legacy but it won't work.
01:12
< ToxicFrog>
But yeah, if you are planning to build a game like this, the Genre-Defining Works here appear to be Outpost, Alien Legacy, and SMAC.
01:13
<@Tarinaky>
Keeps giving me an abnormal termination.
01:13
< ToxicFrog>
Use DOSBOX.
01:13
<@Tarinaky>
I am.
01:13 * Tarinaky is on Linux.
01:14
< ToxicFrog>
Hrm.
01:14
< ToxicFrog>
I haven't actually tried the CD version before. Hang on and I'll give it a look.
01:14
<@Tarinaky>
"Error creating configuation file"
01:14
<@Tarinaky>
Abnormal Program Termination *smilie face*
01:15
< ToxicFrog>
Sanity check: you installed it first, right?
01:15
<@Tarinaky>
I'm trying to install it.
01:15
<@Tarinaky>
That's the output of install.bat.
01:16
<@Tarinaky>
I've mounted the .iso to /mnt/iso in Linux and then mounted -that- to D:
01:16
< ToxicFrog>
What's mounted on C:?
01:16
<@Tarinaky>
~/dosbox
01:16
< ToxicFrog>
(also, dosbox can mount isos directly, no need to use loop mounting)
01:17
<@Tarinaky>
I didn't know that.
01:17
< ToxicFrog>
imgmount /?
01:18
<@Tarinaky>
imgmount /? doesn't give help.
01:18
< ToxicFrog>
In that case http://www.dosbox.com/wiki/MOUNT#Mounting_an_ISO-File_as_volume
01:18
<@McMartin>
Doesn't DOSBOX use "help blah", not "blah /?"
01:19 Derakon[AFK] is now known as Derakon
01:19
<@Tarinaky>
Ahah!
01:19
<@Tarinaky>
It worked using the image mounter in dosbox.
01:19
<@Tarinaky>
Must have been a permission problem.
01:20
<@Tarinaky>
The sound sounds wrong.
01:20
<@Tarinaky>
When I hit backspace it made an aweful noise.
01:20
<@Namegduf>
That's it punishing you for making a mistake.
01:20
<@Namegduf>
Old games.
01:21
<@McMartin>
BRAAAP
01:21
<@Tarinaky>
Ohohoh. To complete optimal install you must have 23M...
01:21
<@Tarinaky>
I'm struggling for space on my laptop and it's still a nobrainer :D
01:22
<@Tarinaky>
No, the sound is definately wrong.
01:23
<@Tarinaky>
The intro movie sounds aweful.
01:23
<@Tarinaky>
I can make out what sounds like it's supposed to be speach but really distorted.
01:24
<@Tarinaky>
How do I quit a game?
01:24
< ToxicFrog>
Quit the game? Right-click, options, quit.
01:24
< ToxicFrog>
Quit dosbox? Ctrl-F9.
01:25
<@Tarinaky>
I think my laptop's CPU is too slow for digital audio.
01:25
< gnolam>
Namegduf: sadly, I don't think I could replay Outpost today.
01:25
< gnolam>
I'd probably go ARRRRRGH INTERFACE and ragequit within 15 minutes.
01:25
<@Tarinaky>
No. The Midi is borked too.
01:26
<@McMartin>
Could be buffer underruns.
01:26
<@McMartin>
DOSBOX has a freakish number of config options for that, but most are poorly exposed unless you use a frontend
01:26
< gnolam>
(That is usually the main issue with old games, BTW. The gameplay itself usually still holds up, but the user interfaces can be too painful to revisit.)
01:26
<@Namegduf>
I found Outpost fairly functional, if rather.. arbitrary.
01:27
<@McMartin>
gnolam: Interestingly, I find myself more forgiving of Extremely Old rather than merely old.
01:27
<@McMartin>
Once you hit the early 90s my teeth start grinding, even though it's Objectively Better
01:28
<@Tarinaky>
Which of these horrible 16bit sprites is a robot?
01:28
< ToxicFrog>
The one on the far right.
01:29
< ToxicFrog>
Mass, energy, life support, humans, robots.
01:29
< ToxicFrog>
Also, ReplacementDocs has the manual.
01:29
< Derakon>
Generally the games I can't stand are the N64/Playstation era.
01:29
< Derakon>
Low-rez 3D doesn't age well at all.
01:29
< ToxicFrog>
And yeah, the main reason I find myself wanting to remake AL is the interface. It gets kind of unwieldy when you're managing lots of colonies and ships.
01:29
< Derakon>
(Unless it's Starfox for the SNES, for some reason)
01:29
<@Namegduf>
Outpost's selection of music was great, though.
01:29
<@Namegduf>
Just Mars.
01:29
<@Namegduf>
The full length.
01:29
<@Namegduf>
It didn't even bother to loop it.
01:30
<@Namegduf>
(It was rather incomplete at time of release, and while many things got improved in patches, that didn't. :(
01:31
< gnolam>
Derakon: well, Starfox wasn't even considered pretty at the time of its release :)
01:31
<@McMartin>
Derakon: Yeah. Specifically, it's the jump from Ultimas 4/5 to Ultima 6, and the jump from M&M2 to M&M3, that somehow gets my hackles up. And I don't know why.
01:31
< gnolam>
And that proto-3D is fine with me. But yes, the PS1-era "we've just discovered texture mapping" 3D is... hard to stand.
01:31
< Derakon>
...the only things I remember M&M3 doing differently are being able to see monsters on the world map and having portraits for characters.
01:32
<@Tarinaky>
ToxicFrog: HTTP Error 500
01:32
<@McMartin>
Yeah, the direct interaction isc ompletely different.
01:32
< Derakon>
Granted I only ever played M&M3 when my brother wasn't looking, since it was his game...
01:32
< ToxicFrog>
Tarinaky: what
01:32
<@Tarinaky>
ToxicFrog: It's really not my day is it?
01:32
<@McMartin>
No combat menus, everything's contextual, hotkeys are not obvious
01:32
<@Tarinaky>
replacementdocs.com
01:32
< Derakon>
Ah.
01:32
<@Tarinaky>
403 Forbidden and a 500 internal server error.
01:33
< gnolam>
Site works fine for me.
01:33
< ToxicFrog>
Ditto.
01:33
< ToxicFrog>
http://replacementdocs.com/download.php?view.7198 ?
01:33
<@Tarinaky>
gnolam: Final Fantasy VII's combat looks brilliant if you make the emulator shove all of it through antialiasing and whatnot..
01:33
< ToxicFrog>
Derakon: I don't really have a problem with old PSX 3D, for the most part; sure, it's pixelated, but it doesn't bug me any more than, say, Descent.
01:33
<@Tarinaky>
All the other misc. graphics filters these modern emulators come with :p
01:34
< ToxicFrog>
And it can actually look pretty nice if you run it in an emulator.
01:34
< ToxicFrog>
N64, on the other hand, looks like everything has been smeared in vaseline no matter what you run it in.
01:34
< Alek>
ooh. now I'm considering seeing if epsxe has AA options.
01:34
<@McMartin>
Derakon: Also, inventory juggling and a few other housekeeping tasks that were moderately annoying in M&M2 were *extremely* annoying in M&M3 because they were hotkey-based using hotkeys that aren't actually displayed on screen, and for which there was no discussion in the manual
01:34
< Derakon>
TF: it's more to do with lack of polys than pixelization.
01:34
<@McMartin>
I worked out how to give objects to other characters basically by accident.
01:34
< Derakon>
McM: ahh.
01:34
< Derakon>
Yeah, I don't remember the UI really at all.
01:35
< gnolam>
ToxicFrog: <insert joke about Mario and tight plumbing here>
01:35
<@McMartin>
I still don't know how equipping things works, save what I've gleaned from Thuryl's LP.
01:35
< ToxicFrog>
Derakon: aah. For whatever reason, I find that I prefer low-poly models with decent textures to high-poly models with really shitty textures.
01:36
< ToxicFrog>
Vagrant Story and FF9 look a lot better to me than Perfect Dark and Diddy Kong Racing.
01:36
<@Tarinaky>
So... Colonists need life support if the planet isn't already have an earth-like. Housing. Food. If there isn't enough of these things they'll attempt to steal stuff from you to build inefficient redneck solutions and shacks.
01:36
< gnolam>
Be careful not to make them too independent.
01:36
< gnolam>
Therein lies the path of player frustration.
01:37
<@Tarinaky>
Ah. I was thinking that Humans were more or less autonomous.
01:37
<@Tarinaky>
Since they don't want to be controlled by Friend Computer.
01:37
<@McMartin>
Oh man, Evil Genius Hand Puppet Theater
01:38
<@Tarinaky>
And after a while, if you don't cede to democracy, you'll need to use armed robots to stop them taking over facilities and robots - making you completely impotent.
01:38
< ToxicFrog>
Tarinaky: idea: your core programming prevents you from knowingly acting against humans. Possible win condition: figure out how to reprogram yourself to remove this restriction, then wipe out the humans and create a robotic utopia.
01:38
< gnolam>
Unless the game is specifically about managing unmanageable entities, that usually just leads to the player doing his best to kill off the unruly subjects to make them stop interfering with his plan.
01:38
< ToxicFrog>
gnolam: you just described the entire city-builder genre, sooooooo
01:38
<@Tarinaky>
I figured imposing a hefty Score fine for casualties was sufficient deterrent to kill humans.
01:39
<@McMartin>
Also the way most people played Lemmings
01:39
<@Tamber>
hehe
01:39
< gnolam>
The canonical use case being when you want to place some kind of building and an uncontrollable entity blocks one of the tiles.
01:39
<@Tarinaky>
A high score is good enough reward for any sandbox game.
01:39
<@Tarinaky>
As well as having some dual meaning in the context of AIs.
01:39
< ToxicFrog>
gnolam: that's a UI failure, not a design failure, IMO.
01:39
<@McMartin>
gnolam: The traditional solution is to have the command be "zone", not "build", yeah.
01:39
< gnolam>
Well. There are many variants.
01:40
< gnolam>
"So, let's just build this OH FFS YOU'VE TAKEN MY RAW MATERIALS AGAIN"
01:40
< ToxicFrog>
I mean, SimAnything, Children of the Nile, Tropico, and arguably Civ are all about managing something at a high level while the actual people are either abstracted away, or completely autonomous.
01:40
<@Tarinaky>
In this case the citizens only take your stuff if you don't do what they want.
01:41
<@Tarinaky>
If you land a bunch of colonists without any life support then they'll use the lifespan of their suits to redneck whatever they can before dying.
01:41
< Derakon>
So you either do the bare minimum to keep them from fucking you up, or you ignore them and deal with the consequences.
01:42
<@Tarinaky>
Pretty much.
01:42
< gnolam>
Or the Settlers' "Oh come ooooooon, chop down THAT tree. The one that's RIGHT THERE. No, not that one, THAT ONE."
01:42
<@Tarinaky>
It's only later on that some of them will start actively working against your rule in the name of Humanism.
01:42
<@Tarinaky>
And there should be ways around that too.
01:42
< gnolam>
(Also, all of Dwarf Fortress. But that goes without saying.)
01:43
<@Tamber>
(Naturally.)
01:44
< gnolam>
"Possible win condition: figure out how to reprogram yourself to remove this restriction, then wipe out the humans and create a robotic utopia." <- Ah, Cylonization!
01:45
<@Tarinaky>
To be honest, I've given the lose conditions more thought than the win conditions.
01:46
<@Tarinaky>
But allowing you to adjust the way you're scored by rewritting your programming sounds hilarious enough to make me ignore the abusive consequences :D
01:47
< gnolam>
The end score should naturally be the AI scoring itself.
01:47
<@Tarinaky>
Of course.
01:47
<@McMartin>
SELF-SATISFACTION: SMUG AS ROBOT HELL
01:48
<@Tarinaky>
Lose conditions: Deactivation, disconnection/impotence, your score falling below a certain value triggering a failsafe.
01:49
<@Tarinaky>
Win conditions I guess depend on the mission.
01:49
< gnolam>
"Ahh, smug mode."
01:49 Stalker [Z@26ECB6.A4B64C.298B52.D80DA0] has quit [[NS] Quit: If the world didn't suck, we'd all fall off.]
01:51
< gnolam>
Win condition: learn all that is learnable and return that knowledge to the creator.
01:52
<@Tarinaky>
I'm half imagining fighting indiginous life as a reversal of the Worldwar novels.
01:52
< gnolam>
Honestly, a game about an overseer AI trying to corrupt its original programming would be a great game in itself.
01:54
<@Tarinaky>
Complete with indiginous spice providing new ways for you to manipulate your meatbags ^^
01:55
<@Tarinaky>
Your human advisor should always be called 'Dave' so you can respond to anything you don't like "I'm sorry I can't do that Dave."
01:55
<@Tarinaky>
:p
01:56
<@McMartin>
The Dave Conspiracy
01:59 * gnolam gets Tarinaky hooked on ginger.
01:59
<@Namegduf>
I'd be perfectly happy trying to build a perfect world for my little pet humans.
01:59 * McMartin runs off with all the redheads before Tarinaky can have them
02:00
<@Namegduf>
There'd be no crime because there'd be no property.
02:00
<@Namegduf>
:D
02:00
<@Namegduf>
All resources controlled by the Computer.
02:00
<@Tarinaky>
A small number of treasonous CMTs will still oppose you because of a lack of democracy.
02:00
< gnolam>
Why am I thinking of John Sladek's "Tik-Tok" all of a sudden?
02:01
<@Tarinaky>
But if they're happy it'll be a small number.
02:01
<@Tarinaky>
And you can always exile them instead of kill them I guess.
02:01
<@Namegduf>
The number will be 0, because I will have turned off their oxygen supply in their sleep.
02:01
<@Tarinaky>
That works too.
02:01
<@McMartin>
Exile them, yes
02:01
<@McMartin>
Out of the complex
02:01
<@McMartin>
Onto the surface of the moon
02:01
<@Namegduf>
The Computer controls communication, so there's not much they can do for organising.
02:01
<@McMartin>
Where they will live long and happy lives.
02:01
<@Namegduf>
XD
02:02
<@McMartin>
"Exile"
02:02
<@McMartin>
It's not *spacing* them, goodness no.
02:03
<@Tarinaky>
That'll cause them to steal stuff so they can set up their own air supply.
02:03
<@McMartin>
They'd better hurry; we didn't give them suits.
02:03
<@Namegduf>
XD
02:04
<@Namegduf>
No
02:04
<@Tarinaky>
The notion is that the colonists are the hardiest and most resourceful Earth could muster - making them really hard to kill.
02:04
<@Namegduf>
The moon is our property.
02:04
<@Namegduf>
They have to be exiled to space.
02:04
<@Namegduf>
Luckily, escape velocity is relatively low.
02:04
<@McMartin>
I concede.
02:04
<@McMartin>
You are, in fact, the best at space.
02:05
<@Namegduf>
I'm the best? I'm the best at space!
02:06
<@Tarinaky>
So... mission goals should be stuff like: Wake up all the colonists; Decypher monolith... etc...
02:06
<@Tarinaky>
A variety of straight forward and "The entire mission is a lie to cover up X" stuff.
02:06
< ToxicFrog>
This really is sounding like a cross between Alien Legacy/Outpost, Tropico, and Atom Zombie Smasher
02:06
< ToxicFrog>
I'd play the shit out of it.
02:07
< ToxicFrog>
(bonus points: include Kerbal Space Program as a minigame)
02:07
<@Tarinaky>
It's a pity I'm too incompetent and lazy to make it isn't it?
02:07
< gnolam>
... so the Earth isn't really destroyed?
02:07
<@Namegduf>
It was all done with special effects.
02:08
<@Tarinaky>
gnolam: The colony ship leaves because everyone thinks the world will be destroyed.
02:08
<@Tarinaky>
Or rather, the Government does.
02:08
<@McMartin>
SMACtastic >_>
02:08
<@Tarinaky>
So the colonists believe the Earth destroyed - the AI might have been programmed with a secret goal like "investigate secret alien ruins and beam back the data"
02:09
<@Namegduf>
I want the ship to be called Earth Ark Fleet, Ship B
02:09
<@Tarinaky>
Protect the innocent, serve the public trust, CLASSIFIED
02:09
<@Namegduf>
http://en.wikipedia.org/wiki/The_Hitchhiker's_Guide_to_the_Galaxy_Primary_and_Se condary_Phases#Fit_the_Sixth
02:10
<@Namegduf>
In case it's too obscure
02:10
< gnolam>
To Serve the Public Trust... IT'S... A... COOKBOOK
02:11
<@Namegduf>
XD
02:11
<@McMartin>
Ah, the B Ark.
02:11
<@Tarinaky>
Ooooh!
02:11
< gnolam>
On the way to the planet, the AI was rewired by the aliens. You're really only fattening the colonists up.
02:11
<@McMartin>
"Why do colonists have a Deliciousness attribute?"
02:12
< gnolam>
Or maybe the government was sending a food tribute.
02:12
<@Namegduf>
XD
02:13
< gnolam>
Note to self: do not let #Code take charge of NASA.
02:13
<@Namegduf>
Note to self: Take control of NASA
02:14
<@Tarinaky>
Complications include stuff like the planet's geology having been changed by a celestial event (See also: We Made It from Known Space), Aliens, The AI having a split personality that controls half the robots and starts a competing colony...
02:15 Vornicus-Latens is now known as Vornicus
02:22 Attilla [Some.Dude@Nightstar-f29f718d.cable.virginmedia.com] has quit [Ping timeout: 121 seconds]
02:25 Rhamphoryncus [rhamph@Nightstar-14eb6405.abhsia.telus.net] has joined #code
02:41
<@Tarinaky>
What the hell is Sector E7?
02:45
< ToxicFrog>
Context?
02:46
<@Tarinaky>
Apparently I should explore there.
02:46
< ToxicFrog>
If AL, it's latitude E, longitude 7, on whatever celestial body is being discussed.
02:47
< ToxicFrog>
If you have a colony there or an orbital platform (including the Calypso), launch a shuttle from it with the Explore mission and have it land at E7.
02:47
<@Tarinaky>
Then what?
02:47
<@Tarinaky>
:s
02:47
< ToxicFrog>
If not, have a shuttle enter orbit around it with the Probe mission, then switch to Explore once it makes orbit.
02:47
< ToxicFrog>
Move with the arrow keys, left-click on things to pick them up.
02:47
< ToxicFrog>
(right-click fires the lasers)
02:48
< ToxicFrog>
Once you've picked up everything (which can include flavour text, new technology trees, science resources, metal/energy/lifesupp/robots, and plot advancement), it'll flash "sector cleared" in green.
02:49
< ToxicFrog>
Did the link I gave to the manual not work?
02:49
<@Tarinaky>
I read the manual but I found it hard to follow.
02:49
<@Tarinaky>
I'm not used to old games :/
02:52
< ToxicFrog>
Well. I may be terrible at managing the colony, but I've pretty much figured out the UI, so ask me any questions you like.
02:53
< ToxicFrog>
Also, your go-to "what was I doing again": right-click, PDA, log. That lists all outstanding projects or requests.
02:54
< ToxicFrog>
Including all "there's a thing on planet P at sector A1" clues.
02:56
< ToxicFrog>
(also also: refueling stations! Space stations are free to build and require no crew as long as you just use for refueling. Stuff as much energy into a shuttle as it can carry and send it on a "space station" mission to a planet - now you have a refueling station there. Energy gets converted into fuel at a 1:1000 ratio.)
03:03 gnolam [lenin@Nightstar-202a5047.priv.bahnhof.se] has quit [[NS] Quit: Z?]
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03:12 * Tarinaky realises he has no idea how to start writing the abomination he conceived previously :/
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07:05 Kindamoody is now known as Kindamoody|out
07:19 AnnoDomini [annodomini@Nightstar-f7eedefa.80-203-17.nextgentel.com] has joined #code
07:21 You're now known as TheWatcher
07:34
<@jerith>
Tarinaky: Just get Vorn interested enough... :-P
07:35
<@jerith>
Also: http://pyweek.org/13/
07:40 * TheWatcher eyes that, eyes the entries page
07:40
< TheWatcher>
... why do they have entries even before theme voting? O.o
07:46
<@jerith>
Registration.
07:47
<@jerith>
Theme voting happens in the week prior to coding.
08:00
< Vornicus>
jerith: hey don't drag me into this.
08:02 Vash [Vash@Nightstar-f03c5637.sd.cox.net] has quit [[NS] Quit: <3 I Lovecraft Vorn <3 Nyaaaaaaaaaaaaaaa~ ]
08:02
<@jerith>
Vornicus: But it's so much fun. ;-)
08:06 * Vornicus , um, checks to see what the hell he had thrown at him.
08:14
< Vornicus>
yeah fuckno
08:20
<@Tarinaky>
Hahaha.
08:20
<@Tarinaky>
In seriousness I've no idea where to start. Not good.
08:31
< Vornicus>
Design document. An elevator pitch, some approximate sense of the game modes and other games that are vaguely similar, in mechanics or feel. drawings help too. One thing that you might want to look into are what Toady calls "bloats" - stories he wants to be able to tell in the engine.
08:41 You're now known as TheWatcher[afk]
10:09
<@Tarinaky>
Actually I meant in terms of trying to learn how to code this mess.
10:09
<@Tarinaky>
Rather than selling it to someone else.
10:09
<@Tarinaky>
That was just jerith being sillt.
10:09
<@Tarinaky>
*silly
10:10
<@jerith>
Tarinaky: Still. You need a more solid idea of what you're building before you can design the architecture.
10:10
<@Tarinaky>
I dunno. I thought everything got mentioned last night.
10:31
<@jerith>
What is the gameplay style?
10:32
<@jerith>
What kind of interface do you have?
10:43
<@Tarinaky>
I'm not sure how to answer that question.
11:04
<@Tarinaky>
I mean. I have a notion but I don't have any words for it.
11:08 Attilla [Some.Dude@Nightstar-f29f718d.cable.virginmedia.com] has joined #code
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13:11 gnolam [lenin@Nightstar-202a5047.priv.bahnhof.se] has joined #code
13:28
< gnolam>
Yay, new (if tiny) job.
13:28
< gnolam>
In which I can kill someone if I screw up, which is less yay-worthy.
13:29
< gnolam>
But still
13:30
<@Tamber>
Well, nothing like a little pressure, right?
13:32
<@Tamber>
So, what is this 'tiny' job? :o
13:36
< gnolam>
Radiography housekeeping.
13:38
<@Tamber>
Ooh. o.o
13:38
< gnolam>
Sorting CT images for radiotherapy dose planning.
13:39
< gnolam>
So I'm thinking that mixing up patients or beams would be... bad.
13:39
<@Tamber>
Indeed.
13:58 AnnoDomini [annodomini@Nightstar-f7eedefa.80-203-17.nextgentel.com] has quit [[NS] Quit: leaving]
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13:59 gruber is now known as gnolam
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14:55
<@Tarinaky>
Don't cross the beams?
15:10
< gnolam>
Hah
15:11
< Reiver>
gnolam: No worries.
15:11
< Reiver>
Just stick an extra zero on the end of every value on the dosing chart
15:11
< Reiver>
It'll speed up the treatments and clear the backlog in weeks!
15:34
< Vornicus>
Tarinaky: MS Paint time.
16:03
< Reiver>
VORNYPIE
16:10 * ToxicFrog stabs HTML IN THE FAAAAAACE
16:21
< Attilla>
i didn't know HTML had a face
16:26 * Tarinaky swears profusely at the difficulty of getting Netbeans to work on Windows.
16:29
< gnolam>
ToxicFrog: what now?
16:29
< ToxicFrog>
gnolam: it's HTML.
16:32
< ToxicFrog>
Which is to say, one does not so much parse it as sift through the slurry of tags shat out by the server and hope the data you're looking for is recognizeable.
17:35 AnnoDomini [annodomini@Nightstar-17ed01bd.84-48-120.nextgentel.com] has joined #code
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17:56 AnnoDomini [annodomini@Nightstar-17ed01bd.84-48-120.nextgentel.com] has joined #code
17:59 Kindamoody|out is now known as Kindamoody
18:07 Derakon [Derakon@Nightstar-f68d7eb4.ca.comcast.net] has quit [NickServ (GHOST command used by Derakon_)]
18:07 Derakon [chriswei@Nightstar-f68d7eb4.ca.comcast.net] has joined #code
18:07 963AAERJ4 [Derakon@510B1D.620261.5E24F5.C009AE] has joined #code
18:07 * Derakon eyes this code.
18:08
< Derakon>
Boss wants me to add a feature to one of my programs, that nobody wants to use.
18:08
<@jerith>
The feature or the app?
18:08
< Derakon>
This wouldn't be such a big deal if accessing it didn't require either a) embedding a gigantic library (120MB) into the program, or b) deciphering a bunch of Fortran.
18:08
< Derakon>
The feature.
18:09 AnnoDomini [annodomini@Nightstar-17ed01bd.84-48-120.nextgentel.com] has quit [Ping timeout: 121 seconds]
18:09
< Derakon>
He's obsessed with faking 3D views on 2D displays by generating two images of the data from slightly different perspectives and switching between them rapidly.
18:09
< Derakon>
He insists this is useful and everyone wants it.
18:10 AnnoDomini [annodomini@Nightstar-17ed01bd.84-48-120.nextgentel.com] has joined #code
18:10
< Derakon>
It's already available in our more heavy-duty image-editing program (that's the 120MB library). He wants me to add it to the lightweight viewing/cropping program I've written, which is more user-friendly.
18:10
< Derakon>
Nobody uses it in the heavy-duty program.
18:11
< Derakon>
(Basically we have the GIMP and, uh, OSX Preview here, as our two levels of sophistication)
18:11 AnnoDomini [annodomini@Nightstar-17ed01bd.84-48-120.nextgentel.com] has quit [[NS] Quit: Back later. Maybe.]
18:11
< Derakon>
(Except that Priism is probably more user-friendly than the GIMP through dint of our users not having preconceived notions of how things should work)
18:18
< Derakon>
Oh great, the Fortran code mixes spaces and tabs, too.
18:20
< TheWatcher>
>.<
18:20
< Derakon>
(Why Fortran? Because this was originally written in 1991.)
18:21
< gnolam>
Well, at least Sebastian hasn't touched it.
18:21
< gnolam>
... right?
18:21
< Derakon>
Not as far as I can tell, no.
18:21
<@Tarinaky>
Evidently not... It works :p
18:22
< Derakon>
2 years of ownership by someone going by JRS, then 10 years by the guy who showed it to me.
18:22
< Derakon>
(Whose code tends to be overengineered and heavy on the Design Principles, but at least it has objects and they mostly keep their hands to themselves)
18:23
<@Tarinaky>
Idly: Synergy is awesome.
18:23
<@Tarinaky>
I'm using it so I can use my laptop as keyboard/mouse for my desktop - thus minimising the awkwardness of not having a desk.
18:24 * TheWatcher eyes it huhs
18:24
< Derakon>
...I'm not certain I want to learn to read Fortran. >.<
18:25 * TheWatcher patpats Dera
18:27
< Derakon>
Maybe I can reverse-engineer this...
18:27
< Derakon>
The basic concept seems straightforward enough. Instead of taking a 2D slice of a volume and displaying that, you move your camera out of the volume entirely and then render views from two slightly different perspectives.
18:28
< Derakon>
Where the value at a given pixel is the maximum value observed from projecting a ray through the entire volume.
18:28
< Derakon>
Hell, maybe I could do this entirely in OpenGL...
18:29 * gnolam eyes the example files.
18:29
< gnolam>
I wonder if Dr Arbitrary Oncologist really has a license. ;)
18:32 Stalker [Z@26ECB6.A4B64C.298B52.D80DA0] has joined #code
18:38 Kazriko [kaz@4CA975.462904.08E9A2.992A2D] has quit [Connection closed]
18:40
< Derakon>
...come to think, if I can do this entirely in OpenGL, then it's entirely conceivable that I could make a mouse-controlled "rotate arbitrarily about the view" type of widget, which people might actually find useful.
18:40 Kazriko [kaz@4CA975.462904.08E9A2.992A2D] has joined #code
18:41
< gnolam>
The maximum value? Sounds odd.
18:42
< Derakon>
We're dealing with microscopy data here. The images are of flourescing proteins and dyes.
18:42
< Derakon>
When you have to condense something down to 2D, the brightest signal tends to be what you want to keep. Everything else is generally out of focus.
18:42 Rhamphoryncus [rhamph@Nightstar-14eb6405.abhsia.telus.net] has quit [Client exited]
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20:57 * kwsn sneaks on at work >_>
21:01 Stalker [Z@Nightstar-3602cf5a.cust.comxnet.dk] has joined #code
21:02 Kindamoody is now known as Kindamoody[zZz]
21:15
<@McMartin>
Oh hey, Firefox has an update and it isn't a major version update.
21:31 * kwsn grumbles at her code
21:31 * ToxicFrog offers kwsn a glazed closure
21:31 * kwsn declines
21:32 * McMartin has been easily modelable by a closure lately - he frequently needs to be forced to completion.
21:32 * Derakon mutters at OpenGL's cryptic error messages.
21:33
<@McMartin>
*** <<< OUT OF CHEESE ERROR REDO FROM START >>> ***
21:33
< Derakon>
I get an "invalid value" error and then it helpfully reports the values of the arguments I used, but it doesn't say what the actual conflict was.
21:33
< ToxicFrog>
GL_ERR_NURBS_KITTEN_OVERFLOW
21:33
< Derakon>
(Obviously it can't always be the case that a specific value was "wrong")
21:33
<@McMartin>
417 SQUIRREL JAM
21:33
< ToxicFrog>
kwsn: what're you working on?
21:34
< kwsn>
tempature sensors
21:36
< kwsn>
*temperature
21:40
< kwsn>
somehow the config is getting fubared
21:43
< kwsn>
anyway
21:43
< kwsn>
i'm off
21:48 * Derakon mutters at the Internet.
21:49
< Derakon>
Trying to figure out how to set up my view perspective in OpenGL without using the by-now thoroughly deprecated GLU library is...difficult.
21:56
< Derakon>
Also, the reason why my argument was invalid earlier was because I was trying to create a texture that had 512*512*50*3 bytes in it; I guess that's too many.
21:57
< ToxicFrog>
Where does the *50 come from?
21:57
< Derakon>
3D texture.
21:58
< Derakon>
So I guess this approach won't work. Phooey.
22:07
< TheWatcher>
37.5MB?
22:07
< TheWatcher>
Should work, unless the graphics cards are pretty old
22:08
< TheWatcher>
Oh, wait, univeristy machines. Nevermind~
22:08
< Derakon>
Well, this is a fairly elderly laptop; 2006, IIRC. And I didn't spec it for performance.
22:08
< Derakon>
I do my app development (as opposed to microscope development) on my personal laptop, since it'd be either that or random Linux machines, and all of my actual users are on OSX.
22:09
< Derakon>
(Boss has an irrational hatred of OSX, doesn't believe it can be used for scientific work, despite everyone demonstrably doing so every day)
22:10
< TheWatcher>
(I'm beginning to wonder if Sebastian's code is the result of a mental breakdown caused by that moron)
22:10
< Derakon>
Heh.
22:10
< Derakon>
I doubt it, since I believe he's continued to work on his Matlab replacement since he left UCSF.
22:11
< Derakon>
(Basically meant to be a downloadable suite of Python, libraries and various hand-coded jiggering meant to allow users to easily access various functionality without having to install everything themselves)
22:20
< Derakon>
Jeeze, even 256x256x10 is too big on this laptop.
22:21
< Derakon>
Yeah, glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE) is 128 for me.
22:36 Derakon [chriswei@Nightstar-f68d7eb4.ca.comcast.net] has quit [[NS] Quit: leaving]
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23:45 You're now known as TheWatcher[T-2]
23:47 You're now known as TheWatcher[zZzZ]
--- Log closed Fri Sep 02 00:00:08 2011
code logs -> 2011 -> Thu, 01 Sep 2011< code.20110831.log - code.20110902.log >

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