code logs -> 2021 -> Sat, 25 Dec 2021< code.20211224.log - code.20211226.log >
--- Log opened Sat Dec 25 00:00:46 2021
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00:57
<@celticminstrel>
Yes and no?
00:58
<@celticminstrel>
In common usage, “acronym” is inclusive of initialisms.
00:58
<@celticminstrel>
…oh, I just noticed gnolam isn’t even here anymore.
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08:45
<~Vorntastic>
https://en.wikipedia.org/wiki/HAZWOPER hazardous waste operations and emergency response
08:46
<@ErikMesoy>
Sounds like a pokemon
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08:59
<&McMartin>
definitely Poison type
09:00
< catalyst_>
sounds like an Australian named it
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09:01
<~Vorntastic>
It's not an early 2000s meme that's for sure
09:28
< catalyst>
hm?
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09:54
<~Vorntastic>
That's has cheeseburger
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18:49 * abudhabi_ plays Surviving Mars and thinks their solutions to pathfinding loads are pretty cool.
18:50
< abudhabi_>
For one, the game basically has 2D-like 3D, ie. elevation varies, but you can't go arbitrarily high into the air, and you can't dig tunnels.
18:51
< abudhabi_>
For another, the ground-level workers are limited to reasonably sized areas of hexes they are allowed to path within, justified in-game as battery and radio control constraints.
18:51
< abudhabi_>
Colonists are even more limited in their movements.
18:52
< abudhabi_>
Overall, it's an elegant solution to what makes computers cry when they run Dwarf Fortress.
18:55
< abudhabi_>
Is there a name to the "I can't believe it's not 3D" kind of map?
18:56
<@celticminstrel>
So when you say elevation varies, it’s like each hex has a set elevation, right?
18:56
<@celticminstrel>
Like in the Avernum series.
18:57
<@celticminstrel>
But what’s that about going arbitrarily high in the air?
18:57
<~Vornicus>
"heightfield"
18:58
<@celticminstrel>
Yes.
18:58
< abudhabi_>
celticminstrel: Yeah, just like that.
18:58
<@celticminstrel>
That would be the name for what the Avernum series does.
18:58
< abudhabi_>
Vornicus: Thanks!
18:59
<~Vornicus>
heightfields are pretty common: OTTD, SMAC, Supreme Commander, Factory Town
18:59
<~Vornicus>
technically System Shock used a crazy version of a heightfield
18:59
<@celticminstrel>
Crazy how?
19:00
<~Vornicus>
Each cell had two floor heights and a "shape" and then it matched that with the ceiling
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19:01
<~Vornicus>
and then in some areas in order to make over/under corridors it added plate entities you could walk on
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20:11
<&[R]>
Gotta love hacky map systems
20:43
<@sshine>
did anyone here try Lutris for gaming on Linux?
20:46
<&ToxicFrog>
I've used it
20:46
<&ToxicFrog>
(I'm actually using it right now to run EGS)
20:46
<&ToxicFrog>
It's alright
20:47
<&ToxicFrog>
Re the SS1 heightmap -- it also didn't have a fixed height resolution; instead you set the height scale factor in the map header, so if you wanted a taller map you had to settle for larger steps between heights
20:56
<@sshine>
I'm running the official Battle.net client after having typed a few commands. I'm not sure who is driving the effort at making games this convenient on Linux, but it's impressive.
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--- Log closed Sun Dec 26 00:00:47 2021
code logs -> 2021 -> Sat, 25 Dec 2021< code.20211224.log - code.20211226.log >

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