code logs -> 2011 -> Fri, 02 Sep 2011< code.20110901.log - code.20110903.log >
--- Log opened Fri Sep 02 00:00:08 2011
00:16
< kwsn>
ok
00:16
< kwsn>
i was grumbling earlier because you know what?
00:17
< kwsn>
i was setting this temp sensor to return temp values as a 13 bit fixed point number
00:17
< kwsn>
you know what it does? it was returning it as a 12 bit fixed point
00:17
< kwsn>
throwing the calcs off
00:17
< kwsn>
T_T
00:49 Vash [Vash@Nightstar-f03c5637.sd.cox.net] has joined #code
01:00 963AAERJ4 is now known as Derakon
01:25 kwsn is now known as kwsn|ON-WISC
01:57 * gnolam giggles at 417 SQUIRREL JAM.
02:02 Attilla [Some.Dude@Nightstar-f29f718d.cable.virginmedia.com] has quit [Ping timeout: 121 seconds]
02:04
<@McMartin>
gnolam: Some printers have programmable status messages. A friend of mine would find such printers and make them all display that.
02:04
< gnolam>
Hah :D
02:06
< gnolam>
I mentioned Dr Arbitrary Oncologist to a friend of mine, who I know runs the IT dept. at a major hospital:
02:06
< gnolam>
"Test-Ture Testsson is otherwise common in our systems (national identification number 191212121212), as well as Conrad Conradsson (191010101010, we celebrated his 100thd birthday last year with cake ;-) )"
02:37
< gnolam>
<name withheld> ohh saw something exciting today.. That "customer terminal" thingy they have at ica/konsum where you can check out special offers and stuff..
02:37
< gnolam>
<name withheld> It seemed to have crashed.. so you got an error page with ip address and suchlike (and username)
02:37
< gnolam>
<name withheld> didn't seem to have a password
02:37
< gnolam>
<name withheld> And after some looking around it seemed to have a web server and a telnet server up..
02:37
< gnolam>
<name withheld> then the shop keeper came, so I had to make up some story about it suddenly getting that way
02:37
< gnolam>
<name withheld> Have to try telnetting into one and seeing what I can do
02:37
< gnolam>
<name withheld> Hello customer #ID, we're currently running a special on ...... #?%?#%% CTHULHU IS RISING #?&#?&# mince meat 29:- or salami 45kr/kg
02:40
< gnolam>
<name withheld> or why not "There's currently no danger. You don't have to run towards the exit."
03:45 * ToxicFrog stabs HTML some more
03:51 * Vornicus helps.
03:51
< gnolam>
ToxicFrog: well, as long as you're not parsing it with regexps: http://stackoverflow.com/questions/1732348/regex-match-open-tags-except-xhtml-se lf-contained-tags
03:52
< ToxicFrog>
I'm not. I've rolled a small parser of my own.
03:52
< ToxicFrog>
The stabbings come in when parsing tag attributes, at the moment, which are annoying.
04:00
< gnolam>
Aww.
04:18 Kindamoody[zZz] is now known as Kindamoody
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04:26 gnolam [lenin@Nightstar-202a5047.priv.bahnhof.se] has quit [[NS] Quit: Z?]
04:29 Rhamphoryncus [rhamph@Nightstar-14eb6405.abhsia.telus.net] has joined #code
04:37 kwsn|ON-WISC is now known as kwsn
05:15 kwsn is now known as kw-sleep-n
05:40 Vash [Vash@Nightstar-f03c5637.sd.cox.net] has quit [[NS] Quit: <3 I Lovecraft Vorn <3 Nyaaaaaaaaaaaaaaa~ ]
06:02
< ToxicFrog>
Check it: http://i.imgur.com/2DaFj.png
06:02
< ToxicFrog>
I have to say I'm pretty impressed with the IUP GUI library.
06:12 Vash [Vash@Nightstar-f03c5637.sd.cox.net] has joined #code
06:16
< Vornicus>
How did you manage True Immortal anyway?
06:18
< Vornicus>
But, shiny
06:25
< ToxicFrog>
Mad skills.
06:25
< ToxicFrog>
And lots of reloads~
06:28
< ToxicFrog>
More seriously, I focused on offense. Nothing in Health (I shouldn't be getting hit anyways, right?) and trying to get the Nuke as soon as possible, both to skip Asha the first time and kill enemies through walls where necessary.
06:30
< ToxicFrog>
On Extreme (which only gives you three points per level), this also means collecting at least two of the Supercharges.
06:32
< ToxicFrog>
My general approach was to kill enemies with reflected shots where safe to do so, and where not, go maximum power: no hesitation, no mercy, kill everything before it can even attack.
06:33
< ToxicFrog>
The Velocithor is also very helpful here, although on Extreme you can't get it before sector 7.
06:33
< ToxicFrog>
(and you have to have it by Sector X in order to skip Asha again)
06:34
< ToxicFrog>
Nanofield rebooting was extremely helpful here, too, so that I could switch between Tasen 10/Crack 9 for the nuke and Strength 10/Crack 10 for getting at locked away goodies.
06:35
< ToxicFrog>
(teching and Retribution are, of course, completely useless in a True Immortal run)
06:35
< ToxicFrog>
Practicing in Sudden Death mode was also helpful.
06:43 Derakon is now known as Derakon[AFK]
06:44
< ToxicFrog>
Also, it probably helps that I did Innocent Extreme before True Immortal, and since I did TI on Normal, this means I had way more points than I was used to and the enemies all seemed to move in slow motion.
06:50
< Vornicus>
I have enough trouble just getting out of the Stealth THe Fuck Out Of Everything mode...
06:50 * Vash ponders that game
06:50
< Vash>
What game is that?
06:51
< Vornicus>
Iji
06:52
< Vornicus>
http://www.remar.se/daniel/iji.php 2d platformy shooter that reacts to how much you kill.
06:57
< Vornicus>
It doesn't help that I tend to be a hoarder.
06:58
< Vornicus>
Limited ammo when I'm not sure how much I'll get means that I use the shotgun all the time.
06:58
< Vash>
I'm not sure how well it will run on this ... netbook
06:59
< Vash>
specially since I have gmail video chat and this opened
07:07 celticminstrel [celticminst@Nightstar-5d22ab1d.cable.rogers.com] has quit [[NS] Quit: And lo! The computer falls into a deep sleep, to awake again some other day!]
07:23
< Vornicus>
gnarg. I get to the thingy and sit there trying to figure out what skill would be a good idea to take if I don't want to stealth through the game as I am wont to do.
07:25
< Vornicus>
and I just say "fuckit" and quit.
07:27 AnnoDomini [annodomini@Nightstar-17ed01bd.84-48-120.nextgentel.com] has joined #code
07:34
< Vash>
o_o
07:34 * Vash wtf's at this game
07:35
< Vash>
... Why is itthat I have difficulty with 2D?
07:35
< Vash>
I bet I could do so much better if it was 3D
07:35
< Vash>
>.<
07:54 AnnoDomini [annodomini@Nightstar-17ed01bd.84-48-120.nextgentel.com] has quit [Ping timeout: 121 seconds]
07:58
<@McMartin>
Which game?
07:58
< Vash>
Iji...
07:58
< Vash>
...
07:58
<@McMartin>
Ellipses are the easy way to characterize!
07:58
< Vash>
I like how they made the game so far (I... accidentally exited sector 1 before actually looking around more)
07:59
< Vash>
OF COURSE
08:12
< Vornicus>
of course?
08:26
< Vash>
To what McM said >_>
08:26
< Vash>
I guess
08:26
< Vash>
ANYWAY
08:28
<@McMartin>
(I'm quoting either the Scrambler, or the official Iji game guide~)
08:29
< Vash>
I feel I'm doing like, uber terribly
08:29
< Vash>
I'm about to start sector 3.
08:29
< Vash>
although, uh... I chose hard mode.
08:29
< Vash>
I thought it'd be easy for some reason
08:30
<@McMartin>
Mmmm
08:30
<@McMartin>
Iji is weird when it comes to difficulty.
08:30
<@McMartin>
It's a sharper XP cap
08:30
<@McMartin>
And some areas are actually only reachable in Normal mode.
08:30
< Vash>
I died once in the first sector because I wasn't sure about the buttons. So I was shot to death
08:30
< Vash>
I'm level 8.
08:31
< Vash>
apparently there was a lot of xp around or something in sector 2 and I couldn't pick it up because I had that level already
08:31
< Vornicus>
RIght.
08:31
< Vash>
What a waste. D=
08:31
< Vash>
Tired
08:31
< Vash>
need sleep
08:32
< Vash>
work tomorrow
08:32
< Vornicus>
On hard you're limited to 4 levels per sector (well, you can catch up; it's actually easier to do so on higher levels)
08:32
< Vornicus>
Sleep then.
08:32
< Vornicus>
(on harder levels that is)
08:32
< Vash>
catch up?
08:32
< Vornicus>
Well if you had exited sector 2 with only level, say, 6, you can still hit level 12 by the end of sector 3.
08:32
< Vash>
oh, that explains
08:33
< Vash>
because I'm pretty sure I was not level 4 when I exited sector 1 accidentally
08:33
< Vornicus>
(on normal you get 5 levels per sector; on extreme it's 3.)
08:33
< Vash>
I can't go back to previous levels?
08:33
< Vornicus>
No.
08:33
< Vash>
;_;
08:38
< Vornicus>
When you beat the game you unlock 1. single sector play and 2. level maps.
08:57 AnnoDomini [annodomini@Nightstar-17ed01bd.84-48-120.nextgentel.com] has joined #code
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09:10 You're now known as TheWatcher
09:15 AnnoDomini [annodomini@Nightstar-17ed01bd.84-48-120.nextgentel.com] has quit [[NS] Quit: Time to get lost in the city again.]
09:22 Vornicus is now known as Vornicus-Latens
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12:01 kw-sleep-n is now known as kwsn
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15:04
< kwsn>
time to debug these damn sensors
15:14 * kwsn arghblarghles
15:14 Stalker [Z@Nightstar-3602cf5a.cust.comxnet.dk] has quit [[NS] Quit: If the world didn't suck, we'd all fall off.]
--- Log closed Fri Sep 02 15:24:03 2011
--- Log opened Fri Sep 02 15:24:16 2011
15:24 TheWatcher [chris@Nightstar-3762b576.co.uk] has joined #code
15:24 Irssi: #code: Total of 22 nicks [7 ops, 0 halfops, 0 voices, 15 normal]
15:24 Irssi: Join to #code was synced in 38 secs
16:10
< gnolam>
kwsn: ?
16:11 AnnoDomini [annodomini@Nightstar-17ed01bd.84-48-120.nextgentel.com] has joined #code
16:12
< kwsn>
gnolam: i'm working with temp sensors
16:12
< kwsn>
they don't like to cooperate
16:14
< gnolam>
Ah
16:14
< gnolam>
What kind? Thermocouple? Pt100? Silicon?
16:15
< kwsn>
uhm...
16:16
< kwsn>
it's just the way they're being read
16:16
< kwsn>
software issue in a sense
16:17 AnnoDomini [annodomini@Nightstar-17ed01bd.84-48-120.nextgentel.com] has quit [Ping timeout: 121 seconds]
16:18
< gnolam>
And how are they being read? :)
16:20 AbuDhabi [annodomini@Nightstar-17ed01bd.84-48-120.nextgentel.com] has joined #code
16:22
< kwsn>
properly hun
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17:13
< gnolam>
:P
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17:16 Kindamoody|out is now known as Kindamoody
17:16 AbuDhabi [annodomini@Nightstar-17ed01bd.84-48-120.nextgentel.com] has joined #code
17:19
< kwsn>
it's more or less when the new config kicks in
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18:21 * kwsn eats this sensor
19:10
< kwsn>
how to tell you've been in real time too long, despite having a lot of mem space at your disposal, you still try to use as small of variables as posssible
19:16 * gnolam kicks kwsn into accelerated time.
19:16
< gnolam>
BWWWWAAAAAAAAAAAAAAAAAAAAAAH </inception>
19:16
< kwsn>
...
19:17 * kwsn smacks gnolam with a plunger
19:56 * simon_ plunges kwsn with a smacker
19:58 * kwsn dopefishes simon_
20:16 Kindamoody is now known as Kindamoody[zZz]
20:24
<@McMartin>
THE DOPEFISH HAS DIED OF OLD AGE
20:26
< celticminstrel>
?
20:27
< celticminstrel>
:(
20:35
< kwsn>
T_T
20:35
< kwsn>
BUT
20:35
< kwsn>
DOPEFISH LIVES D:
20:52
<@McMartin>
He lived back in '96
20:52
<@McMartin>
Dopefishes only live for about a dozen years, even in captivity
20:55
< Vornicus-Latens>
The dopefish lives, may it rest in peace?
20:56 Vornicus-Latens is now known as Vornicus
20:57
< kwsn>
T_T
20:58
<@McMartin>
Bunnies Tend To Overfeed Their Goldfish To Death
21:08 Stalker [Z@26ECB6.A4B64C.298B52.D80DA0] has joined #code
21:16 * Vornicus fiddles with a graph from a tilebased game, trying to figure out how to sensibly make adjacency work in all the situations he can think of.
21:23
< Vornicus>
...okay that situation is kind of scary.
21:28 Stalker is now known as LANrah
21:38
< Vornicus>
(what I'm trying to do is display a tile-based map so that adjacent tiles that you can walk between actually appear adjacent when necessary -- I don't a diagonal path through walls to have opposite walls touching. This requires that sometimes-walkable tiles -- door tiles, falling platforms -- count themselves as adjacent to other walkable tiles like that.
21:42
< Vornicus>
Now, important here are falling platforms; if I have a 2x2 block of falling platforms, this method will always put a 4-tile corner between them... but then if the player walks across two diagonal ones (so they fall), I would need to rejigger that corner so that the remaining two look adjacent again.
21:44
< Vornicus>
I really don't want to have to rejigger ever, honestly, but I'm not sure there's anything else I can do.
21:57
< celticminstrel>
I actually have no idea what you're talking about... <_<
21:58
< Vornicus>
Consider a top-down, tile-based game, with walls and floors.
21:59
< Vornicus>
And in this game tiles are 8-connected -- you can walk between diagonally adjacent tiles even if you can't walk on the two other tiles that also share that corner.
21:59
< Vornicus>
Civ 2, DROD, Rogue.
21:59
< Vornicus>
(or actually any Civ at all)
21:59
< Vornicus>
(except V)
22:00
< Vornicus>
What I want to do is make it so tiles that can be walked between in general are obviously possible to walk between. In Civ, for instance, this would entail drawing ithsmuses.
22:01
< Vornicus>
The problem arises, however, when some of the tiles change whether they're walkable.
22:02
< Vornicus>
in DROD, for instance, you can have tiles that after you step off them, fall into the void.
22:02
< Kazriko>
I see, so to link the upper left tile to the lower right tile when the upper right and lower left are unwalkable, you need to put a tiny triangle of land in the lower left corner of the upper right tile, and the upper right corner of the lower left tile?
22:02
< Vornicus>
Right.
22:03
< Kazriko>
then be able to update these...
22:03
< Vornicus>
Right, except that I really didn't want to have to.
22:03
< Kazriko>
What about a diamond shaped box in the corner where any 4 tiles meet?
22:05
< Kazriko>
octagon style tiles with tilted squares in the corner...
22:05
< Kazriko>
well, this is talking about visual style, you're looking at it from the data structure side though...
22:05
< Vornicus>
has some issues: it may look as though you can stand on it, is the primary one.
22:09
< Kazriko>
well, if its only adjacent to one walkable tile, then it would have nothing on 3 sides and a little edge on the other.
22:14
< Kazriko>
If I were doing it, I wouldn't even update it at all. Just when it's drawing, it looks at the 4 adjacent tiles states and picks the appropriate tile for itself.
22:27
< Phox>
Vorn, if it's falling, why not redraw the fallen tile with, say, twisted girder on it's edges, rather than redrawing the existing tiles?
22:31
< Phox>
That way there'll be a small width to walk across
22:33
< Vornicus>
THus allowing the art to "modify" without actually getting modified. Hm...
22:35
< Vornicus>
THis makes a certain amount of sense - I suspect that really, the tile boundaries moving without the patterns underlying changing would look about right.
22:56 Derakon [chriswei@Nightstar-f68d7eb4.ca.comcast.net] has joined #code
22:56
< Derakon>
Frickin' finally figured out this Python problem.
22:57
< Derakon>
Turns out dynamically-linked libraries need to be in $PYTHONPATH if your modules want to use them. Who'da thunk it?
22:57
< Derakon>
I am so rusty when it comes to real programming.
--- Log closed Sat Sep 03 00:00:25 2011
code logs -> 2011 -> Fri, 02 Sep 2011< code.20110901.log - code.20110903.log >

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