--- Log opened Tue Mar 20 00:00:51 2007 |
00:18 | | * Vornicus tries to decide on style for development cards. |
00:22 | | ReivZzz is now known as Reiver |
00:27 | <@Reiver> | Do they ever go on the board, Vorn? |
00:27 | <@Vornicus> | No. Them, and dice, are the only things that do not appear on the board. |
00:27 | <@Reiver> | Make them square, then. |
00:27 | <@Reiver> | With rounded corners. |
00:27 | <@Vornicus> | right, that part I got. |
00:28 | <@Reiver> | And then go with ... you know how you have a wheel-level of detail on the wood card atm? |
00:28 | <@Reiver> | Do that style. |
00:28 | <@Vornicus> | but - colors, etc. |
00:28 | <@Reiver> | Half tempting to make them monocrome. |
00:29 | <@Reiver> | Or related to the item colours for the thingys that they modify. |
00:29 | <@Vornicus> | ...I had half an idea. |
00:30 | <@Reiver> | ? |
00:30 | <@Vornicus> | A really stupid one. |
00:30 | <@Vornicus> | But. |
00:30 | <@Vornicus> | ...bah, my image doesn't have it in it. |
00:31 | <@Vornicus> | In this town there is a library with a statue in front of it. |
00:32 | <@Vornicus> | http://vorn.dyndns.org/~vorn/catan/original_cards.jpg <--- note the library picture here, second one in the top row. |
00:35 | <@Vornicus> | I at one point had the idea that possibly I could just get photos of landmarks in town and use those. |
00:38 | < gnolam> | Hm. That's an edition I haven't seen before. |
00:39 | <@Reiver> | Hrm. |
00:39 | <@Vornicus> | American/English |
00:39 | <@Reiver> | I still prefer the symbols, m'self. |
00:39 | <@Vornicus> | Yeah, I'm thinking about it |
00:39 | <@McMartin> | That looks much like the German version I played. |
00:41 | <@Vornicus> | I'm thinking that the five victory point cards could be spires/domes/towers that are associated with the various places - the chapel is a steeple, the university a bell tower, the governor's house a cupola... but I can't think of one for market or library. |
00:41 | <@Vornicus> | http://www.city-data.com/cpicc/cfiles8582.jpg <--- Provo City Library. |
00:43 | <@Reiver> | Market is a clock tower. |
00:43 | <@Vornicus> | okay. |
00:43 | <@Reiver> | Library... squat, square? |
00:46 | | * Vornicus ponders |
00:49 | <@Vornicus> | http://www.howard.edu/library/ImagesOfTheCapstone/Founders_tower.jpg <--- this is the tower on the library at Howard University. It seems to be rather common. |
00:50 | <@Vornicus> | -- the hexagon shape and the tall windows, that is |
00:50 | <@Vornicus> | There, that should do it. |
00:52 | <@Vornicus> | Okay, that's five designed but not made yet. |
00:54 | <@Vornicus> | ...and I think I have the wood one figured out. |
01:07 | | * Vornicus tries to find two tans and a brown. |
01:08 | <@Reiver> | ? |
01:08 | <@Vornicus> | The colors, duke! the COLORS! |
01:08 | <@Vornicus> | :P |
01:10 | <@Vornicus> | 0.5 0.5 0.25; 0.625 0.625 0.375; 0.75 0.75 0.5 |
01:13 | <@Reiver> | Hey vorn? |
01:13 | <@Reiver> | I like the wool. :) |
01:14 | <@Vornicus> | YEY |
01:14 | <@Serah> | Wool? Where? |
01:17 | <@Vornicus> | There. That looks pretty good. |
01:19 | <@Vornicus> | http://vorn.dyndns.org/~vorn/catan/postscript-art/ |
01:20 | <@Reiver> | ...Oh nice. |
01:20 | <@Reiver> | That's a real 'duh' isn't it. :) |
01:20 | <@Vornicus> | My favorite is still resource/back |
01:21 | <@Reiver> | ...Elegant. |
01:24 | | * Vornicus is pleased. |
01:31 | | Reiver is now known as ReivOut |
01:41 | <@ToxicFrog> | Gnar. |
01:41 | <@ToxicFrog> | I now have it making an impressive boom and creating wreckage when 1/3rd of its bones have collided with the bottom. |
01:42 | <@ToxicFrog> | Unfortunately, by "the bottom" I actually mean "the surface", because that's what the CollisionDetector watches. |
01:42 | <@Vornicus> | a difficult thing? |
01:42 | <@ToxicFrog> | So I end up with wrecks sticking out of the surface of the water. |
01:42 | <@Vornicus> | heh |
01:43 | <@ToxicFrog> | Which, while fairly cool, is not the intended effect. |
01:44 | <@ToxicFrog> | (also, the surface of the water is not meant to smoke for a while afterwards) |
01:44 | <@Vornicus> | hee |
01:45 | <@Vornicus> | You're just trying to get boats to sink to the bottom, or what? |
01:46 | <@ToxicFrog> | They already sink to the bottom. |
01:46 | <@ToxicFrog> | I'm trying to get them to leave wreckage behind after doing so. |
01:46 | <@Vornicus> | aha. |
01:48 | <@ToxicFrog> | In TA, when a ship exploded, the wreckage magically appeared on the seafloor. |
01:48 | <@ToxicFrog> | Wait, no. It sank, didn't it? |
01:48 | <@ToxicFrog> | Yes. |
01:48 | <@ToxicFrog> | The wreckage appeared, and then sank. |
01:48 | <@Vornicus> | Wreckage then sinkage. |
01:48 | <@ToxicFrog> | I'm trying for roughly the same effect here. |
01:49 | <@ToxicFrog> | Either that, or for the ship to do its usual "sinking" animation and then spawn wreckage when it hits the seafloor. |
01:49 | <@Vornicus> | How cool-looking is wreckage in SupComm? |
01:50 | <@ToxicFrog> | For most units, it actually uses the same model, in the same pose it was in when it was destroyed, but with an appropriately charred texture, smoke effects, etc. |
01:50 | <@ToxicFrog> | Some units get special models, like the Czar, which embeds itself in the earth in the center of a large crater when it crashes. |
01:51 | | * Vornicus ponders ragdoll death. |
01:51 | <@ToxicFrog> | So, it's pretty cool looking. |
01:56 | | Janus [~Cerulean@Nightstar-10302.columbus.res.rr.com] has quit [Quit: Chapter 5: Lighting. Who needs that?] |
01:57 | <@Vornicus> | I wish I was as tenacious a programmer as Janus seems to be. |
01:57 | <@McMartin> | He'll need at least basic lights, or everything will render black. |
01:58 | <@Vornicus> | no, you can use ambient for that. |
01:59 | <@Vornicus> | But. |
02:00 | <@Vornicus> | (it would be ugly!) |
02:05 | <@McMartin> | Also, if you don't change materials on each poly, it will all be flat-colored. |
02:06 | | * ToxicFrog accidentally types 20 instead of 2.0, causes sinking ships to white out the entire screen with explosions |
02:07 | <@McMartin> | Hee |
02:07 | <@Vornicus> | Indeed. |
02:08 | <@Vornicus> | I once did a Stupid Lighting Trick. |
02:08 | <@ToxicFrog> | ... |
02:09 | <@ToxicFrog> | from the "siege shields" thread. |
02:09 | <@ToxicFrog> | "That little flash of light near the top of the shield is a nuke going off" |
02:09 | <@Vornicus> | What's a 'siege shield'? |
02:09 | <@ToxicFrog> | A shield that's absurdly huge and nearly indestructable. |
02:10 | <@ToxicFrog> | Takes continual bombardment by 3+ berthas, or six simultaneous nukes, to crack. |
02:10 | <@Vornicus> | http://vorn.dyndns.org/~vorn/ottdgfx/light.png |
02:14 | <@ToxicFrog> | Gnarg. |
02:14 | <@ToxicFrog> | Warp() is updating the wreckage coordinates, but it stays in the same place on the screen! |
02:16 | <@ToxicFrog> | Argh. Enough of this, I'll shelve it until angrycola gets back to us on how sliders apply to props and do some rskirm in the meantime. |
02:17 | | gnolam [Lenin@Nightstar-13557.8.5.253.se.wasadata.net] has quit [Quit: Z?] |
02:29 | <@Vornicus> | 'angrycola' being a dev? |
02:34 | <@ToxicFrog> | Yes. |
02:40 | | ReivOut is now known as Reiver |
03:19 | | Derakon [~Derakon@Nightstar-12737.sea2.cablespeed.com] has joined #code |
03:19 | | mode/#code [+o Derakon] by ChanServ |
03:23 | | * Derakon breaks animation order compatibility with the EV series. |
03:28 | <@Derakon> | (For reference, that means that my ships will start at 0 and proceed counterclockwise, instead of starting at ¼/2 and proceeding clockwise) |
03:39 | | * Vornicus fiddles |
03:39 | <@Vornicus> | ...now I know why I got this design. |
03:39 | <@Vornicus> | it's a /skyline/ |
03:39 | <@McMartin> | ? |
03:40 | <@Vornicus> | McM: I'm designing the development cards for my Settlers game, and I figured out the design for victory point cards; they have stuff like clock towers and domes on them. |
03:41 | <@McMartin> | Aha. |
03:50 | <@Derakon> | Heh. |
03:58 | | Reiver is now known as ReivClass |
04:03 | <@ToxicFrog> | I have a good feeling about this game. |
04:04 | <@ToxicFrog> | My opponent appears to have no navy. |
04:04 | <@Derakon> | Heh. |
04:04 | <@ToxicFrog> | I am two frigates away from starting offshore bombardment of his base. |
04:04 | <@Vornicus> | watch his navy be entirely cloaked. |
04:05 | <@ToxicFrog> | I have submarines patrolling the shores of his base. |
04:05 | <@ToxicFrog> | They'd notice. |
04:05 | <@Vornicus> | heh |
04:06 | <@ToxicFrog> | Alright, let's get this show on the water. |
04:07 | <@ToxicFrog> | Y HELO THAR |
04:08 | <@Vornicus> | Which way are the beatings proceeding? |
04:08 | <@ToxicFrog> | They, um, aren't. |
04:08 | <@Vornicus> | ? |
04:08 | <@ToxicFrog> | My frigates are showing a remarkable talent for not blowing shit up. |
04:08 | <@Vornicus> | uh |
04:08 | <@Vornicus> | okay, why not? |
04:08 | <@ToxicFrog> | I overestimated their range. |
04:09 | <@Derakon> | Whups. |
04:09 | <@ToxicFrog> | Onwards to destroyers. |
04:09 | <@Vornicus> | Do you know what he's up to? |
04:09 | <@ToxicFrog> | He appears to be trying to take the hydrocarbon deposits in the center of the map. |
04:10 | <@Vornicus> | "trying"? |
04:10 | <@ToxicFrog> | The map is full of hostile NPCs in the middle. |
04:10 | <@Vornicus> | cute. |
04:10 | <@ToxicFrog> | Aha! His base isn't quite where I thought it was. |
04:10 | <@ToxicFrog> | He does have a navy. |
04:10 | <@Vornicus> | Ah |
04:10 | <@ToxicFrog> | ...had. |
04:10 | <@Vornicus> | Hee |
04:10 | <@ToxicFrog> | ?? |
04:10 | <@Derakon> | That was brief. |
04:11 | <@ToxicFrog> | It consisted of two skiffs. |
04:11 | <@Derakon> | That's not a navy so much as a coast guard. |
04:11 | <@ToxicFrog> | And an ex-submarine.l |
04:11 | <@McMartin> | That's barely a tripwire. |
04:11 | <@ToxicFrog> | And his commander, who is fleeing in terror from my torpedos. |
04:12 | <@ToxicFrog> | I think I'll try to ninja him. |
04:13 | | * Vornicus needs this game ;_; |
04:14 | | * ToxicFrog expands his naval operations for parallel builds |
04:15 | <@ToxicFrog> | Hmm. Having taken the center of the map, he is attempting to fortify it. |
04:15 | <@Vornicus> | "attempting"? |
04:15 | <@Vornicus> | Still got hostile NPCs? |
04:16 | <@ToxicFrog> | well, succeeding, but only until my tactical missile launchers come online. |
04:16 | <@Vornicus> | How soon is that? |
04:17 | <@ToxicFrog> | Now, 90 seconds from now, and 180 seconds from now respectively, plus missile construction time. |
04:17 | <@Vornicus> | Can commanders submerge completely? |
04:17 | <@ToxicFrog> | Yep. |
04:17 | <@Vornicus> | cool beans |
04:23 | <@ToxicFrog> | Activate the navy! |
04:23 | <@Vornicus> | Torpedo the dam! |
04:23 | <@ToxicFrog> | FOR THE HORDE! |
04:24 | <@ToxicFrog> | Whoops, nanostall |
04:24 | <@Vornicus> | whoops apocalypse? |
04:24 | <@ToxicFrog> | No, nothing that drastic. |
04:24 | <@ToxicFrog> | Omni radar online. |
04:25 | <@ToxicFrog> | I CAN SEE YOUR HOUSE |
04:25 | <@Vornicus> | uh-oh |
04:25 | | * ToxicFrog has a sudden evil thought, deploys the Bertha |
04:26 | <@Vornicus> | Do you get more information than just colored dots on your radar? |
04:26 | <@ToxicFrog> | Dots are initially grey, but shape-coded for ground/air/sea/building. |
04:26 | <@ToxicFrog> | Getting LOS on them color- and unitclass-codes them. |
04:26 | <@Vornicus> | sweeeet. |
04:26 | <@Vornicus> | Proper information! |
04:27 | <@ToxicFrog> | And it remembers once you lose LOS, as long as they don't leave radar coverage. |
04:27 | <@Vornicus> | woohoo! |
04:27 | | Thaqui [~Thaqui@Nightstar-12370.jetstream.xtra.co.nz] has joined #code |
04:27 | | mode/#code [+o Thaqui] by ChanServ |
04:30 | <@ToxicFrog> | And pop goes the commander. |
04:30 | <@ToxicFrog> | Victory! |
04:31 | <@ToxicFrog> | When my fleet showed up, he threw everything he had at my base, but I was able to fend him off. |
04:31 | <@ToxicFrog> | Barely. |
04:31 | <@ToxicFrog> | And then his commander went blooey. |
04:31 | <@Vornicus> | What got his commander? |
04:31 | <@ToxicFrog> | The endless rain of shells from my destroyers and cruisers. |
04:32 | <@Vornicus> | ah, shiny |
04:32 | <@ToxicFrog> | I didn't get a chance to bring the bertha into play. |
04:32 | <@ToxicFrog> | I am now ranked 7,539th. |
04:33 | <@Vornicus> | that moved you up fast. |
04:33 | <@ToxicFrog> | Yeah, I'm down around the noob layers. Scores are very similar. |
04:34 | <@ToxicFrog> | Hmm. There's more than 2^16 registered players. |
04:35 | <@Vornicus> | You're better than the median! |
04:36 | <@ToxicFrog> | From the forums: |
04:36 | <@ToxicFrog> | ToxicFrog |
04:36 | <@ToxicFrog> | Results in the error "inccorect type of game object - did you call with '.' instead of ':'?" on the CreateSlider call. Can I not attach it to a prop, only to a unit? |
04:36 | <@ToxicFrog> | (edit) |
04:36 | <@ToxicFrog> | If I attach it to self instead of wreck, it instead complains "need a valid bone". Neither -1 nor -2 is accepted. |
04:36 | <@ToxicFrog> | (edit) |
04:36 | <@ToxicFrog> | I tried Warp() instead. It doesn't throw any errors, but neither does it appear to actually do anything. GetPosition returns the new values, but the prop stays exactly where it is on screen. |
04:36 | <@ToxicFrog> | o (GPG devteam) |
04:36 | <@ToxicFrog> | Sliders do require a real bone and won't accept 'virtual' bones (-1, -2, etc). |
04:36 | <@ToxicFrog> | Looking at the prop code I found an 'optimization' that is really a bug that will prevent Warp from working correctly on them. I'll fix it for the patch. |
04:36 | <@ToxicFrog> | I helped them find a bug! |
04:36 | <@Vornicus> | wicked |
04:38 | <@Derakon> | Yay! |
04:38 | <@ToxicFrog> | Hmm. Class at 1000 tomorrow. Sleep, or another ranked game? |
04:38 | <@Derakon> | I suspect that any third-party devs I get will not be given such useful error messages as "did you try to use . instead of :". |
04:39 | <@ToxicFrog> | Well, in this case, it was an entirely unhelpful error message, because CreateSlider isn't actually a method, it's a global. |
04:39 | <@ToxicFrog> | But yes, SupComm has generally good error reporting. |
04:40 | <@Derakon> | Heh. |
04:40 | <@Derakon> | Idly, did you see the Spider 3200x2400 render I did? |
04:40 | <@ToxicFrog> | Although at some point I need to go into its OO framework and hack it up so that you can define classes more readably. |
04:41 | <@ToxicFrog> | (the tricky bit will be doing this without breaking compatibility with, well, _the rest of the class tree_) |
04:41 | <@ToxicFrog> | No, I haven't. Link? |
04:41 | <@Derakon> | Indeed. |
04:41 | <@Derakon> | http://66.235.5.124/~chriswei/temp/spider6big.png |
04:41 | | * ToxicFrog does some experimentation with setfenv() |
04:45 | <@ToxicFrog> | That would not look out of place as part of an ACU. This is a top-down view, though? |
04:45 | <@Derakon> | Yes. |
04:46 | <@Derakon> | In a moment, I shall have a rear-side view for you. |
04:47 | <@Derakon> | I note that the basic model concept was done in one hour as a "quick sketch" exercise. Here's the original: http://66.235.5.124/~chriswei/temp/1hour.2.png |
04:48 | <@ToxicFrog> | Aha, I think I have it. |
04:48 | <@ToxicFrog> | A straightforward application of the same function-environment madness I did last year. |
04:48 | <@Vornicus> | Der, your site has been LJ'd. |
04:48 | | * Derakon blinks. |
04:49 | <@Derakon> | My site is about chainmaille, and hasn't been updated in two years... |
04:49 | <@Vornicus> | like "slashdotted" |
04:49 | <@Vornicus> | and I mean that IP address. |
04:50 | <@Derakon> | Ahh. |
04:50 | <@Vornicus> | 18 packets transmitted, 16 packets received, 11% packet loss |
04:50 | <@Vornicus> | round-trip min/avg/max = 1239.8/1656.73/2109.21 ms |
04:50 | <@Derakon> | Well, my upload bandwidth is not unlimited. In fact, it sucks. |
04:50 | <@Derakon> | And my connection seems to blip out frequently. :\ |
04:51 | | * Vornicus downloads the big one, sees how big a jpg would be. |
04:51 | <@Derakon> | But but but...jpegs are lossy! ;.; |
04:52 | <@Derakon> | (2MB by ImageMagick; try spider6big.jpg) |
04:52 | <@Vornicus> | What quality settings? |
04:52 | <@Derakon> | Whatever it uses by default. |
04:53 | | Derakon [~Derakon@Nightstar-12737.sea2.cablespeed.com] has quit [Connection reset by peer] |
04:53 | | Derakon [~Derakon@Nightstar-12737.sea2.cablespeed.com] has joined #code |
04:53 | | mode/#code [+o Derakon] by ChanServ |
04:54 | | * Derakon grumbles, stabs, etc. |
04:54 | <@Derakon> | Anyway, here's that rear view I promised: http://66.235.5.124/~chriswei/temp/spider7.png |
04:56 | | * Derakon starts another 1-hour model. |
05:00 | | * ToxicFrog leaves out the setfenv(2, proto) and gets eighteen squintillion errors |
05:22 | | ReivClass is now known as Reiver |
05:27 | <@ToxicFrog> | Hmm. I appear to be totally awesome. |
05:30 | <@ToxicFrog> | http://pastie.caboo.se/48142 |
05:31 | <@Vornicus> | What's it do? |
05:31 | <@ToxicFrog> | It lets you define classes thusly: |
05:31 | <@ToxicFrog> | MyClass = startClass(MySuperclass1, MySuperclass2, ...) |
05:31 | <@ToxicFrog> | foo = bar |
05:31 | <@ToxicFrog> | function baz(self, ...) |
05:31 | <@ToxicFrog> | -- stuff! |
05:31 | <@ToxicFrog> | end |
05:32 | <@ToxicFrog> | endClass() |
05:32 | <@ToxicFrog> | Note that this is a wrapper around the existing Class() function in SupComm. |
05:32 | <@ToxicFrog> | So the heavy lifting is all done elsewhere. |
05:32 | <@ToxicFrog> | What this does is clever metatable tricks so that a class definition no longer looks like: |
05:33 | <@ToxicFrog> | MyClass = Class(MySuperclassetc) { |
05:33 | <@ToxicFrog> | foo = bar, |
05:33 | <@ToxicFrog> | baz = function(self, ...) |
05:33 | <@ToxicFrog> | -- stuff |
05:33 | <@ToxicFrog> | end, |
05:33 | <@ToxicFrog> | } |
05:33 | <@ToxicFrog> | And woe betide you if you forget a comma. |
05:34 | <@Vornicus> | Madness. |
05:34 | <@ToxicFrog> | This is in turn a massively simplified version of my second attempt at an OO framework for Lua. |
05:34 | <@ToxicFrog> | For my third attempt I settled on the much smaller and easier to debug prototype-based design. |
05:38 | <@ToxicFrog> | And now, slwwp. |
05:40 | <@Vornicus> | I take it you have posted this madness on the forum already. |
05:40 | <@ToxicFrog> | Yes. |
05:41 | <@ToxicFrog> | I figure that at least some people will find it either useful or educational or both. |
05:46 | | ErikMesoy|sleep [~ejm@Nightstar-12747.bb.online.no] has quit [Operation timed out] |
05:50 | | ErikMesoy [~ejm@Nightstar-12747.bb.online.no] has joined #code |
05:58 | | * Derakon comes up for air from his 1-hour model. |
05:58 | <@Derakon> | Ahh, that was fun. :D |
05:59 | <@Vornicus> | Time to show off! |
05:59 | <@Derakon> | Gotta set up the lights first. |
05:59 | <@Derakon> | (Lights don't count as they aren't part of the model. |
06:02 | <@Derakon> | http://66.235.5.124/~chriswei/temp/dragon1.png |
06:05 | <@Derakon> | Also from the rear: http://66.235.5.124/~chriswei/temp/dragon1.2.png |
06:18 | <@Serah> | It's a fish. |
06:18 | <@Derakon> | Dwagon! |
06:20 | | Derakon is now known as Derakon[AFK] |
07:15 | | Mahal is now known as MahalOUT |
07:32 | | Serah [~Z@87.72.36.ns-26407] has quit [Ping Timeout] |
07:33 | | Serah [~Z@87.72.36.ns-26407] has joined #Code |
07:33 | | mode/#code [+o Serah] by ChanServ |
07:48 | < ErikMesoy> | I am trying to learn to search-and-replace regular expressions with sed. What I'm trying to do is delete unwanted information from a series of statblocks, between "Spoiler" and "Production". So far I have "sed s/Spoiler:[.]*Production/Production/g statblocks". What am I doing wrong? |
07:51 | <@Vornicus> | sed does not usually consider newlines as part of . |
07:51 | < ErikMesoy> | So I should include \n ? |
07:51 | | * Serah doesn't understand regexes. |
07:51 | <@Vornicus> | There's a flag. |
07:51 | | * Serah wants to but is utterly incapable. |
07:52 | < ErikMesoy> | I don't understand that flag comment. |
07:52 | <@Vornicus> | ...I thought there was a flag |
07:53 | <@Vornicus> | I was under the impression that there was a flag you could pass to sed that would make . match newlines |
07:53 | <@Vornicus> | also, oh |
07:53 | < ErikMesoy> | I'll try asking in another way. What's the global joker that I can use to tell sed to delete (well, replace with nothing) absolutely everything? |
07:53 | <@Vornicus> | . should not be in brackets like that |
07:54 | <@Vornicus> | I don't know it. |
07:55 | < ErikMesoy> | I could use gedit's inbuilt Search&Replace to remove all newlines |
07:55 | < ErikMesoy> | But that would be clunky |
07:56 | <@Vornicus> | I'm not sure how sed really works, usually if I have to do regexes I have a lot more complex thing to do and I need to work in Python or similar |
07:57 | <@Raif> | what are you trying to do? |
07:57 | <@Raif> | I use sed all the time... it's great for searching code on a platform where the IDE fucking sucks (I hate XCode so much). |
07:57 | < ErikMesoy> | Remove parts of multiple statblocks. |
07:58 | < ErikMesoy> | Specifically, the bits between the word "Spoiler" and the word "Production" in each. |
07:58 | <@Raif> | Hrm. |
08:00 | <@Raif> | Well, AFAIK, sed doesn't have a way to parse multiple lines. |
08:00 | <@Raif> | You could always replace newlines with a marker in a scriptlet, replace, and then tranlate back? |
08:00 | < ErikMesoy> | Doing that now. |
08:00 | < ErikMesoy> | ...ok, now I have to figure out how to edit the file instead of outputting the result to the command line, because now the replacement is working correctly. |
08:01 | <@Vornicus> | Alternatively you could just use something with real regexen - perl, ruby, or python. |
08:01 | < ErikMesoy> | Some day. I swear. |
08:01 | <@Vornicus> | use > to redirect the output to a file. Do NOT do this to directly overwrite the file, you may get stupid results like a blank file. |
08:01 | <@Raif> | Yeah, that behavior is undefined. |
08:02 | <@Raif> | (Programmer speak, of course, for Don't Fucknig Do That) |
08:02 | < ErikMesoy> | actually... I'll copy from the command line back into the file. |
08:02 | < ErikMesoy> | oh crap gotta run thanks a lot for the help |
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08:54 | | mode/#code [+o gnolam] by ChanServ |
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14:45 | | * ToxicFrog hands Starglider an abstract syntax tree |
14:54 | | * Starglider compiles it into 68000 machine code. |
14:59 | <@ToxicFrog> | Excellent. |
15:15 | < Starglider> | What can I say, I mostly learnt to program on an Amiga 500. |
15:18 | <@gnolam> | Those were the days... |
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18:52 | | Mahal is now known as MahalWork |
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19:44 | | * ToxicFrog snrks |
19:44 | <@ToxicFrog> | <Legion Darrath> This is the beta version of my sea wreckage mod. |
19:44 | <@ToxicFrog> | I know that there are a few others working on something like this but I don't care because I was here first :P |
19:44 | <@ToxicFrog> | Timestamp: 1321 |
19:45 | <@ToxicFrog> | At 1254 I not only posted my own beta, but it supports sinking wreckage as well. |
19:45 | < GeekSoldier> | hehe. |
19:47 | | * Vornicus can't seem to find the location of these forums, wants to see what kinds of things people are working on. |
19:47 | <@ToxicFrog> | http://forums.gaspowered.com/index.php |
19:48 | <@ToxicFrog> | In particular "Mod Talk" (general discussion about mods) and "Mod Developer Support" (discussion of mod development, plenty of code tossed around) |
19:51 | | * Vornicus finds the "small flash" image. |
19:51 | <@Vornicus> | Abject madness. |
19:55 | <@ToxicFrog> | "small flash"? |
19:56 | <@ToxicFrog> | Oh, right. |
19:56 | <@ToxicFrog> | Siege shields. |
19:56 | | * ToxicFrog fiddles with his resume |
20:10 | | * Serah surprisetacklehugglerunningsnugglebouncingglompthingies ToxicFrog |
20:14 | | * ToxicFrog eeps and falls over |
20:28 | <@Serah> | ^_^ |
20:28 | | * ToxicFrog fluffles Serah |
20:28 | <@ToxicFrog> | You're in a bouncy mood today |
20:28 | | * Serah is now all fluffy. |
20:28 | <@Serah> | I'm always bouncy around you. |
20:28 | <@Serah> | I'm giddy around Vorn. |
20:29 | <@Serah> | I'm a hog for hugs around Reiver. |
20:29 | <@Serah> | I'm a cranky bitch around Remmon or GeoTube. |
20:29 | <@EvilDarkLord> | And for us regular mortals you're just plain homicidal? |
20:30 | <@Serah> | Something like that. |
20:30 | | * EvilDarkLord flees. |
20:30 | <@Serah> | :p |
20:32 | <@ToxicFrog> | Well, everyone is cranky around Remmon or GeoTube~ |
20:32 | | * Serah shrugs. |
20:32 | <@Serah> | I can usually live with Remmon. |
20:33 | <@Serah> | But let's not speak ill of people. |
20:33 | <@Serah> | I prefer to tell them what I think of them to their faces. |
20:33 | <@Serah> | And I don't think any of them has any illusions about it. >_> |
20:36 | <@Vornicus> | John Backus, creator of FORTRAN, has died at 82. |
20:37 | <@Vornicus> | also the "B" of Backus-Naur Form |
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20:38 | < KBot> | KarmaBot v1.19. online and ready. Type "!help commands" for command list. |
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21:15 | | * Janus eats his hat. |
21:15 | <@jerith> | With mustard? |
21:16 | < Janus> | With ranch. |
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21:16 | < Janus> | Apparently, there's more than one type of sphere. |
21:17 | <@gnolam> | ? |
21:17 | < Janus> | I figured there was either the soccer ball thing, or the quadrilateral... polar... earth looking thing. |
21:18 | < Janus> | But oh no! There is a third, and is it so perfect in every way! |
21:18 | <@gnolam> | Are we talking about tesselation? |
21:18 | < Janus> | I think so. |
21:19 | < Janus> | You can make spheres out of triangles too. It's so... pretty. |
21:19 | | * Janus drools on the subdivided icosahedron. |
21:20 | <@gnolam> | Ah. That one. |
21:20 | <@Vornicus> | http://vorn.dyndns.org/~vorn/geodesation/ |
21:20 | <@Vornicus> | C++ source code for that thing is in the tgz. |
21:21 | <@Vornicus> | Frankly, though, unless you're doing wacky stuff like tiling the sphere, you should be using the quad thing. |
21:22 | < Janus> | Well... it's just kind of hard to do things like find the center of mass, an such, because the vertexes aren't spaced out evenly. |
21:23 | <@Vornicus> | ah |
21:23 | <@Vornicus> | You're still working on Soft Bodies. |
21:23 | <@Vornicus> | You should talk to Raif. |
21:23 | | * ToxicFrog finishes tidying his resume, having added a third page to it. |
21:23 | <@jerith> | TF is looking for work? |
21:23 | <@ToxicFrog> | Yes, but in this case I have been asked for my resume. |
21:24 | <@jerith> | Ah. |
21:24 | <@jerith> | Amazon in Cape Town is hiring. :-) |
21:24 | <@Vornicus> | Is this the same train of thought as before, TF? |
21:24 | <@ToxicFrog> | And wanted to make sure it was up to date, with last year's work experience, my change in focus WRT languages, and some of the more impressive personal projects I've done since last update, before handing it over to GPG. |
21:24 | <@Vornicus> | Indeed it is. |
21:25 | <@ToxicFrog> | jerith: Amazon doesn't have deathbots~ |
21:25 | < Janus> | No to say it shouldn't. |
21:25 | <@jerith> | My boss has rockets... |
21:25 | <@Vornicus> | Those aren't deathbots~ |
21:26 | <@ToxicFrog> | jerith: GPG' |
21:26 | <@ToxicFrog> | jerith: GPG's boss is Chris "Total Annihilation" Taylor. |
21:26 | <@ToxicFrog> | Which is > rockets. |
21:26 | <@jerith> | :-) |
21:28 | <@ToxicFrog> | ... |
21:28 | <@ToxicFrog> | I finish it, and forums.gaspowered.com goes down. |
21:28 | <@Vornicus> | bah |
21:29 | | * gnolam curses OpenGL. |
21:31 | <@Vornicus> | Janus: really, if you're doing soft bodies, you should not only be working on the surface. |
21:31 | < Janus> | The inside as well..? |
21:31 | | * gnolam takes it all back, seeing as how Khronos has /finally/ decided that a function reference is a good idea. |
21:31 | <@Vornicus> | And, at that, you need to specifically weight all your nodes anyway, because that way you can do better mesuring. |
21:32 | <@Vornicus> | The inside as well, yes. |
21:33 | <@Vornicus> | Otherwise your thing squishes oddly. |
21:34 | < Janus> | The way it is now, the only thing that represents the inside, is an osillating... thing, that pulls a node towards the center of gravity if it's too far, and outward if it's too close. It's not exactly accurate though. |
21:34 | | * Janus ponders it very hard. strokes. |
21:35 | <@Vornicus> | http://www.sodaplay.com/constructor/index.htm <--- have a toy. |
21:35 | < Janus> | Maybe... if there's nodes on the inside too... and it's like a big network mesh? |
21:36 | <@Vornicus> | Yep. |
21:37 | < Janus> | Wouldn't that be pretty harsh on the computer? |
21:37 | <@jerith> | That's why multicore procs exist. :-P |
21:38 | <@Vornicus> | Pretty bad, yeah. Less nodes will give you chunkier movement but will be easier to simulate. |
21:38 | | ErikMesoy is now known as ErikMesoy|sleep |
21:38 | | * Janus glees all over the wiremesh doggie~ |
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21:47 | <@gnolam> | Hmm. I think it might be my hard drives overheating. |
21:48 | | * gnolam orders some more cooling. |
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22:16 | <@ToxicFrog> | And sent! |
22:21 | <@ToxicFrog> | My god, this game is cracktastic. |
22:21 | <@ToxicFrog> | And modding the game is even more cracktastic than the game itself. |
22:25 | | * Vornicus gets a small analysis task, breaks out the Big Guns. |
22:26 | | * gnolam does a little happy dance. |
22:26 | <@gnolam> | Finally. City names. |
22:27 | | * gnolam goes looking for a suitably retro font. |
22:27 | <@Vornicus> | how retro is retro? |
22:28 | | * Vornicus finds what he's looking for: Topological Sorting. |
22:29 | <@gnolam> | Think early-'80s style vector display. |
22:29 | <@Vornicus> | Ah |
22:32 | < Janus> | What game is this..? |
22:34 | <@ToxicFrog> | Janus: Supreme Commander. |
22:37 | | * Janus drools. |
22:47 | <@ToxicFrog> | Played it yet? |
22:49 | < Janus> | No... but it looks like my cup of tea. |
22:50 | | * Janus puts a lot of gunpowder in his tea, obviously. |
22:59 | | * Vornicus examines the topological sorting algorithm. Well, damn, that is pretty obvious, isn't it. |
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--- Log closed Wed Mar 21 00:00:51 2007 |