code logs -> 2018 -> Sun, 16 Dec 2018< code.20181215.log - code.20181217.log >
--- Log opened Sun Dec 16 00:00:07 2018
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03:29 * McMartin catches up on AoC.
03:30
<&McMartin>
Day 15's problem is possibly my least favorite kind of AoC problem, where he has some vision of what he wants the program to do but then in order to shoehorn it into the puzzle format he has to basically write out the entire program in pseudocode and then say "make this actually run"
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06:39
<&McMartin>
Day 16's on the other hand is a huge specification but it's a neat puzzle.
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22:10
<&McMartin>
This is an excellent thread
22:10
<&McMartin>
https://twitter.com/fullbright/status/1073624811107016704
22:10
<&McMartin>
I just got to INVISIBLE WASHING MACHINES IN THE SKY
22:12
<&[R]>
"Did you know that if there’s enough Z-fighting, it happens so fast you can’t see it anymore?"
22:14
<&McMartin>
Persistence of vision, boyo
22:14
<&McMartin>
https://pbs.twimg.com/media/Duiem4MVsAc1KaO.jpg is also a classic
22:14
<&[R]>
FPS being limited probably helps a little too
22:16
<&[R]>
WTF
22:16
<&McMartin>
And, in reverse, Fallout 3's trains are actually helmets of NPCs that you ride around in. https://pbs.twimg.com/media/DuffkKFU8AEIdtI.jpg
22:21
< Mahal>
That thread is a delight
23:16
<@Reiv>
McMartin: ... is that a stupid mod or is that How They Actually Did Trains
23:17
<~Vornicus>
That is How They Actually Did Trains
23:17
<~Vornicus>
a relatively common technique really
23:17
<@Reiv>
oh my gosh
23:17
<@Reiv>
That is the *best* hat
23:21
<~Vornicus>
I remember -- uh
23:21
<~Vornicus>
One of the Marathon games has a level where there's a big explosion a certain amount of time in
23:22
<~Vornicus>
Such that if you complete the rest of the level before the explosion you succeed and if you don't then you fail.
23:22
<~Vornicus>
This is done by having:
23:22
<~Vornicus>
1. a "kill" goal that only counts one type of monster
23:22
<~Vornicus>
2. an unreachable room with that monster in it
23:24
<~Vornicus>
3. that monster has a "nuclear hard death" flag, so when it dies in lava (or of explosions or of certain other things) it causes an explosion that is visible everywhere as a whiteout and makes a noise audible everywhere
23:24
<~Vornicus>
4. a very slowly rising liquid in the unreachable room.
23:28
<~Vornicus>
So at the appointed time, the lava reaches the monster, the monster dies loudly, the level's goal flag is set, and the terminals get changed to the "success" state which is, as far as the plot is concerned, the fail state, which then sends you along a different path of levels.
23:31
<~Vornicus>
There's other levels that use 2, 3, and some variant of 4 for different effects - random explosions where they move around randomly in some unreachable rooms and one place tehy can go kills them; rooms with triggered liquid so doing a thing makes explosions happen...
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23:39
<@Reiv>
Marathon had branching levels based on whether or not you exploded?
23:40
<~Vornicus>
yes, though it wasn't much used in the first-party scenarios
23:40
<~Vornicus>
The level I'm thinking of is early in the finest third-party campaign, Rubicon
23:40
<~Vornicus>
Which is so good that I forget it's not canon sometimes.
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--- Log closed Mon Dec 17 00:00:08 2018
code logs -> 2018 -> Sun, 16 Dec 2018< code.20181215.log - code.20181217.log >

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