--- Log opened Fri Mar 16 00:00:11 2007 |
--- Day changed Fri Mar 16 2007 |
00:00 | <@Vornicus> | heh. I implemented a dozen basic function of a 2d vector class, figuring I'd need them, and then I look at the code and I am using, uh. |
00:00 | <@Vornicus> | None of them. |
00:05 | < Reiver> | Your tactics are all Strange and Arcane? |
00:06 | <@Vornicus> | Not really. |
00:06 | | Reiver is now known as ReivClass |
00:06 | <@Vornicus> | It's just, well, the only math I need to do is done not by vectors but by a simple line equation. |
00:07 | <@McMartin> | BRESENHAM'D |
00:07 | <@Vornicus> | heh |
00:07 | <@Vornicus> | Not even that. |
00:08 | <@Vornicus> | return (edge[1].x - edge[0].x) / (edge[1].y - edge[0].y) * (y - edge[0].y) + edge[0].x |
00:09 | < Derakon> | I forget - if I talk to enough Mycon, will they reveal that they torched Syra? |
00:10 | <@McMartin> | Not in a way that your character will figure it out. |
00:10 | < Derakon> | Bah. |
00:10 | <@McMartin> | You have to get that data from the Mycon or the Arilou. |
00:12 | <@Vornicus> | uh |
00:12 | <@McMartin> | Er |
00:12 | <@McMartin> | The Melnorme or the Arilou |
00:12 | < Derakon> | I was wondering. |
00:12 | <@McMartin> | ... mmmmaybe the Pkunk, but I'm not convinced that works. |
00:12 | < Derakon> | Pkunk are busy aiding the rebellion. |
00:13 | <@McMartin> | Yeah, I'm not sure if you can even get it after you get the Clear Spindle. |
00:14 | < Derakon> | Also, um, Slylandro voice acting sucks. |
00:14 | <@McMartin> | It involves pestering them repeatedly about The Future, and one of the predictions involves the Syreen subplot. |
00:14 | | * McMartin Does Not Like the voice acting. |
00:14 | <@McMartin> | Yehat is about the only one that doesn't actively offend me as Wrong or Annoying, and even it is lolstereotypes. |
00:15 | < Derakon> | I didn't mind the VUX too much. |
00:15 | < Derakon> | Or the Kohr-Ah. |
00:15 | <@McMartin> | Mmm. Kohr-Ah is OK, I guess. |
00:15 | <@McMartin> | My mental Chmmr sound like the MCP from Tron. |
00:16 | <@McMartin> | And my mental Probes sound like Cheery Recorded Voicemail Girls. |
00:16 | < Derakon> | Heh. |
00:16 | <@McMartin> | A la "Thank you for pushing the self-destruct button. Have a nice day!" |
00:16 | <@McMartin> | Utwig should sound less like Sad Clowns and more like Junkies In Withdrawal. |
00:18 | < Derakon> | "I said...WHAT ARE THOSE GLOWY THINGS INSIDE OF YOU?!" |
00:19 | <@McMartin> | Tsk tsk. |
00:20 | | * McMartin snerks |
00:20 | <@McMartin> | 03:22 < man_in_shack> awww, alpha ceti v is a gas giant |
00:20 | <@McMartin> | 03:22 < man_in_shack> so has no khan singh |
00:20 | | * Derakon facepalms. |
00:20 | <@Vornicus> | hee |
00:23 | <@McMartin> | <Shatner> Vr0000000000000000000000000000000n |
00:24 | <@Vornicus> | |
00:24 | < Derakon> | "Well, to begin with, if I were you, I'd sue the Melnorme." |
00:25 | <@Vornicus> | ...who said that? |
00:25 | <@McMartin> | You. |
00:25 | < Derakon> | "Goodbye, Slylandro gas bags!" "Goodbye, human fluid sack!" |
00:25 | <@Vornicus> | oh |
00:25 | <@McMartin> | You have the choice of suggestions once you convince the Slylandro that They Have Screwed Up Like Whoa. |
00:26 | <@McMartin> | Starting with Bold Space Hero, through Shifty Earthling, and down to Last-Ditch Desperation, which is, of course, the right answer. |
00:27 | | * Vornicus fiddlefiddles. |
00:28 | | Thaqui [~Thaqui@Nightstar-12370.jetstream.xtra.co.nz] has left #code [Leaving] |
00:28 | <@Vornicus> | okay. Now, to figure out how to create the polygons I need. |
00:31 | < Derakon> | ...and the Arilou just gave me the Slylandro hint. Thanks a lot, greenies. |
00:31 | <@McMartin> | Talk to them once more about stuff and they should give you the Syreen hint. |
00:31 | < Derakon> | That's the plan. |
00:32 | <@McMartin> | I forget if it's twice or three times, though. |
00:32 | < Derakon> | Twice. |
00:32 | <@McMartin> | I forget if Info 2 is The Words or the Deep Chilluns |
00:32 | < Derakon> | 3 is the Words. |
00:33 | <@Vornicus> | The Words? |
00:33 | < Derakon> | What you say to the Ur-Quan to get their backstory. |
00:33 | <@McMartin> | "Actually, the Ur-Quan, believing themselves non-villainous, will give you backstory if you challenge their heinous deeds outright." |
00:33 | < Derakon> | Hold! What you are doing is wrong. Why do you do this thing? |
00:34 | <@Vornicus> | aha |
00:34 | < Derakon> | Holy glayvin, the Arilou spawn rapidly when you're in their space. |
00:50 | < Derakon> | ...ahh, right, that's why Betelgeuse is so isolated. |
00:56 | < Derakon> | *Now* it's time to bamboozle the Druuge. |
01:02 | | * Derakon snerks. |
01:02 | < Derakon> | Upset Druuge are also decent voice actors. |
01:02 | <@McMartin> | The timing is busted though |
01:02 | < Derakon> | I noticed. |
01:03 | < Derakon> | Also, he instantly regains his equilibrium after. |
01:03 | <@McMartin> | No doubt that is his former underling~ |
01:07 | < Derakon> | Sheesh. Draining my tanks took a long time. ¬.¬ |
01:08 | < Derakon> | And with my ship stripped, all thrusters and turning jets removed, all landers decomposed, I have 97424 RUs. |
01:10 | | Forj [~Forj@Nightstar-869.bitstream.orcon.net.nz] has quit [Quit: Gone] |
01:10 | <@McMartin> | Sweet |
01:11 | < Derakon> | I wonder if it's possible to overflow the RU counter. |
01:11 | <@McMartin> | Yes, with save hacks. |
01:11 | <@McMartin> | It's a signed 32-bit integer, IIRC. |
01:11 | < Derakon> | Hrm. That's rather large. |
01:12 | | gnolam [Lenin@Nightstar-13557.8.5.253.se.wasadata.net] has quit [Quit: Z?] |
01:12 | | Forj [~Forj@Nightstar-869.bitstream.orcon.net.nz] has joined #code |
01:13 | <@McMartin> | Idly, Derakon, regarding your fuel system, other games to look at for inspiration may include Solar Winds. |
01:13 | <@McMartin> | Solar Winds is more of a warning, though. =P |
01:13 | <@McMartin> | Too much stuff to worry about. |
01:13 | < Derakon> | You keep naming games I have not played. |
01:13 | | * Derakon nods. |
01:13 | < Doctor_Nick> | i played mario brothers on my nintendo entertainment center |
01:14 | < Derakon> | Nintendo...? |
01:14 | <@McMartin> | Basically, you have a reactor output of X GW, which you can allocate amongst, like, eight subsystems. |
01:14 | < Doctor_Nick> | yes, it is a japanese company! |
01:14 | <@McMartin> | Weapons, shields, scanners, etc. |
01:14 | <@McMartin> | Solar Winds was a shareware top-down space adventure by Epic Megagames. |
01:14 | < Doctor_Nick> | i played jazz jackrabbit |
01:14 | < Doctor_Nick> | does that help |
01:14 | < Derakon> | I wasn't planning on having the player manually allocate energy generation. |
01:15 | < Derakon> | Rather, anything that uses energy simply draws it from what is available. |
01:15 | <@McMartin> | Indeed |
01:15 | <@McMartin> | This boiled down to "You could divert power from shields to weapons to do and take more damage" |
01:15 | < Derakon> | You want to do that, you buy a cheaper shielding subsystem and stronger guns. ¬.¬ |
01:16 | <@McMartin> | Sounds good to me~ |
01:16 | <@ToxicFrog> | Freespace had something similar, except that it was just shields, guns, engines. |
01:16 | <@McMartin> | Freespace copied X-Wing and friends. |
01:17 | <@ToxicFrog> | Which mapped handily to the six-key block above the arrow keys. |
01:17 | <@McMartin> | That modified weapon/shield regen rate, though, not power. |
01:17 | < Derakon> | "Several hours later, several hours later, several hours later". *snerk* |
01:17 | <@ToxicFrog> | Yes, same in Freespace. |
01:17 | <@McMartin> | Yeah. That's different from SW. |
01:17 | <@ToxicFrog> | Weapon and shield regen rate, and afterburner recharge rate/maximum velocity. |
01:17 | <@ToxicFrog> | (Starlancer also has something similar, but it's a hideous crime of a user interface that we shall not discuss further) |
01:18 | < Doctor_Nick> | what are you making, x-wing style space sim? |
01:18 | <@McMartin> | No. |
01:18 | <@McMartin> | Escape Velocity-style. |
01:18 | < Derakon> | No; my own take on the Escape Velocity series. |
01:18 | < Derakon> | Which is more like EV + Starscape + SC2. ¬.¬ |
01:18 | <@McMartin> | Yeah, I think I've seen that "Combat Batteries" mechanic somewhere besides Tyrian~ |
01:19 | < Derakon> | It's a pretty straightforward concept. |
01:19 | | * McMartin prefers "capacitors" for that, though, as per EVE. |
01:19 | < Derakon> | Starscape augmented it by letting you install extra batteries in addition to stronger reactors, but mainly what I'll be pulling from them is maneuverability based on ship mass and engine power. |
01:20 | < Derakon> | Heh. That'll be the upper tier, then. |
01:20 | < Doctor_Nick> | McMartin: do you still play EVE? |
01:20 | <@McMartin> | "Still" implies I ever did. |
01:20 | < Doctor_Nick> | ah |
01:20 | | * McMartin knows a dozen or so serious players. |
01:21 | < Doctor_Nick> | eve is fun |
01:21 | < Doctor_Nick> | i am stuck in a hostile system and the enemy alliance blew up our station |
01:21 | < Derakon> | From what I've heard of EVE, there's way too much metagame and faux-grinding. |
01:21 | <@ToxicFrog> | I've been pondering it, but I'd need to find an alliance, and play enough each month to make the money to pay for the next month, and so forth... |
01:21 | < Doctor_Nick> | the metagame is the best part |
01:22 | <@McMartin> | The metagame is the actual game, really. |
01:22 | <@McMartin> | Materials speculation, etc. |
01:22 | < Derakon> | Ehh, I had my fill of metagame in Puzzle Pirates, frankly. |
01:22 | <@McMartin> | yay economics, except it feels like work. |
01:22 | < Doctor_Nick> | ToxicFrog: im in goonfleet |
01:22 | < Derakon> | Right. |
01:22 | <@McMartin> | Also, corrupt devs 4tl |
01:22 | < Doctor_Nick> | currently we have a "Free Trade Zone" |
01:23 | < Doctor_Nick> | where we let any corp in our space to mine and rat as long as they pay for our pos fuel, which is pretty nominal for any competant corporation |
01:23 | <@McMartin> | I seem to recall the last "neutral traders" getting their asses fried by everyone at once once the bigger players got sick of easy routes for their rivals deep into their own space. |
01:24 | < Doctor_Nick> | yeah, but this has muscle behind it |
01:24 | < Doctor_Nick> | i.e. the biggest military alliance in eve |
01:24 | < Doctor_Nick> | oh, you're talking about ISS |
01:24 | < Doctor_Nick> | they were fucking douchebags, thats why |
01:24 | <@McMartin> | My current measure of "douchebag" is actually the renegade CEO of Ars C. |
01:25 | < Doctor_Nick> | oh yeah |
01:25 | < Doctor_Nick> | he's a world class prick |
01:25 | <@McMartin> | "Hey, way to openly by a 40M SP alt! You now have at least 200 ships gunning for you at all times." |
01:25 | <@McMartin> | s/by/buy/ |
01:26 | < Doctor_Nick> | yeah, but he has enough money to buy another alt and join bob or d2 or whatever. |
01:26 | <@McMartin> | Yeah, I'm sure BoB would love to have him aboard. |
01:27 | <@McMartin> | He's got such a great track record of being a team player, etc. |
01:27 | | * Vornicus ponders. |
01:27 | <@Vornicus> | DUH. |
01:27 | <@Vornicus> | I can do /that/. |
01:27 | < Doctor_Nick> | McMartin: And he's not a dev |
01:28 | | * Vornicus writes a function that translates new-projection coordinates to old ones. |
01:30 | <@Vornicus> | ...except that it's not stable. |
01:32 | | * McMartin heads off to dinner |
01:44 | | Doctor_Nick is now known as drnickAWAY |
01:44 | | * Vornicus ponders. Is it possible, perhaps, to also pass the pixel center, and use that to determine the right vertex/vertices? |
01:47 | <@Vornicus> | ...yeah, that will do. |
02:05 | <@Vornicus> | ...no, it won't do, chirality |
02:07 | | * Vornicus ponders. Pass all four corners at once? |
02:24 | | * Derakon feeds his immune system to the Ilwrath. |
02:44 | | BlueTiger [BlueTiger@Nightstar-567.natsoe.res.rr.com] has joined #Code |
02:55 | < Derakon> | Bah...my FPS are dropping to around 23 once my spritetree expands to 8192 pixels on a side. :\ |
02:55 | <@McMartin> | That's a pretty large area. |
02:55 | < Derakon> | Yeah, but to preserve suspension of disbelief, I'll need pretty large systems. |
02:56 | < Derakon> | And unfortunately, the problem is that the vast majority of space is empty, while certain parts of it are very dense indeed. |
02:56 | < Derakon> | I can get some speed back by upping my minimum grid size (128, which it is currently, is of course far too small), but too high and combats slow down. |
02:57 | <@Vornicus> | Sounds like you need to find a way to concentrate on the very dense sections. |
02:58 | < Derakon> | ...heh, right. I set a maximum on my tree size of 65536x65536. |
02:58 | < Derakon> | Okay, so, if I set the minimum grid size to 1024 on a side, then I can hit the max tree size before noticing any slowdown. |
03:00 | < Derakon> | Likewise at 512. Okay, I'm happy. |
03:01 | | BlueTiger [BlueTiger@Nightstar-567.natsoe.res.rr.com] has quit [Ping Timeout] |
03:02 | < Derakon> | Now if only I could figure out why every time my sprite makes a transition across a node boundary, its drawing stutters for a frame... |
03:03 | <@Vornicus> | Does it hae to do a rebuild of the path? |
03:03 | < Derakon> | Sprites have fixed positions; they are reference via the quadtree, but that does not actually affect where they are. |
03:04 | <@Vornicus> | No, no |
03:05 | | Forj [~Forj@Nightstar-869.bitstream.orcon.net.nz] has quit [Quit: Gone] |
03:05 | <@Vornicus> | Does it have to, uh, remake its avoidance path, when it crosses the node boundary. |
03:05 | < Derakon> | I'm not doing avoidance yet. |
03:05 | < Derakon> | This is a flicker anyway; it's not actual movement. |
03:05 | <@Vornicus> | aha |
03:05 | < Derakon> | Aaand the problem is that the camera is moving, but the sprite is not. Interesting. |
03:06 | < Derakon> | And *that* would be because I'm improperly short-circuiting my update() function in the tree now. Bah! |
03:07 | <@Vornicus> | aha |
03:07 | < Derakon> | I went through and added logic to let the tree keep track of how many sprites it had at each level, so that it could short-circuit once it reaches empty swathes of space. Unfortunately that logic appears to be faulty. |
03:17 | < Derakon> | I hate it when the Pkunk revive *four times* and I'm flying a Marauder. >.< |
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03:23 | < Derakon> | McM - is there any logic in how the computer picks its ships, or do they always go random? |
03:24 | <@McMartin> | Always goes random. |
03:24 | | AnnoDomini [~farkoff@Nightstar-29065.neoplus.adsl.tpnet.pl] has joined #Code |
03:24 | < Derakon> | Hrm. So the fact that it picked the Fury, Bladee, and Eluder against my Marauder was just bad luck then. |
03:24 | < Derakon> | (Well, granted the Blade didn't last very long) |
03:25 | <@Vornicus> | Which one is the Marauder? |
03:25 | < Derakon> | Kohr-Ah. |
03:26 | < Derakon> | I.e. slow, and relies on forcing ships to fly into its minefields. |
03:26 | < Derakon> | The Fury can dodge with impunity, so fights with it are rather long. And when it multi-revives... |
03:28 | <@Vornicus> | ah, that one. |
03:35 | | drnickAWAY is now known as Doctor_Nick |
03:43 | < Derakon> | ...oooh, I can re-use the ice-based fightercraft for the Moties. Yay! |
03:48 | | ReivClass is now known as Reiver |
03:49 | < Reiver> | A query on hardware specs. |
03:50 | < Reiver> | I've bought, or well aquired, a computer that, once finished, needs to last me about three years. |
03:50 | < Reiver> | 2GB of RAM is apparently considered sufficient to last me that long. |
03:51 | <@Vornicus> | Yep. |
03:51 | < Reiver> | Would a 3600+ AlthlonX2 be enough? And/or, would a 4400+ |
03:52 | < Reiver> | or is it one of those things where the CPU is gonna be insufficient /anyway/ so don't bother trying to get even close to the curve. |
03:53 | < Derakon> | It depends; what do you want to do with your computer? |
03:53 | < Derakon> | And what OS will you be running? |
03:53 | < Doctor_Nick> | YOU SHALL PERISH |
03:53 | < Doctor_Nick> | i mean |
03:53 | < Doctor_Nick> | look at the performance/price ratio for these chips |
03:54 | < Doctor_Nick> | figure hout which is the highest, and buy that one |
03:55 | < Derakon> | Best price/performance is probably an ARM these days. ¬.¬ |
03:56 | < Doctor_Nick> | more specifically, a dual core x86 chip that has the highest performance/price ratio |
03:56 | | * Derakon snerks. |
03:59 | <@ToxicFrog> | Which is, AFAIK, still the Athlon X2. Although I believe the core 2 is ahead in absolute performance at the moment. |
03:59 | < Reiver> | Nick, the best price/performance is inherently the slowest chip. |
03:59 | | * Vornicus fiddlefiddles with polygons. |
03:59 | < Reiver> | If you're talking about modern chipsets at all. ¬¬ |
03:59 | <@ToxicFrog> | Reiver: a 3600 should, I think, be sufficient. A 4400 definitely will be, unless there's a massive jump in requirements. |
03:59 | | * Reiver hm. |
04:00 | < Reiver> | The 3600 - NZ$180 |
04:00 | < Reiver> | 4400 - NZ$295 |
04:00 | <@ToxicFrog> | The CPU, I find, becomes obsolete much more slowly than the video card. |
04:00 | <@ToxicFrog> | Although not as slowly as the soundcard. |
04:00 | <@ToxicFrog> | Anyways. |
04:00 | <@ToxicFrog> | SLEP |
04:00 | < Derakon> | Again, it really depends on what you're doing and what OS you're running. |
04:00 | < Reiver> | Your thoughts either way, TF? |
04:00 | < Derakon> | Night, TF. |
04:00 | < Reiver> | XP. |
04:00 | < Derakon> | Okay, XP will require less than Vista. |
04:01 | < Doctor_Nick> | dont upgrade to vista |
04:01 | < Derakon> | If you want to do modern gaming at all, though, then you pretty much have to get the fastest thing you can afford, for graphics card, then RAM, then CPU. |
04:01 | < Doctor_Nick> | you'll be just perpetuating the cycle of abuse :( |
04:01 | | * Reiver ... his Inherently Scot instinct is to grab the 3600. His Futureproofing instincts suggest it's cheaper to buy a better chip now, than a cheap chip now and a cheap chip again /later/. |
04:02 | < Derakon> | I'm really not much help here, because my computers don't break. ¬.¬ |
04:02 | < Derakon> | Well, that and I buy prefab Macs. |
04:02 | < Doctor_Nick> | stop making that face >:| |
04:02 | | * Derakon tweaks Doc's nose. |
04:02 | | * Doctor_Nick perishes |
04:02 | < Reiver> | Der: Not break. Futureproofing being regards to trying to beat obsolesence. |
04:03 | < Reiver> | I try to proof against breakages by not buying crap in the first place~ |
04:03 | < Derakon> | I meant more that I wouldn't be in your situation in the first place. |
04:03 | < Reiver> | Der: Of wanting to ever upgrade a computer? -.^ |
04:04 | < Reiver> | I've mostly been asking TF because he /also/ upgraded a computer as of about a month ago, and had similar budgets to my own. |
04:04 | < Derakon> | I thought all your computers broke. |
04:04 | < Reiver> | Uh. |
04:04 | < Reiver> | Yes, but that is merely why I am upgrading - what I am now buying is distinct from that. :p |
04:04 | < Doctor_Nick> | what is your budget |
04:04 | < Doctor_Nick> | and are you buying a monitor too? |
04:04 | < Reiver> | Nick: "As little as possible without regretting it later." |
04:05 | < Reiver> | I'm getting a new monitor, yes. |
04:05 | < Doctor_Nick> | k |
04:08 | <@Raif> | Re: Starcraft remake: It's resource heavy. |
04:09 | <@Raif> | These days it would be trivial to do it better, with generated terrain. |
04:10 | < Reiver> | There's a Starcraft remake? |
04:10 | | Chalcy [~Chalceon@Nightstar-869.bitstream.orcon.net.nz] has joined #code |
04:10 | | mode/#code [+o Chalcy] by ChanServ |
04:11 | | * Derakon wins, with a Penetrator crewed by Syreen, Mycon, Kohr-Ah, and Earthlings. O_o |
04:11 | <@Raif> | There was discussion of one above. |
04:11 | | Chalcy [~Chalceon@Nightstar-869.bitstream.orcon.net.nz] has quit [Quit: ] |
04:11 | < Derakon> | Also, from 222 vs. 197, ended 0 vs. 135. |
04:11 | <@Raif> | And, since you ask, yes, there's one that they probably weren't aware of. |
04:11 | <@Raif> | It's pretty faithful, and entirely in 3D. |
04:11 | <@Raif> | Uses the original resource files too, I think. |
04:12 | | ChalcyOut [~Chalceon@Nightstar-869.bitstream.orcon.net.nz] has quit [Ping Timeout] |
04:12 | < Reiver> | Handy. |
04:14 | <@Vornicus> | I've seen that once. |
04:15 | <@Vornicus> | but, man, we want the SupComm interface. |
04:15 | < Reiver> | The interface is that good? |
04:16 | | * Reiver ponders. Hey, Raif? AthlonX2 3600+ - NZ$180 vs AthlonX2 4400+ - NZ$295. |
04:16 | <@Vornicus> | Reiver: compare Red Alert to TA. |
04:16 | < Doctor_Nick> | supreme commander is the citizen kane of RTSs |
04:16 | < Reiver> | I'm trying to put together a computer to last me 3 years or so. |
04:16 | <@Raif> | Were it my decision I would jump to 4200. |
04:16 | < Reiver> | Opinions either way? |
04:16 | < Reiver> | Worth it, you think? |
04:16 | <@Raif> | That'll last you a good 4 years. |
04:16 | <@Raif> | Plus it's what I have. :) |
04:17 | < Reiver> | ...Which is probably worth 50% extra. |
04:17 | <@Raif> | Probably... |
04:18 | <@Raif> | My philosophy ever since I got into building machines has been "Buy cheap: Pay twice." |
04:18 | <@Raif> | Had to learn that the hard way more than once. :) |
04:18 | < Reiver> | Yeah. I try to buy quality - but also have to be aware of having a budget. >.> |
04:18 | <@Raif> | Very true. |
04:19 | < Reiver> | (AKA Asus mobo, Western Digital HD, etc.) |
04:19 | <@Raif> | If you don't mind rebuilding in 2-3 years (which, honestly, you might end up doing anyway), then go for the 3600. |
04:19 | < Reiver> | (About the only parts I've not bought on basis of reputation were the RAM sticks, and that's because I've never actually seen problems with RAM other than dead-on-arrival.) |
04:19 | <@Raif> | I have. |
04:19 | < Reiver> | Really? Interesting. |
04:20 | < Reiver> | ...Mind you even then I do avoid the 'generic' stuff. |
04:20 | <@Raif> | I get people who stay up to date on company names to buy my components these days... |
04:20 | < Reiver> | "If it doesn't have a name I don't want it" ;) |
04:20 | <@Raif> | Not a bad way to go, really. |
04:20 | <@Raif> | Though lately I've been unimpressed with Seagate/Maxtor. |
04:20 | <@Raif> | Seagate used to be untouchable as far as quality goes... the last couple HD's I've gotten from them have gone bad. |
04:21 | < Reiver> | Hrm. |
04:21 | < Reiver> | I know Maxtor went down the drainpipe. |
04:21 | < Reiver> | I hadn't realised Seagate was heading that way too. |
04:21 | < Reiver> | Western Digital is solid, aye? >.> |
04:21 | <@Raif> | Somewhat. |
04:22 | <@Raif> | I've had a couple of those go bad too, but they were 3-5 years old when they kicked it. |
04:22 | < Reiver> | That'll do. |
04:22 | <@Raif> | These days I suspect none of them are really trustworthy anymore, and have opted for a raid5 system. |
04:23 | <@Raif> | Redundancy is really the only good way to avoid guaranteed failure. :P |
04:23 | < Reiver> | I wish I could afford a raid5. |
04:23 | < Reiver> | But you need special hardware for that which requires $$$ ;_; |
04:23 | <@Raif> | Yeah, that's way outside your budget. |
04:23 | <@Raif> | This one cost me around 800 bucks I think. |
04:23 | < Reiver> | I had thought about it. |
04:23 | <@Raif> | (Just in drives) |
04:23 | < Reiver> | Then I saw the pricetag. |
04:23 | < Reiver> | (You need the RAID controller too - that's a few hundred as well...) |
04:23 | < Doctor_Nick> | get terabyte storage |
04:23 | <@Raif> | Granted, I have a frickin' terabyte and a half now. |
04:24 | <@Raif> | Most good motherboards come with onboard RAID now. |
04:24 | < Reiver> | 3+1, Raif? |
04:24 | <@Raif> | The nVidia raid controllers are actually pretty decent. |
04:24 | < Reiver> | Yeah, but it's only RAID0 and RAID1. |
04:24 | <@Raif> | Yeah, 3+1. |
04:24 | <@Raif> | Reiv: Nope. |
04:24 | <@Raif> | I'm running off onboard right now. |
04:24 | < Reiver> | ...What mobo you got? |
04:24 | < Reiver> | And you sure you're not using a software RAID? |
04:24 | <@Raif> | And they just updated drivers a month ago so it actually works fast now (vista drivers were slow in coming). |
04:24 | < Reiver> | (Which I am given to understand is horrendously slower.) |
04:25 | <@Raif> | I'm using Asus M2N-E. |
04:25 | <@Raif> | I think it's nForce4. |
04:25 | <@Raif> | (which is hardware raid) |
04:25 | < Reiver> | I've got an Asus M2V. |
04:25 | < Doctor_Nick> | get something easily edible |
04:25 | <@Raif> | I don't like Via chipsets anymore... I only buy nForce. |
04:26 | <@Raif> | (I assume the V stands for Via) |
04:26 | < Reiver> | (M2V-MX, to be picky, but that was because people were Helpful in their gift purchases and didn't realise there was a difference. At the same time, I'm not going to look a gift horse in the mouth. >.>) |
04:26 | <@Raif> | In fact, I can't remember a single time I haven't had trouble with a Via motherboard. |
04:26 | <@Raif> | My last 3 fried themselves. |
04:26 | < Reiver> | ...Curious. |
04:27 | < Reiver> | I've never had a problem with them but for a CPU frying-and-taking-mobo-with-it, and, uh, the PSU catching fire. |
04:27 | <@Raif> | Granted, the first one was one of their 266FSB-A line, and those were notorious for shittiness. |
04:27 | < Reiver> | Which is generally unhealthy toward the mobo and I don't blame it. >.> |
04:27 | <@Raif> | They released a revision B which didn't have the problem, I'm told. |
04:28 | < Reiver> | (Even if it means my computer case is going to look somewhat odd with a microATX board inside a full tower, *shrug*. The only /real/ issue I can foresee is I have 2 RAM slots instead of 4.) |
04:28 | < Reiver> | (Which means that 2GB I have now will /stay/ 2GB until I have to replace the Hardware Trinity in the future.) |
04:29 | <@Raif> | It's bloody hard to find 4 these days... it's always 3. |
04:29 | <@Raif> | I'm running on 2GB myself, actually. |
04:29 | <@Raif> | You won't need more than that any time soon. |
04:29 | < Reiver> | Hm. |
04:29 | <@Raif> | Unless you want to play cutting edge games on vista. |
04:29 | < Reiver> | ...It's always three? |
04:29 | <@McMartin> | UQM runs on Vista fine! |
04:29 | <@Raif> | Because Vista will kill a good 900 megs all by itself. |
04:29 | < Reiver> | DDR2 apparently works best when paired. |
04:30 | <@Raif> | I've been running RTM for a while now... these days vista hovers around 700 megs usage with nothing running. :) |
04:30 | <@Raif> | Though a lot of that could be paged out in a pinch, I'm sure. |
04:31 | <@Raif> | And yes, if you're going to get 2gigs of DDR2, get 1 gig sticks. |
04:31 | < Reiver> | I've got that, aye. |
04:31 | < Reiver> | And a Raedon 1650 Pro gfx card. |
04:32 | < Reiver> | Though I'm less worried about that, because I generally expect to have to upgrade a gfx card some point in the future, seperate to the Trinity itself. |
04:32 | <@Raif> | That cuts me, reiv... that cuts me to the bone. |
04:32 | < Reiver> | You a GForce fan, huh? :p |
04:32 | <@Raif> | Didn't used to be. |
04:32 | <@Raif> | Now? Oh yes. |
04:32 | < Reiver> | Whyso? |
04:32 | < Reiver> | And, well |
04:33 | <@Raif> | It flops back and forth, but IMO, Geforce is the better card (for the higher end ones anyway) for your money. |
04:33 | <@Raif> | At least for right now. |
04:33 | < Reiver> | I went around asking for advice on gfx cards and TF is rabidly pro-Radeon, and was able to give advice on which to buy under what pricing conditions. No-one else said much. ¬¬ |
04:33 | < Reiver> | And, uh, the GForce numbering system was gibbering madness. :p |
04:33 | < Doctor_Nick> | the consensus is that nvidia has better drivers |
04:34 | < Doctor_Nick> | for linux, at least |
04:34 | < Reiver> | I have no interest in linux. |
04:34 | < Reiver> | (At least, not on /this/ box.) |
04:34 | <@Raif> | Yeah, that's one reason for my decision, actually. |
04:34 | < Reiver> | (I have a linux box. It is old and slow and I expect nothing more from it than to do Linuxy things.) |
04:35 | <@Raif> | Another reason for my decision is that ATI was really slow to get their PCIE out the door, and I've heard mixed things about whether their drivers for such cards are stable, particularly on Vista. |
04:36 | < Reiver> | ...Which I don't plan to upgrade to. Hee. |
04:36 | <@Raif> | However, if you're not going for a bleeding-edge card, I doubt it matters for you either way. |
04:36 | <@Raif> | No PCIE? I'm surprised. |
04:36 | < Reiver> | Er. |
04:36 | < Reiver> | No Vista. |
04:36 | <@Raif> | Ah. |
04:36 | <@Raif> | Well, you'll upgrade to it whether you like it or not. :) |
04:36 | <@Raif> | there'll be a day when you don't have a choice anymore, particularly if you play games. |
04:37 | < Reiver> | On this hardware? |
04:37 | <@Raif> | Several high-profile companies are switching to DX10. :( |
04:37 | < Reiver> | It'll be too dated to play games about the same point that Vista is compulsory. ¬¬ |
04:37 | <@Raif> | A good many more aren't, but the outliers are annoying. |
04:37 | < Reiver> | And... |
04:37 | <@Raif> | Nah, not really. |
04:37 | <@Raif> | Halo2 comes out next week, I think, for vista. |
04:37 | < Reiver> | OK. |
04:37 | <@Raif> | other games aren't too far behind. |
04:38 | < Reiver> | First modern game I've wanted to play? |
04:38 | < Reiver> | Supreme Commander. |
04:38 | <@Raif> | Wasn't that canned? |
04:38 | < Reiver> | ...It's out. |
04:38 | < Reiver> | And selling well. |
04:38 | <@Raif> | ahhh. |
04:38 | < Reiver> | :p |
04:38 | <@Raif> | Maybe I'll pick it up next week, then, when it's in the bargain bin (ooh! Snap!) |
04:38 | < Reiver> | That's the first game I've seen as must-have for, uh, about five years. >.> |
04:39 | <@Raif> | A friend had mentioned she was moved off that project. My assumption was that it was canned, I didn't know they had shipped it. |
04:39 | < Reiver> | It's currently been #2 in the top 10 sales thingymajig for about a month straight. |
04:39 | < Reiver> | (Behind Bloodrain or whatever that WoW expansion is.) |
04:40 | <@Vornicus> | "Burning Crusade" |
04:40 | <@Raif> | I've been pretty disappointed with the world of PC gaming for the last few years. Oblivion and HL2 are the only killer apps I can think of . |
04:40 | < Reiver> | (Which was sort of guranteed #1 all along. Bloody addicts. ¬¬) |
04:40 | <@Vornicus> | And #3 is WoW itself. |
04:40 | <@Vornicus> | Raif, you have to check out SupComm. |
04:40 | <@Raif> | Meh, burning crusade is an expansion which adds a moderate amount of content. |
04:40 | <@McMartin> | "It burns when I crusade!" |
04:40 | <@Raif> | I don't consider that a game in itself. |
04:40 | < Reiver> | Raif: And yet, to the Addicts(tm), it's must-have. |
04:40 | < Reiver> | Raif: If it helps any, I'm not a fan of the FPS genre. |
04:41 | < Reiver> | I never even finished Half-life. |
04:41 | < Reiver> | >.> |
04:41 | <@Raif> | I've actually been playing WoW lately... Lyn's really hardcore. I haven't played in a week or more. |
04:41 | <@Raif> | You should. |
04:41 | <@Raif> | HL gets fucked up near the end. |
04:41 | < Reiver> | I got to the... jumping level. |
04:41 | < Reiver> | Er. Once you've gone through the dimensional portal. |
04:41 | <@Raif> | The alien planet one? |
04:41 | | * McMartin needs to acquire and play a copy of Deus Ex. |
04:41 | < Reiver> | Yeah. |
04:41 | <@Raif> | Yeah, that's the end of the game. |
04:41 | <@Vornicus> | Xen, kinda breaks down. |
04:41 | <@Raif> | There's a boss there and you're done. |
04:42 | < Reiver> | And then I met a Big Bloody Monster that took all my ammo and half an hour of shooting it with the Beegun to kill it. |
04:42 | <@Raif> | McM: Also a classic. |
04:42 | < Reiver> | And then I ran into a bigger one |
04:42 | <@Raif> | Still good in fact. |
04:42 | < Reiver> | And gave up. ¬¬ |
04:42 | <@McMartin> | Which is why I need to track it down and play it. |
04:42 | <@Vornicus> | Reiver: the bigger one is the final boss. He's got a... trick. |
04:42 | < Reiver> | Vorn: ...Oh. |
04:42 | <@Raif> | It's probably 10 bucks if you can find it. |
04:42 | < Reiver> | That would explain it then. |
04:42 | <@Raif> | The hard one is Anachronox. |
04:42 | <@Raif> | If you can ever find that, snatch it up. It's good. |
04:42 | <@Vornicus> | He's got a good name, too. "nihilanth" |
04:43 | <@Raif> | Which was by the other division of Ion Storm. |
04:43 | <@Raif> | They actually delayed bankruptcy for a few months to get that game shipped. |
04:43 | < Reiver> | Vorn: At the same time, I tried to clock it in 2002. |
04:43 | <@Raif> | (bankruptcy or just closure? I forget) |
04:43 | < Reiver> | I don't exactly have the savegame any more~ |
04:43 | <@Vornicus> | Heh |
04:43 | < Reiver> | So I probably won't actually finish it. *shrug* |
04:44 | < Reiver> | Only FPS-esque I've ever beaten was Max Payne. |
04:44 | <@Raif> | That game was pretty cool in its day. |
04:44 | < Reiver> | (And technically that's 3rd person, but counts in my mind.) |
04:44 | <@Raif> | The first one with really good physics. |
04:44 | <@Raif> | These days, HL2 completely supercedes it. |
04:44 | < Reiver> | And a competent storyline. |
04:44 | <@Raif> | Sorta. |
04:44 | < Reiver> | Probably does. |
04:44 | < Reiver> | ...Well, /I/ enjoyed the storyline. |
04:44 | | * Vornicus has beaten: Marathon 1-?, Quake 1 and 2, Doom, Half-Life, System Shock 1 and 2, and Descent. |
04:44 | < Reiver> | So it counts. :p |
04:44 | <@Raif> | I could never get past the constipated expression to listen to the plat. |
04:45 | <@Raif> | *plot |
04:45 | < Reiver> | pff |
04:45 | <@Vornicus> | oh, and Far Cry |
04:45 | <@Raif> | Descent was fucking awesome, and we may never again see its like. |
04:45 | | * Reiver has beaten: TA1, Max Payne, Traffic Department 2192, and um |
04:46 | <@Raif> | That's the first game that made me motion sick. :) |
04:46 | < Reiver> | Got bored with: WC3, StarCraft, Quake, Half-Life. |
04:46 | <@Raif> | SC had a damn good plot. WC3? Less so. |
04:46 | | * Vornicus only recounted FPSen there. |
04:46 | <@Raif> | I've actually been meaning to pick up WC3 lately and play through it. |
04:47 | < Reiver> | Vorn: Be aware that list was my list of games ever. |
04:47 | <@Vornicus> | Heh |
04:47 | <@Raif> | Back when I had a copy it was when I had a flaky motherboard and the game kept crashing every 5 minutes (no exageration... boot up, play for five minutes, saving constantly, crash, repeat) |
04:47 | < Reiver> | Couldn't bring myself to finish: System Shock 2 (AIE), Neverwinter Nights (Hard drive failure + Can't Be Arsed). |
04:47 | <@Raif> | NWN was dismal. |
04:47 | <@Vornicus> | System Shock 1 is better. |
04:47 | < Reiver> | (AKA: It was fun. But then it died and I couldn't be bothered replaying, even as something different. *shrug*) |
04:47 | <@Vornicus> | Than SS2 |
04:48 | < Reiver> | Vorn: I, um. |
04:48 | <@Raif> | It had a lot of potential, but at the end they're all "Ok, now that you've just spent every last spell on a big fight, here's another one! And you don't get to rest! HAH!" |
04:48 | < Reiver> | Played System Shock for about two days straight. |
04:48 | < Reiver> | Or rather, managed to play it for two days. |
04:48 | <@Raif> | Hey, remember Mechwarrior 2? |
04:48 | < Reiver> | Second day, 3AM, thunderstorm. |
04:48 | <@Raif> | Y'know, before Microsoft got the franchise and butchered it? |
04:48 | <@Vornicus> | Reiver: ouch. Point taken. :) |
04:49 | < Reiver> | A monkey pounced me simultaneously with a powercut |
04:49 | <@Vornicus> | I played MW once. |
04:49 | < Reiver> | I've never been able to play teh game since. *twitch* |
04:49 | < Reiver> | Oh! |
04:49 | <@Raif> | MW2 kicked ass... everything after has never managed to capture the atmosphere. |
04:49 | < Reiver> | I played Heavy Gear 2, too. |
04:49 | <@Vornicus> | Reiver: ...and you're not in the fucking asylum? |
04:49 | <@Raif> | Though in MW2 I'd concede that the atmosphere was entirely what made the game. |
04:50 | < Reiver> | But towards the end it got Ridiculous so I ended up using cheat codes to win. ¬¬ |
04:50 | <@Raif> | They had a dedicated CD track for each level... they just don't do that shit anymore. |
04:50 | | Doctor_Nick [~fdsaf@Nightstar-27777.rag-a.fsu.edu] has quit [Ping Timeout] |
04:50 | < Reiver> | It turns out that unless you're Godling in skill, you can make a choice at the start of the game that can make the game Ridiculously Hard To Win at the endgame. |
04:51 | < Reiver> | Vorn: You can see why I've not finished it, though? :) |
04:51 | <@Raif> | Hehe, better than HHGttG from infocom. |
04:51 | <@Raif> | There were a number of things you could fuck up in that game. |
04:51 | < Reiver> | SCREEECH *dead* Bwoo *Darkness* |
04:51 | <@Raif> | Like not taking your pocketlint at the beginning. WTF? For that you can't finish the game? |
04:51 | | * Reiver jumped about six feet before he realised what'd happened. >.> |
04:52 | <@Raif> | What had happened? |
04:52 | | * Reiver points up. |
04:52 | | * Raif looks up to see a cheese sandwich stuck to the ceiling. |
04:52 | < Reiver> | <Reiver> Second day, 3AM, thunderstorm. |
04:52 | <@Raif> | So? |
04:52 | < Reiver> | <Reiver> A monkey pounced me simultaneously with a powercut |
04:52 | <@Raif> | Ah. |
04:52 | < Reiver> | My character died simultaneously with the entire world going pitch black. |
04:53 | < Reiver> | At 3AM when I was overdosed on caffiene. >.> |
04:53 | < Reiver> | And Raif, the choice in Heavy Gear 2 that bordered on very nearly losing you the game? |
04:53 | < Reiver> | The kind of gear you were going to pilot. |
04:53 | < Reiver> | It has a large range of different gears, suited to different roles. |
04:54 | < Reiver> | In a game that involves a lot of team-based tactics and combat, including interesting things like stealth. |
04:55 | < Reiver> | You could play the first ~2/3rds of the game in a light, quick/stealthy 'scout' suit, doing recon, fire control for heavily-armed team-mates, or even playing decoy so folks were distracted as they closed to close range and tore the other guys apart. |
04:55 | < Reiver> | And then suddenly, you find yourself doing a whole bunch of solo missions... |
04:55 | < Reiver> | And they very quickly become, uh, Quake-esque. |
04:56 | < Reiver> | "Go through a bunch of twisty corridors and blow the hell out of Big Fucking Badguys when you see them." |
04:56 | < Reiver> | ...Oh look, you're in a small, lightly armed suit designed for mobility or stealth. ¬¬ |
04:56 | < Reiver> | And you /can't change suits/. |
04:57 | < Reiver> | So it turns out you were meant to have played the whole game as a big heavy bruiser from the start... apparently, anyway. |
04:57 | < Reiver> | 'cuz that means you had the capacity to One-Man-Tank the last few missions. *shrugs* |
04:57 | < Reiver> | </rant> |
04:58 | | * Reiver very nearly considered it an actual Genre-change, as suddenly all the interesting stealthy/tactics/teamwork stuff you'd been doing went out the window. |
05:02 | | * Derakon slaughters a Chmmr from scratch with his Androsynth. |
05:02 | < Derakon> | He decided to not move for the first 2/3rds of the fight, so I just kept dropping bubbles on him. Then an asteroid hit him and he started moving, so I ultimately lost about half my health. :\ |
05:06 | < Reiver> | Tsk. |
05:06 | <@Vornicus> | Arg. I haven't even played in several days, and I'm still thinking about a remade Uplink gui! |
05:07 | | * Reiver has mastered the art of lossless kills vs Ur-Quan Dreadnaughts, and Vux whatsits, and Sylandro (Not technicaly true, they often kill one crew, but) with the Spathi. |
05:07 | < Reiver> | And the Illwrath fall to an Orz. |
05:07 | < Reiver> | (Yey sniping. Backwards.) |
05:08 | < Derakon> | I should really get around to recruiting the Orz... |
05:08 | < Reiver> | They're handy. >.> |
05:08 | < Reiver> | (And the systems they're on = $$$) |
05:08 | < Derakon> | Well, my flagship with quadruple homing Hellbores is handier. |
05:08 | < Derakon> | Also, I have a shade under 100k RUs, so money isn't much of an issue any more. |
05:08 | < Reiver> | You can't home against the stealthed Ilwrath, though you can snipe, I guess. |
05:09 | | * Derakon nods. |
05:09 | < Reiver> | You have guns in all four slots? |
05:09 | < Derakon> | Nope. |
05:09 | < Derakon> | Just the slant and sides, each of which fires two bullets per shot. |
05:09 | < Reiver> | ...Why the sides? |
05:09 | < Derakon> | Because my shots home. |
05:09 | < Reiver> | I got homing, but I couldn't get them that homing. |
05:09 | < Derakon> | I can reliably get three shots to connect, despite their exit angles. |
05:10 | < Reiver> | Oh. |
05:10 | < Derakon> | Have three homing units. |
05:10 | < Derakon> | (And I can occasionally get all four to land) |
05:10 | < Reiver> | Yeah, I used to get three forward-and-slant hits without too much trouble. |
05:10 | < Reiver> | And at least two if it was close-in start. |
05:11 | < Reiver> | What I've found, though, is that against certain ship types it's more efficient to use a fighter - especially a Spathi - 'cuz when I use the flagship I usually lose at least a couple. |
05:12 | < Derakon> | Eh; I just throw an extra crew module on and call it even. Crew are cheap. |
05:12 | < Reiver> | Still ideal for shooting at Khor-Ah, though, where the most efficient tactic I've found yet is "Kill it as fast as possible" >.> |
05:12 | < Reiver> | Der: I found it annoying to have to return home. Mostly 'cuz I didn't have a warp portal thingy. |
05:12 | < Derakon> | My ship has, I think, 2 crew modules, 2 high-efficiency tanks, 3 dynamos, 3 Shiva furnaces, 3 tracking units, 2 hellbore cannons, and 1 cargo tank. |
05:12 | < Derakon> | Heh. |
05:12 | | * Reiver never did work out how to get into warp, even with the Orz's instructions. |
05:12 | < Derakon> | Oh, and I threw a point-defense on there because I could. |
05:13 | < Derakon> | Okay, you know where the Umgah are? |
05:13 | < Reiver> | I thought Shiva and Dinamos did the same job? |
05:13 | < Derakon> | No. |
05:13 | < Reiver> | Oh. Huh. |
05:13 | < Derakon> | Shivas give you more energy per recharge. Dynamos give you more recharges. |
05:13 | < Reiver> | ...Aha. |
05:13 | < Derakon> | You need them both to get best results. |
05:14 | < Derakon> | Anyway, head a bit west of Umgah space and you should run into the Arilou. Talk to them a bunch. |
05:14 | <@Vornicus> | http://uqm.stack.nl/wiki/Flagship_Energy_Management#Combat_Dynamos_vs_Shiva_Furn aces |
05:30 | < Reiver> | ...The UQM wiki isn't terribly well done, is it? |
05:30 | < Reiver> | Things like, http://uqm.stack.nl/wiki/Hellbore_Cannon |
05:30 | < Reiver> | It's in the 'game mechanics' section and doesn't list any specific numbers. |
05:30 | < Derakon> | It's a fanwiki for a relatively obscure game. |
05:31 | < Derakon> | Anyway, six damage per shot, drains something like 6-8 energy per shot. |
05:31 | < Reiver> | This doesn't count against it much~ |
05:32 | < Reiver> | (When you consider the fanaticism regarding a lot of fanbases, anyway~) |
05:32 | <@Vornicus> | The various cannons for the Flagship are 1-1 for damage/energy; the first one does 2, the second does 4, the third does 6. |
05:44 | < Derakon> | Hah! I fixed the stuttering bug! |
05:45 | <@Vornicus> | Woot! |
05:45 | < Derakon> | numSprites is supposed to track the number of sprites at this and any lower level in the tree, yes? |
05:45 | <@Vornicus> | Supposed to, I guess |
05:45 | < Derakon> | But when I add a sprite to a level, I was only incrementing numSprites at that level - not at its parent layers. |
05:45 | <@Vornicus> | oops. |
05:47 | | * Derakon removes massive quantities of debug loglines, makes another backup. |
05:57 | | Derakon [~Derakon@Nightstar-12737.sea2.cablespeed.com] has quit [Connection reset by peer] |
05:58 | | Derakon [~Derakon@Nightstar-12737.sea2.cablespeed.com] has joined #code |
05:58 | | * Derakon shakes fist, etc., at his connection. |
06:02 | < Reiver> | What I should do with my code one day. |
06:02 | < Reiver> | Is write a Debug function. |
06:03 | < Reiver> | That debugs as needed, but can thus be found much more quickly and easily later; and temporarily disabled/enabled as needed. |
06:04 | < Derakon> | Typically what I do for that kind of thing is to have a global boolean "debug" that I can toggle on and off; then, all debugging output checks the value of that variable first. |
06:04 | < Reiver> | That's... mostly what I mean, yes. |
06:05 | < Derakon> | Though really, what you want is something along the lines of what log4j does. |
06:05 | < Derakon> | Mainly I'm too lazy to even do the debug variable, and just delete my debug code when I'm done with it. |
06:05 | < Reiver> | 99% of my debug code is just a System.out.println(), cout <<, or equivalent. |
06:05 | | * Derakon nods. |
06:05 | <@Vornicus> | One day I had to debug a 500-line VB function. |
06:05 | < Reiver> | I'm more meaning I should really get around to writing a small function that does exactly that, but with a boolean to disable it occasionally. |
06:06 | <@Vornicus> | In order to do so, I added debug code... that threw alert boxes. |
06:06 | < Reiver> | |
06:06 | < Reiver> | That was dumb. |
06:06 | < Reiver> | :p |
06:06 | <@Vornicus> | No, it wasn't. |
06:06 | < Reiver> | ...No? |
06:06 | <@Vornicus> | I had no console, and I had to figure out where in this 500-line function the program was crashing. |
06:06 | | * Reiver has painful visions of twelve million clickboxes. |
06:06 | < Reiver> | Ahhh |
06:06 | < Reiver> | No console. OK. |
06:06 | < Reiver> | (VB code I've dealt with has had consoles avalable.) |
06:06 | < Derakon> | Okay, Reiver - log4j basically allows you to do things like log_DEBUG("Insert message here"); log_WARN("More important message"); log_ERROR("You should really look at this"); log_FATAL("Urkded"); |
06:07 | < Derakon> | Then you set the loglevel globally, and log4j restricts which messages appear. |
06:07 | < Reiver> | That's quite nice. |
06:07 | <@McMartin> | It gets the job done. |
06:07 | < Derakon> | It does some other stuff for e.g. formatting dates, but you don't really need that. |
06:08 | <@McMartin> | And that plays merry hell with some of my analyzers, as it happens. =/ |
06:09 | <@Vornicus> | narg! so close! Why am I distracted now? |
06:09 | < Derakon> | Okay, it's my bedtime. Night, all. |
06:10 | | * Derakon posts about his bug, with a brief refresher on quadtrees while he's at it. |
06:14 | | Derakon is now known as Derakon[AFK] |
07:11 | <@Raif> | Reiver: Re: Heavy gear... yeah, that sounds like utter shit. |
07:11 | <@Raif> | Kinda like the end of Halo2. :) |
07:11 | < Reiver> | Yeah, it's... not uncommon. |
07:12 | <@Raif> | "Whoops, we ran out of DVD space... well, don't bother trimming it or anything, let's just slam facefirst into a brick wall... great. Wrap. Ship it." |
07:12 | < Reiver> | And storyline, it /actually made sense/ |
07:12 | < Reiver> | It was just... I can only assume the designers all automatically took the Biggest and Awesomest gear to playtest. |
07:12 | < Reiver> | Which I don't blame them because the Assault gears /were/ pretty scary. |
07:12 | <@Raif> | Nah, I doubt that's the case. |
07:12 | < Reiver> | But... somewhat missing the point. |
07:13 | < Reiver> | They didn't playtest, you mean? :p |
07:13 | <@Raif> | But what I WOULD be willing to bet is that those last few levels were late in the ship cycle and they didn't rigorously test them. |
07:13 | | * Reiver nod. |
07:13 | < Reiver> | That would... probably make sense, yeah. |
07:15 | <@Raif> | I see a lot of that come out of game teams... they near the end of the game content-wise and it becomes more about grinding out the really obviously shitty stuff that the less obviously shitty stuff doesn't even get a second glance. |
07:15 | <@Raif> | Meanwhile there's even MORE obviously shitty stuff that got looked over because they were too busy to notice. :P |
07:16 | < Reiver> | If you want the Quinessential Example, talk to ToxicFrog about Freelancer~ |
07:16 | <@Raif> | I don't think I've heard any of TF's experiences on that front. |
07:16 | < Reiver> | The game whose plot is Actually Pretty Sweet so long as you ignore the last mission and it's results |
07:17 | <@Raif> | See Halo 2. :P |
07:17 | <@Raif> | Maybe they shoulda put that on the box. |
07:17 | <@Raif> | "A plot ending so abrupt it puts crash test dummies to shame." |
07:17 | < Reiver> | "If we can beat them in this Climatic Battle, we may finally start to push back from our previously desperately defensive lines!" |
07:18 | <@Raif> | Nice. |
07:18 | < Reiver> | *mission is fought* *badguys all apparently vanish into nowhere, forever* |
07:18 | < Reiver> | *worse yet, a lameass excuse it trolleyed out as part of a half-assed victory message* |
07:19 | < Reiver> | *Player is left wondering WTF happened to the rest of the plot, other than blaming the designers and feeling horribly cheated~* |
07:19 | <@Raif> | That seems to be a common thread these days. |
07:19 | < Reiver> | 'cuz the player has for much of the 'endgame' been getting psyched up about Launching The Counteroffensive. |
07:19 | <@Raif> | Hey, remember when games had endings? |
07:19 | < Reiver> | And then /you never get one/. |
07:20 | <@Raif> | Halflife 2 didn't have an ending per se either. |
07:20 | <@Raif> | If you don't mind being spoiled, I can describe it in one sentence. |
07:20 | < Reiver> | Feel free. |
07:20 | <@Vornicus> | Then there's stuff like System Shock 2's Body of the Many, Half-Life's Xen... |
07:21 | <@Raif> | You blow up a reactor you happen to be standing next to, time stops, and some guy talks gibberish at you for a bit. |
07:21 | < Reiver> | ...The Matrix Reloaded approach to plot exposition. |
07:21 | < Reiver> | Woohoo. ¬¬ |
07:21 | | * Raif roffles. |
07:21 | < Reiver> | Vorn: System Shock was setting up for a blatant sequil, though. |
07:21 | <@Raif> | So was HL2. |
07:22 | < Reiver> | That's... while annoying, more excusable than "Oh hey guyz, U WON" |
07:22 | <@Vornicus> | Body of the Many was before the ending. |
07:22 | <@Raif> | They're trying to move to an episodic business model, with some success. |
07:22 | < Reiver> | "...What? But I wanted to finally start shooting them the fuck up!" "Nuh-uh, all gone! Thx!" |
07:22 | <@Raif> | HL2 episode 1 actually DID have an ending though... that was nice. |
07:22 | < Reiver> | What I like is endings that /end/, but also leave enough plot hooks for later. |
07:22 | <@Vornicus> | Hell, the Simulacrum part felt right. |
07:23 | < Reiver> | Instead of, you know. |
07:23 | < Reiver> | cliffhanger-esque cludges. |
07:23 | <@Raif> | I like the background reasons for the brick walls, actually. |
07:23 | < Reiver> | Mm? |
07:23 | <@Raif> | For Halo 2, it was explained to me, they really did run out of DVD space. |
07:23 | < Reiver> | heee |
07:23 | <@Raif> | Another game (I forget the title), the project was about to get cancelled so they shipped what they had. |
07:23 | < Reiver> | That's... sort of allowed, I guess. ;) |
07:24 | <@Raif> | Nah, they should have either trimmed down existing content or slapped in another fucking dvd. :) |
07:25 | | * Reiver nod. |
07:25 | < Reiver> | Anyhoo |
07:25 | < Reiver> | I must go shopping for a bit. |
07:25 | <@Raif> | There were a few really painful sequences in that game that I would totally give up for an ending. |
07:25 | <@Raif> | Have fun. I'm to bed. |
07:25 | < Reiver> | I have feild trips all weekend (In the rain, and on my birthday, no less), so I need to have sammich-type foods on hand. >.> |
07:26 | < Reiver> | Hee. G'night! |
07:26 | | Reiver is now known as ReivOut |
07:38 | <@McMartin> | Yay Birthdays! |
07:44 | | Thaqui [~Thaqui@Nightstar-12370.jetstream.xtra.co.nz] has joined #code |
08:43 | | Mahal is now known as MahalBedd |
09:03 | | Vornicus is now known as Vornicus-Latens |
09:09 | | ReivOut is now known as Reiver |
09:10 | < Reiver> | Birthdays are yay in the rain? :P |
09:47 | | * jerith is incredibly pleased with himself. |
09:47 | <@jerith> | Wander over to programming.reddit.com and see where "Socket programming in Erlang" (number 11 at the moment) points to. :-) |
10:12 | < EvilDarkLord> | Hmm. Would someone have ideas on how to have a look at the beginning of a Very Large File without giving a seizure to memory management? |
10:12 | < EvilDarkLord> | (On Linux, Ubuntu.) |
10:14 | < EvilDarkLord> | (Very Large being around a gigabyte of SQL statements) |
10:17 | < EvilDarkLord> | Ah, Python to the rescue. |
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11:39 | <@ToxicFrog> | EvilDarkLord: the same way you look at the beginning of any other file without mmap(): read the first N bytes into memory and poke them with a stick. |
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16:03 | | You're now known as TW[Seattle] |
16:37 | | Netsplit DeepThought.NY.US.Nightstar.Net <-> Blargh.CA.US.Nightstar.Net quits: Doctor_Nick, gnolam, ReivZzz |
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17:27 | | You're now known as TheWatcher[afk] |
17:28 | <@jerith> | Evening all. |
17:28 | | ReivZzz [~reiver@Nightstar-2073.ubs-dsl.xnet.co.nz] has joined #Code |
17:41 | | MyCatHungers is now known as MyCatVerbs |
17:54 | | Vornicus-Latens is now known as Vornicus |
18:07 | < Derakon> | Hola, Vorn. |
18:07 | <@Vornicus> | yoh |
18:09 | < Derakon> | Y'know...assuming I manage to finish this, I'd better set up some kind of system to redirect modders to www.lua.org. |
18:09 | < Derakon> | Because they're gonna have *no* idea what, e.g., this means: |
18:09 | < Derakon> | Error calling function system.handleInput: |
18:09 | < Derakon> | data/scripts/outfits/shooter.lua:19: attempt to index local 'self' (a number value) |
18:10 | <@Vornicus> | Heh |
18:11 | <@McMartin> | TF also needs to document his object system~ |
18:11 | < Derakon> | That would be helpful, yes. |
18:13 | <@McMartin> | When you get something you want to toss around, or just before, bung a copy my way so I can do the Linux port, if you would. |
18:13 | <@McMartin> | Unless you've got Linux covered already, of course. |
18:13 | <@McMartin> | Argh |
18:13 | | * McMartin is summoned to meetings |
18:13 | <@McMartin> | (Mmm, meating) |
18:13 | < Derakon> | Will do, McM. |
18:13 | < Derakon> | And have fun. |
18:14 | < Derakon> | Also, I've ditched all the binary crap this time around, and I kept your Makefile, so I *think* it should be very straightforward. |
18:19 | <@ToxicFrog> | Derakon: I suspect that means you're calling a method as obj.method(number, ...) rather than obj:method(number, ...) |
18:19 | < Derakon> | Yeah, it was. |
18:19 | < Derakon> | Unfortunately, it wasn't remotely close to where the error message said the problem was. ¬.¬ |
18:19 | <@ToxicFrog> | And, yeah, actually tidying up and documenting my object system is on the todo list. |
18:19 | <@ToxicFrog> | .... |
18:20 | <@ToxicFrog> | It should have given you a stack traceback. |
18:20 | <@ToxicFrog> | Go up one stack frame from the method definition and there you are. |
18:20 | | * Vornicus does battle with coordinate translations. |
18:21 | < Derakon> | fprintf(stderr, "Error calling function %s.%s:\n", |
18:21 | < Derakon> | name, function); |
18:21 | < Derakon> | fprintf(stderr, "%s\n", lua_tostring(L, -1)); |
18:21 | < Derakon> | That's what I do when I get an error doing lua_pcall. |
18:24 | < Derakon> | Anyway, quick reminder - I overwrite the New function, not the __new function, right? |
18:26 | | * Vornicus fiddlefiddles. |
18:30 | <@ToxicFrog> | Aah. |
18:30 | <@ToxicFrog> | After lua_pcall returns, the stack has unwound. |
18:30 | <@ToxicFrog> | No, you overwrite the __new functin. |
18:30 | <@ToxicFrog> | New is reserved for use by Object. |
18:31 | <@ToxicFrog> | Also, for a stack trace - use the fourth argument of lua_pcall to specify an error handler. |
18:31 | <@ToxicFrog> | It can call debug.traceback() to give you a stack trace, or even debug.debug() to drop you into the interactive debugger. |
18:32 | < Derakon> | Interesting. |
18:32 | < Derakon> | These are Lua functions, I assume? |
18:32 | <@ToxicFrog> | Yes. |
18:32 | <@ToxicFrog> | If errfunc is 0, then the error message returned on the stack is exactly the original error message. Otherwise, errfunc is the stack index of an error handler function. (In the current implementation, this index cannot be a pseudo-index.) In case of runtime errors, this function will be called with the error message and its return value will be the message returned on the stack by lua_pcall. |
18:33 | <@ToxicFrog> | The error handler can be either a Lua function, or a C function exported to Lua. |
18:33 | <@ToxicFrog> | Typically, the error handler function is used to add more debug information to the error message, such as a stack traceback. Such information cannot be gathered after the return of lua_pcall, since by then the stack has unwound. |
18:34 | < Derakon> | It sounds like you're quoting something... |
18:34 | <@ToxicFrog> | The manual. |
18:34 | < Derakon> | Figures. |
18:34 | < Derakon> | Well, as soon as I finish beating on the computer in Super Melee, I'll work on that. Thanks. |
18:34 | <@ToxicFrog> | http://www.lua.org/manual/5.1/manual.html#lua_pcall |
18:34 | <@ToxicFrog> | http://www.lua.org/manual/5.1/manual.html#5.9 |
18:36 | < MyCatVerbs> | Teepecial. TF, don't you know how much funnier it is when you put things in your own words, except that for some reason you make your own words just happen to include gratituous cussin'? :/ |
18:36 | <@ToxicFrog> | MCV, do you realize how *stupid* you sound sometimes? |
18:36 | <@ToxicFrog> | And now, transportation. |
18:37 | < MyCatVerbs> | ToxicFrog: fuck yes, of course I do. Constantly, even. |
18:37 | < MyCatVerbs> | Travel safely. |
18:43 | < Derakon> | Hrm...so if I read that right, then the usage would be something like [[lua_pushstring(L, funcname); lua_pushstring(L, arg1); lua_pushstring(L, arg2); lua_pushstring(L, errfunc); lua_pcall(L, 2, numreturned, 3);]]. |
19:06 | <@ToxicFrog> | No. |
19:06 | <@ToxicFrog> | You don't push the function name, you push the *function* |
19:06 | <@ToxicFrog> | So, either: |
19:07 | <@ToxicFrog> | lua_pushcfunction(L, errhandler) |
19:07 | <@ToxicFrog> | or |
19:07 | <@ToxicFrog> | lua_pushstring(L, "errhandler"); lua_gettable(L, LUA_GLOBALSINDEX); |
19:07 | <@ToxicFrog> | Or something similar. |
19:07 | < Derakon> | Ahh. |
19:07 | < Derakon> | Isn't it _G for the globals table? |
19:08 | <@ToxicFrog> | It is /in lua/ |
19:08 | <@ToxicFrog> | That is to say, unqualified names are looked up in _G, and _G._G == _F |
19:08 | <@ToxicFrog> | Err. |
19:08 | <@ToxicFrog> | _G._G == _G |
19:08 | <@ToxicFrog> | However, inside C, it's: |
19:08 | <@ToxicFrog> | - push the key |
19:08 | <@ToxicFrog> | - lua_gettable(L, <index of the table on the stack>) |
19:09 | <@ToxicFrog> | And this pops the key and pushes the value. |
19:09 | <@ToxicFrog> | To get stuff from _G, you use LUA_GLOBALSINDEX |
19:09 | < Derakon> | Okay, it's calling my function...every time it calls any Lua function. ;.; |
19:09 | <@ToxicFrog> | If you want to get _G on the stack itself, you use: lua_pushstring(L, "_G"); lua_gettable(L, LUA_GLOBALSINDEX) |
19:10 | <@ToxicFrog> | It's convenient to just #define lua_sgetglobal(L, K) lua_pushstring(L, K); lua_gettable(L, LUA_GLOBALSINDEX) |
19:10 | | MyCatVerbs is now known as MyCatHungrs |
19:10 | <@ToxicFrog> | Erk. |
19:10 | <@ToxicFrog> | Show me your pcall code? |
19:10 | < Derakon> | Just a sec. I will pastie. |
19:11 | < Derakon> | http://pastie.caboo.se/47456 |
19:13 | <@ToxicFrog> | Ok, watch the stack. |
19:13 | <@ToxicFrog> | -- before entering ScriptMaster::callLua |
19:13 | <@ToxicFrog> | function args... |
19:13 | <@ToxicFrog> | -- we enter SMcL |
19:14 | <@ToxicFrog> | function args... "handleErrors" |
19:14 | <@ToxicFrog> | function args... handleErrors |
19:14 | <@ToxicFrog> | And then we call lua_pcall. |
19:14 | <@ToxicFrog> | Which pops the function to be called from the stack. |
19:14 | <@ToxicFrog> | If nargs is 0, this means it will pop, and call, handleErrors. |
19:14 | < Derakon> | Hrm. |
19:15 | <@Vornicus> | gnarg! |
19:15 | <@ToxicFrog> | If it's >0, it will end up trying to call one of the arguments. |
19:15 | <@ToxicFrog> | You want handleErrors to be *underneath* the function you are calling and its arguments. |
19:15 | < Derakon> | So I have to put handleErrors onto the stack *before* I set up the rest of the function call. |
19:15 | <@ToxicFrog> | Yes. |
19:15 | < Derakon> | Bah! That ruins my callLua flow. |
19:15 | <@ToxicFrog> | Or use lua_insert() |
19:15 | < Derakon> | Unless I ...yeah. |
19:16 | <@ToxicFrog> | I cannot stress this enough: obsessively keep track of the contents of the stack in your comments. |
19:16 | | ReivZzz is now known as ReivFeildtrip |
19:17 | < Derakon> | The impression I had received was that lua_pcall would recognize that I had added an error-handling function, and would then adjust its popping of functions, etc., to suit. |
19:17 | <@ToxicFrog> | No. Otherwise the last argument wouldn't be a *stack index*, it would be a boolean. |
19:17 | < Derakon> | Yeah, that makes sense. |
19:18 | <@ToxicFrog> | To call a function you must use the following protocol: first, the function to be called is pushed onto the stack; then, the arguments to the function are pushed in direct order; that is, the first argument is pushed first. Finally you call lua_call; nargs is the number of arguments that you pushed onto the stack. All arguments and the function value are popped from the stack when the function is called. |
19:18 | <@ToxicFrog> | Both nargs and nresults have the same meaning as in lua_call. If there are no errors during the call, lua_pcall behaves exactly like lua_call. |
19:19 | < Derakon> | ...heh. Got a way to force Lua to bail? |
19:19 | < Derakon> | ...yay, it works! |
19:19 | <@ToxicFrog> | "force Lua to bail"? |
19:19 | <@ToxicFrog> | You mean error()?> |
19:19 | < Derakon> | I just did shot:dosomethingundefined(). |
19:20 | <@ToxicFrog> | Aah. |
19:20 | <@ToxicFrog> | Error() lets you specify an actual error message. |
19:20 | < Derakon> | I'll have to keep that in mind. |
19:21 | < Derakon> | Okay, adding the error-handling function means that C no longer gets the error message for what actually went wrong. I assume there's some way to retrieve that message in Lua, but I'm not seeing anything in the manual that looks likely. |
19:23 | <@ToxicFrog> | If errfunc is 0, then the error message returned on the stack is exactly the original error message. Otherwise, errfunc is the stack index of an error handler function. (In the current implementation, this index cannot be a pseudo-index.) In case of runtime errors, this function will be called with the error message and its return value will be the message returned on the stack by lua_pcall. |
19:23 | < Derakon> | ...right, thank you, I cannot read. |
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20:06 | | * Derakon eyes his code. |
20:06 | < Derakon> | Okay, on the plus side, I can now spawn bullets at will. |
20:06 | < Derakon> | On the minus side, those bullets do not time out, so I had several hundred of them doing collision detection checks. Whee! |
20:07 | <@ToxicFrog> | oops. |
20:07 | <@ToxicFrog> | I tend to put the checks on everything *but* the bullets. |
20:08 | < Derakon> | Well, bullets are just generic objects here. |
20:08 | < Derakon> | I'll have some faction-based pruning implemented, though, not to mention layer-based. |
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20:11 | < Doctor_Nick> | good thing you told us you were looking at your code |
20:11 | | * Derakon shoots Nick with meindbullets. |
20:12 | <@jerith> | Ya Young Nasty Man! |
20:12 | < Doctor_Nick> | hargh my abdomen |
20:12 | <@jerith> | +y |
20:13 | <@jerith> | Aww, Wonderboy is on my other machine. Which is about 30km away and not on a network. |
20:24 | < Vornicus> | gnarg. the whole split points thing is getting in my way now. |
20:27 | < Derakon> | Okay, bullets have lifetimes. Woot. |
20:27 | < Derakon> | This also means that I can destroy dead sprites in general, natch. |
20:27 | < Vornicus> | woot |
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21:35 | < Derakon> | Okay, then! The player and the enemy can both shoot each other; the enemy is reasonably intelligent about *when* to shoot; the enemy chases the player. |
21:37 | <@McMartin> | Yay guns |
21:42 | < Doctor_Nick> | boo guns |
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22:44 | < MyCatHungrs> | Doctor_Nick: don't be dissin' on videogame guns, elsewise we'll all start mentioni' medical malpractice in passin' while talking to certain official-looking people. |
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23:50 | | * McMartin resists naming his ad-hoc spec language "Dravis". |
23:54 | | * Vornicus dun get it? |
23:57 | <@McMartin> | The system as a whole has a name that looks like a Descent reference. |
23:57 | <@McMartin> | Dravis was your corrupt boss in Descent. |
23:58 | <@Vornicus> | heh |
--- Log closed Sat Mar 17 00:00:56 2007 |