code logs -> 2016 -> Thu, 31 Mar 2016< code.20160330.log - code.20160401.log >
--- Log opened Thu Mar 31 00:00:37 2016
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02:02
<@Reiv>
HEY VORN
02:03
<@Reiv>
I was going to ask for your help, but I totally don't remember any more
02:04
<@Reiv>
oh
02:04
<~Vornicus>
heh
02:04
<@Reiv>
so, you have a set of rules
02:05
<~Vornicus>
Okay.
02:05
<@Reiv>
roll a d6, if you roll over X it's a hit
02:05
<@Reiv>
If you roll over X+2 it's a hit that doesn't allow a save
02:05
<@Reiv>
Saves are 3+, 4+, or 5+
02:06
<@Reiv>
The average probabilities are easy to calculate
02:06
<@Reiv>
The 'critical hits' are hurting my head
02:06
<@Reiv>
(To-hits are 2+, 3+, 4+, and a very occasioanal 5+ which is thrown en masse)
02:07
<~Vornicus>
So: given the to-hit target and the save target, how often do you get a hit that isn't saved against?
02:07
<@Reiv>
yep
02:08
<@Reiv>
Like, obviously 3+ enjoys the fact that 50% of their hits don't get saves against, which is grand
02:08
<@Reiv>
But messes up my intuition of "Oh, so that's 4/3 hits, vs this other 6/2..."
02:08
<@Reiv>
(Which quickly refactors, but you know what I mean)
02:10
<@Reiv>
There's an extra wrinkle beyond this one, but that's the basic setup
02:10
<@Reiv>
So that's basic gunnery.
02:11
<@Reiv>
Second step!
02:11
<@Reiv>
Then you have Burnthrough lasers: They roll dice to hit, and for every hit they get to roll again, and this goes again until you run out of explosions or you run into a preset damage cap.
02:11
<@Reiv>
So you might throw two dice, and then those explode up to a combined pool of 6, for example.
02:12
<@Reiv>
The final and worstest wrinkle here... is that if a die crits, its subsiquent dies are all automatically crits so long as they keep hitting.
02:12
<@Reiv>
(The idea is that you've burned through the armor and are now chomping on delicious squishy innards, of course)
02:13
<@Reiv>
But it does rather do my head in when, eg, working out the expected damage of 4x 3+ vs 2x 3+ with burnthru
02:16
<~Vornicus>
first step: probability of hit or save is (7 - X)/6. probability of critical is (5 - X) / 6, so saveable hits are 2/6 = 1/3 exactly. This gives: (1 - saveable probability) * 1/3 + crit-able probability.
02:17
<~Vornicus>
burnthrough sounds crazy.
02:20
<@Reiv>
Burnthrough is the bit where I go from "It messes with my intuition" to "It messes with my excel"
02:20
<@Reiv>
Basically if you throw dice pools, you then track dice in the pool afterwards based on 'crits' vs 'regulars'; once a die is in the crit pile it stays in the crit pile until it misses entirely.
02:20
<~Vornicus>
yeah this is one I'd have to go to python I think
02:21
<@Reiv>
Dice pool as a whole caps at, like, 6
02:21
<@Reiv>
Which on 2 3+ dice could be interesting
02:21
<~Vornicus>
and crits is specifically for that 5+?
02:22
<@Reiv>
Correct
02:50
<~Vornicus>
So do I tally up hits in burnthrough before applying saves?
03:04
<@Reiv>
With the aforementioned once-a-crit-always-a-crit, yes
03:05
<@Reiv>
(Unless it misses)
03:05
<@Reiv>
(I can't help but notice they haven't given us 2+ burnthroughs~)
03:06 * Vornicus fiddles.
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05:09
<~Vornicus>
Duck paths. Ducks follow paths made of segments. These segments may be diagonal and may not be of length divisible by the duck's walking speed. I need to detect when the duck reaches or passes the end of the segment.
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05:38
<@celticminstrel>
Next step: Goose paths.
05:41
<~Vornicus>
hm. I guess I just go push towards finish, if finish is too close then just say I'm there and switch to the next segment
05:41
<~Vornicus>
technically the ducks are cultists.
05:43
<@celticminstrel>
A duck cult! :O
05:54
<@celticminstrel>
Do these ducks worship Drosselmeyer?
05:59
<~Vornicus>
possibly. unlikely. they live in r'lyeh
06:05
<@celticminstrel>
Eldritch ducks. :O
06:21
<&McMartin>
Ducks wg'anagl
06:24
<~Vornicus>
(technically the original game has ducks taking the gondola to the beach while avoiding a hippo. my remake has cultists taking a gondola to --- frankly I have no idea where -- while avoiding a swimming Cthulhu whose head is as big as the gondola.
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11:37
< abudhabi>
Hm. What's a good (read: fast) Nintendo DS emulator for *nix?
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12:29
< catadroid>
'fixed' is the incorrect description for 'changed the implementation because I thought the old one was ugly'
12:30
< catadroid>
ESPECIALLY when some applications were relying on the old behaviour
12:30
< catadroid>
Grmbl
12:33
<@TheWatcher>
Arguably, that's a pathological coupling problem.
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12:47
< abudhabi>
Nevermind! The latest desmume has greatly improved FPS.
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13:10
< Emmy>
Oof. for one heartstopping moment i nthought that all of tuesday's work hadn't been saved.
13:10
< Emmy>
*pfew*
13:11
<@TheWatcher>
>.<
13:14
< Emmy>
Turned out that the code window opened on the old backup form instead of the current.
14:04
<@ErikMesoy>
Fun at work: Nontechnical boss wrestling with question of where to draw line between "tools" and "programming languages" for various technical employee competencies.
14:04
<@ErikMesoy>
It seems to go somewhere between XML and SQL at first draft.
14:05
<@ErikMesoy>
Nontechnical boss doing this because letting technical employees write their own competences will result in nitpicking over categories and other sperging, and list is supposed to be read externally.
14:05
< Emmy>
hmmmh, without knowing xml, i'd not call it a tool either
14:06
<@ErikMesoy>
Point of contention between boss and employee: whether to put "some familiarity with C family" or "some familiarity with C, C++ and C#"
14:08
< Emmy>
Yeaaa, there's a difference.
14:08
<@ErikMesoy>
Unhelpful third party suggesting that Java be included in C family. Boss puts foot down.
14:11
< Emmy>
...
14:11
< Emmy>
>.>
14:11
< Emmy>
breaktime
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15:15
< Emmy>
Aww mothatfu'in' yisss. one big step closer to finishing this problem
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16:12
<&ToxicFrog>
ErikMesoy: C# is closer to the Java family than the C/++ family if anything
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17:25
< catadroid>
C# is basically Java++ (literally)
17:27
<@ErikMesoy>
A reasonable take, but one I think would not have been worth bringing up.
17:27
<@ErikMesoy>
Also I found that Wikipedia's page on list of C family languages is very, very broad. It should probably be renamed "descendants and relatives of the C family".
17:27
< catadroid>
More important - what do you need them to *do*?
17:28
<@ErikMesoy>
catadroid: Dunno. This isn't for a specific job, it's for employee competence tracking and internal buzzword management.
17:28
< catadroid>
Oh then put down LISP
17:29
<@ErikMesoy>
https://en.wikipedia.org/wiki/List_of_C-family_programming_languages -- Python, Rust, Go, Haskell, Powershell, wtf.
17:30
<@ErikMesoy>
Must be the extended family.
17:38
<@celticminstrel>
...I don't think you can call a language "C-family" if it doesn't use braces to designate blocks...
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17:51
< catadroid>
Also it ought to be BCPL family
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19:10
<@gnolam>
*Algol family
19:12 Emmy-Werk is now known as Emmy
19:13
< catalyst>
Alcohol,you say?
19:49
<@Tamber>
Alcolol?
20:18
<~Vornicus>
algohol, clearly
20:18
<@ErikMesoy>
Does it blend?
20:18
<~Vornicus>
in O(n log n) time
20:19
< abudhabi>
The more alcohol you have, the easier it is to blend it on a per-unit basis?
20:20
<~Vornicus>
no, it gets harder, but not much harder.
20:23
< abudhabi>
If n is the unit of alcohol, then to blend 1 unit, you need like 1 time, but to blend 2 units, you need less than 2 time... or am I being mathtarded?
20:23
<@ErikMesoy>
2 * log 2
20:24
<~Vornicus>
so it'd actually be 0 time for 1 unit, and 2 time for 2 units, and 8 time for 4 units, and 24 time for 8 units.
20:25
<~Vornicus>
'cause you don't need to blend one unit of algohol at all.
20:25
< abudhabi>
OK. I *am* mathtarded.
20:26
<~Vornicus>
and for a million units it's like 20 million time.
20:51
< crystalclaw|AFK>
14:51 up 8 days, 15:58, 3 users, load averages: 1.48 1.50 1.85
20:51 crystalclaw|AFK is now known as crystalclaw
20:51
< crystalclaw>
welp, there goes my uptime
20:52
<@Tamber>
*chuckle*
20:53
< [R]>
$ uptime
20:53
< [R]>
13:52:42 up 216 days, 19:29, 2 users, load average: 0.00, 0.01, 0.05
20:53
< [R]>
(If you're going to comment "216 days without an update!" you'd be wrong.
20:54
<@Tamber>
http://furryhelix.co.uk/~tamber/pics/tmp/snap-1459454013.png I am not very good at this sysadmin thing.
20:54
< crystalclaw>
That was just my laptop uptime
20:55
< crystalclaw>
my desktop uptime would be much longer if the power supply wouldn't have blown up >.>
20:55
< crystalclaw>
Figurativly
20:55
<@Tamber>
Well, at least it wasn't a literal blowup.
20:55
<@Tamber>
That's always exciting! </clive>
20:56
< crystalclaw>
Well, it blew the breaker
20:56
<@Tamber>
Exploded mosfets smell unhappy.
20:56
< crystalclaw>
~30 times, before I narrowed it down to the power supply in my computer
20:56
< crystalclaw>
Yes they do
21:10
< Emmy>
Tamber: i dunno. the very fact that it's ABLE to run that long without a break... :)
21:15
<@Tamber>
hehehe :)
21:15
<@Tamber>
What took it down was a hardware failure of the underlying host. Network card puked something horrible.
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21:22
< Emmy>
yowch
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--- Log closed Fri Apr 01 00:00:53 2016
code logs -> 2016 -> Thu, 31 Mar 2016< code.20160330.log - code.20160401.log >

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