code logs -> 2011 -> Mon, 12 Sep 2011< code.20110911.log - code.20110913.log >
--- Log opened Mon Sep 12 00:00:00 2011
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09:49
< Reiver>
so um
09:49
< Reiver>
I keep getting espoused the virtues of LaTEX for page layouts
09:49
< Reiver>
How gentle is it apon the soul when you're trying to make, for example, character sheets with lots of rows of columns and boxes?
09:50
< TheWatcher>
Ahahaha >.>
09:51
< Reiver>
Right.
09:51
< Reiver>
Microsoft Publisher it is
09:52
<@Tarinaky>
Who thought that grey was an excellent colour to have on white needs to be shot repeatedly.
09:53
< TheWatcher>
LaTeX is awesome provided that you want to do fairly simple stuff - even things like multiple columns, but if you're after any kind of complicated page layout, you better be pretty damned practiced with it.
09:54
< Reiver>
Yeah, I think I'm good.
09:55
< Vornicus>
THe other big thing you do with LaTeX is have a professional typesetter set up the layout once and then use it for years.
09:55
< TheWatcher>
Heh
09:56
< Reiver>
Not too great for rapid prototyping of character sheets, then.
09:56
< Vornicus>
It is spectacularly bad at one-off complicated stuff like that.
09:58
< TheWatcher>
Signs I might be getting a bit fed up: "[master 64e1fc0] Added another bloody kludge to support last-sodding-minute-bodge CAS/BCS 'vital' requirements."
09:58
< Reiver>
Very good then, cheers for the headsup.
09:59
< Vornicus>
I would honestly use Word. Publisher is a little weird, and most people can't use publisher files.
10:00
< Reiver>
Well, I plan to print to PDF.
10:00
< Reiver>
Figured Publisher was worth a shot.
10:00
< Reiver>
Word may be preferable, though, I dunno
10:00
< Reiver>
Mostly I need to draw lots of boxes~
10:01
< Vornicus>
Or Excel; in my IRL D&D game I used a heavily-instrumented Excel sheet that did a lot of calculations for me.
10:02
< Reiver>
Excel is lovely for that sort of thing, but a nightmare to format with, I find.
10:02 * TheWatcher would use a wiki, and templates therein, but is crazy like that >.>
10:03
<@Tarinaky>
I realised today that I implemented diamond square wrong and it's giving me bad geometry :(
10:03
<@Tarinaky>
And... I'm struggling to figure out how I'm meant to implement it without getting silly.
10:04 * Reiver ponders. His current formatting (Partly due to the way the mechanics work) is Skill X (Optional subskill Y)
10:04
< Reiver>
I am tempted to list each skill with its three subskills to enhance clarity during play
10:04
<@Tarinaky>
Since, when I recurse, the value of the cell is dependent on the values of its neighbours.
10:04
< Reiver>
But the thing is that you'll only ever need to fill out one subskill, if that.
10:05 * Reiver is wondering which is the best idea.
10:08
<@Tarinaky>
Specifically, it's the square step that's confusing me.
10:11
< Vornicus>
Note: when I say "most people can't use publisher files" I also mean "most people can't look at them and edit them for improvement and send back the fixes to you."
10:12
< Reiver>
Vorn: Oh, alright~
10:24
< Reiver>
whut
10:24
< Reiver>
Where is the shapes tool in Word I am confuse
10:24
< Vornicus>
There's a "Drawing" toolbar
10:24
< Vornicus>
But you may be better off with tables in some places.
10:26
< Reiver>
I do want a few empty actual boxes
10:26
< Reiver>
Though I guess a table would let me solve the problem of having nice guide lines.
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11:05
<@Tarinaky>
I think I'm getting old. I'm listening to radio 2. I'm pretty sure that's meant to be a sign of getting older :/
11:40 * TheWatcher offers to let you borrow his cane
11:42
< gnolam>
Radio 2?
11:58
<@Tarinaky>
Okay. I've re-written my heithmap generator - hoping OI I understand diamond square better now.
11:58
<@Tarinaky>
But I'm getting this really, really, odd ridge in the terrain.
11:58
<@Tarinaky>
It looks odd because it's perfectly diagonal.
12:01
<@Tarinaky>
In fact, it's more or less the only feature on there apart from where one of the corners is seeded with a high value (that tapers off quickly)
12:01 * Tarinaky goes and steps through with a debugger.
12:11
<@Tarinaky>
I suck at debugging :/
12:13
< Vornicus>
I recommend drawing each step in the process.
12:13
<@Tarinaky>
There's a lot of looping and recursion.
12:13
< Vornicus>
ANd probably also outputting to Excel so you can analyze properly, especially if you can get the actual random steps in there too so you can see what it's up to there.
12:15
<@Tarinaky>
My output has a lower bounds on the amount of input it needs.
12:15
<@Tarinaky>
Which makes it annoying >.<
12:17
<@Tarinaky>
The problem is also more prominent for larger grids.
12:17
<@Tarinaky>
Which means I've got too much information :/
12:18 cpux is now known as shade_of_cpux
12:19 Kindamoody is now known as Kindamoody|out
12:25
<@Tarinaky>
http://pastebin.com/iiUpKce2 For large size and any seed I get very flat terrain with a single perfectly straight ridge.
12:25
<@Tarinaky>
The ridge is unexpected.
12:25
<@Tarinaky>
If I make the size smaller the terrain becomes rougher and the ridge disappears into the noise.
12:27
<@Tarinaky>
I've stepped through the program and it appears to be performing correctly.
12:27
<@Tarinaky>
I'm not really sure how to proceed from here.
12:37 AnnoDomini [annodomini@60F158.737D66.CA1918.CC7562] has joined #code
12:40
<@Tarinaky>
Any ideas?
12:53
<@Tarinaky>
http://i51.tinypic.com/348m648.png << In case it helps.
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15:10
< Phox>
It's not a bug, it's a [terrain] feature!
15:10
< Phox>
punpunpun
15:10 * Phox goes to fail his calc midterm
15:10
< Phox>
*final, rather
15:10
< Phox>
I'll try and logic the code on teh bus
15:10
< Phox>
*the
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15:30
< Phox>
Man, stare at "self" long enough and it stops looking like a word
15:37
< Phox>
At risk of sounding stupid, wouldn't the order of operations on line twenty, when you create the noise, be dividing everything by self.size, not just w? Not sure if that's intended, but it may explain why large maps are very smooth.
15:41
< Phox>
Herp, nevermind. I don't know algebra.
15:42
< kwsn>
Phox: stare at any word and that'll happen
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18:07
< Reiver>
Mathy question.
18:08
< Reiver>
Probably stupidly simple, but it's 5AM and all
18:08
< Reiver>
A number range from, uh, roughly 12 to 160
18:08
< Reiver>
What's the biggest number of times you can halve it, rounding fractions down?
18:08
< Reiver>
Or up, for that matter.
18:09
< Reiver>
Though presumably 1/2 = 0 in that case regardless, but.
18:12
< ToxicFrog>
ceil(log2(160-12)), unless I miss my guess
18:14
< ToxicFrog>
So 7~8.
18:14
< Reiver>
hn
18:14
< Reiver>
That's enough that... yeah
18:14
< Reiver>
OK, cheers
18:38
< gnolam>
Hmm, I might actually be able to get away with an ATTiny here.
18:38
< gnolam>
That would be neat.
18:38
< gnolam>
I.e. instead of 28 pins, I only have to solder 8.
18:38
<@Tamber>
:)
18:51
< gnolam>
... yep, no pin conflicts. \o/
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19:26 * kwsn sighs
19:26
< kwsn>
freaking vxworks...
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22:49
<@jerith>
Profiling code that uses Django's ORM is S L O W.
22:50
< McMartin>
Hm
22:50
< McMartin>
It turns out that the standard makefile configuration guessing breaks down with modern processes.
22:50
< McMartin>
make -j9 is rarely a good idea.
22:51
<@Tamber>
Not necessarily. Most I've seen work fine like that, but the ones that don't... *eyes qemu* ...Break Things Badly.
22:52
< McMartin>
Yeah, so, this machine also isn't really 8 processors.
22:52
<@Tamber>
Yeah, that'd be a hint pointless, then.
22:52
< McMartin>
It's 2 processors, each of which is dual-core and has Hyperthreading, and, more to the point, there's only about 2GB free on the system.
22:52 * Tamber tends to use -j6, on a quad-core; works quite nicely.
22:52
< McMartin>
So the build script brought it to its knees quite effectively.
22:52
< McMartin>
Yeah
22:52
< McMartin>
I've dialed it down, and am now much happier.
23:41 shade_of_cpux is now known as cpux
--- Log closed Tue Sep 13 00:00:21 2011
code logs -> 2011 -> Mon, 12 Sep 2011< code.20110911.log - code.20110913.log >

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