--- Log opened Mon Jul 02 00:00:42 2007 |
00:07 | | You're now known as TheWatcher[T-2] |
00:14 | | You're now known as TheWatcher[zZzZ] |
01:10 | | * Serah dances with ToxicFrog. |
01:12 | | * ToxicFrog dances with Serah |
01:24 | | gnolam [lenin@Nightstar-13557.8.5.253.se.wasadata.net] has quit [Quit: Acute tiredness.] |
02:05 | | Chalcedon [~Chalcedon@Nightstar-15747.ue.woosh.co.nz] has joined #code |
02:05 | | mode/#code [+o Chalcedon] by ChanServ |
02:26 | | Thaqui [~Thaqui@Nightstar-26828.jetstream.xtra.co.nz] has joined #code |
02:26 | | mode/#code [+o Thaqui] by ChanServ |
02:29 | | KarmaBot [~fark.off@87.72.35.ns-26506] has quit [Ping Timeout] |
02:29 | | Serah [~Z@87.72.35.ns-26506] has quit [Ping Timeout] |
02:30 | | KarmaBot [~fark.off@87.72.35.ns-26506] has joined #Code |
02:30 | | mode/#code [+v KarmaBot] by ChanServ |
02:30 | | Serah [~Z@87.72.35.ns-26506] has joined #Code |
02:30 | | mode/#code [+o Serah] by ChanServ |
02:43 | | Chalcedon is now known as ChalcyAFK |
03:49 | <@ToxicFrog> | Goddamit! |
03:50 | <@ToxicFrog> | I can find the serial port initialization routines in the emulator, but not in CDSHOCK.EXE itself! |
03:55 | | AnnoDomini [~farkoff@Nightstar-29080.neoplus.adsl.tpnet.pl] has joined #Code |
03:57 | | mode/#code [+o AnnoDomini] by ChanServ |
04:18 | | AnnoDomini [~farkoff@Nightstar-29080.neoplus.adsl.tpnet.pl] has quit [Quit: I'm off! Wish me luck.] |
04:22 | | GeekSoldier|Bed is now known as GeekSoldier|Work |
05:11 | < ReivZzz> | ...? |
05:26 | <@ToxicFrog> | ReivZzz: trying to figure out what's causing the "cannot open COM1" errors from NTVDM when I start System Shock. |
05:26 | <@ToxicFrog> | (I mean, I know what's causing them at the high level, but I need the actual addresses) |
05:27 | <@ToxicFrog> | However, I have concluded that it's easier to create virtual serial ports and let it open those than to fix the underlying problem. |
05:47 | | * ReivZzz nods. |
06:18 | | Forj [~Forj@Nightstar-15747.ue.woosh.co.nz] has joined #code |
06:47 | | Serah [~Z@87.72.35.ns-26506] has quit [Killed (NickServ (GHOST command used by Ev3))] |
06:48 | | Serah [~Z@87.72.35.ns-26506] has joined #Code |
06:48 | | mode/#code [+o Serah] by ChanServ |
08:51 | | You're now known as TheWatcher |
08:59 | | ChalcyAFK [~Chalcedon@Nightstar-15747.ue.woosh.co.nz] has quit [Quit: Gone] |
09:08 | | Forjadon [~Forjadon@Nightstar-15747.ue.woosh.co.nz] has joined #code |
09:08 | | mode/#code [+o Forjadon] by ChanServ |
09:31 | | GeekSoldier|Work is now known as GeekSoldier |
10:17 | | Forjadon [~Forjadon@Nightstar-15747.ue.woosh.co.nz] has quit [Ping Timeout] |
10:33 | | MyCatSchemes [~rb6822@Nightstar-23408.cs.bris.ac.uk] has joined #code |
10:36 | | Forj [~Forj@Nightstar-15747.ue.woosh.co.nz] has quit [Quit: Gone] |
12:35 | | Netsplit DeepThought.NY.US.Nightstar.Net <-> Troika.TX.US.Nightstar.Net quits: @Pi, Raif, +KarmaBot, ReivZzz, @jerith, @Chalain |
12:35 | | Netsplit over, joins: Chalain, ReivZzz, jerith, Raif |
12:35 | | mode/#code [+o Chalain] by ChanServ |
12:35 | | Netsplit over, joins: Pi |
12:35 | | mode/#code [+o jerith] by ChanServ |
12:35 | | Netsplit over, joins: KarmaBot |
12:35 | | mode/#code [+o Pi] by ChanServ |
12:35 | | KarmaBot [~fark.off@87.72.35.ns-26506] has quit [Connection reset by peer] |
12:35 | | mode/#code [+v KarmaBot] by ChanServ |
12:35 | | Raif_ [~corvusign@Nightstar-5406.hsd1.ca.comcast.net] has joined #Code |
12:36 | | KarmaBot [~fark.off@87.72.35.ns-26506] has joined #Code |
12:36 | | mode/#code [+v KarmaBot] by ChanServ |
12:37 | | Raif [~corvusign@Nightstar-7926.hsd1.wa.comcast.net] has quit [Ping Timeout] |
12:51 | | MyCatSchemes [~rb6822@Nightstar-23408.cs.bris.ac.uk] has quit [Quit: Swim, swim, hungry!] |
13:40 | | gnolam [lenin@Nightstar-13557.8.5.253.se.wasadata.net] has joined #Code |
13:40 | | mode/#code [+o gnolam] by ChanServ |
13:54 | | Serah [~Z@87.72.35.ns-26506] has quit [Killed (NickServ (GHOST command used by Ev3))] |
13:54 | | Serah [~Z@87.72.35.ns-26506] has joined #Code |
13:54 | | mode/#code [+o Serah] by ChanServ |
14:26 | | Netsplit DeepThought.NY.US.Nightstar.Net <-> Troika.TX.US.Nightstar.Net quits: @Pi, Raif_, +KarmaBot, @gnolam, ReivZzz, @jerith, @Chalain |
14:27 | | Netsplit over, joins: Chalain, ReivZzz, jerith |
14:27 | | mode/#code [+o Chalain] by ChanServ |
14:27 | | Netsplit over, joins: Pi |
14:27 | | mode/#code [+o jerith] by ChanServ |
14:27 | | Netsplit over, joins: KarmaBot, Raif_ |
14:27 | | mode/#code [+o Pi] by ChanServ |
14:27 | | Netsplit over, joins: gnolam |
14:27 | | mode/#code [+v KarmaBot] by ChanServ |
14:27 | | mode/#code [+o gnolam] by ChanServ |
14:32 | | Thaqui [~Thaqui@Nightstar-26828.jetstream.xtra.co.nz] has left #code [Leaving] |
14:40 | | GeekSoldier is now known as RoastSoldier |
14:42 | | RoastSoldier is now known as GeekSoldier |
15:04 | | GeekSoldier_ [~Rob@Nightstar-3981.pools.arcor-ip.net] has joined #code |
15:06 | | GeekSoldier [~Rob@Nightstar-5199.pools.arcor-ip.net] has quit [Ping Timeout] |
15:07 | | GeekSoldier_ is now known as GeekSoldier |
15:11 | | * ToxicFrog fiddles with postscript |
15:11 | | MyCatSchemes [~rb6822@Nightstar-4527.cs.bris.ac.uk] has joined #code |
15:13 | <@ToxicFrog> | Hmm. 1:1 sounds good on paper, but then I end up with a 8192x8192 (if we go by texels) or 4194304x4194304 (if we go by physunits) image. |
15:15 | <@ToxicFrog> | 1:4 by texels, perhaps. That gives me a 32x32px square for each tile |
15:15 | <@ToxicFrog> | Or perhaps 1:2 and trim the level boundaries... |
15:18 | | * Serah dances with ToxicFrog. |
15:19 | | Serah [~Z@87.72.35.ns-26506] has quit [Killed (NickServ (GHOST command used by Ev3))] |
15:19 | | Serah [~Z@87.72.35.ns-26506] has joined #Code |
15:20 | | mode/#code [+o Serah] by ChanServ |
15:20 | | * MyCatSchemes suggests that TF acquire a discotheque. |
15:20 | < MyCatSchemes> | Perhaps a ballroom. |
15:23 | | KBot [~fark.off@Nightstar-4731.ubs-dsl.xnet.co.nz] has joined #Code |
15:23 | | KBot [~fark.off@Nightstar-4731.ubs-dsl.xnet.co.nz] has left #Code [] |
15:26 | < MyCatSchemes> | ToxicFrog: are texels neccessarily above or below one pixel of texture data apiece? I could stand to learn much more on this. |
15:35 | | KBot [~fark.off@Nightstar-4731.ubs-dsl.xnet.co.nz] has joined #Code |
15:35 | | KBot is now known as RBot |
15:36 | | RBot is now known as DiceBot |
15:37 | < ReivZzz> | !2d6 |
15:37 | < DiceBot> | [ReivZzz] rolled 2d6: ((6+4)) = 10. |
15:37 | <+KarmaBot> | [ReivZzz] rolled 2d6: ((4+1)) = 5. |
15:37 | < ReivZzz> | Muaha. |
15:44 | | DiceBot [~fark.off@Nightstar-4731.ubs-dsl.xnet.co.nz] has quit [Quit: KarmaBot manual quit.] |
15:47 | <@ToxicFrog> | MyCatSchemes: a texel is a texture pixel. |
15:47 | < MyCatSchemes> | ToxicFrog: ohhh, I see. Hee. |
15:48 | <@ToxicFrog> | And floor (and ceiling, and wall) textures are 128x128. |
15:48 | < MyCatSchemes> | ToxicFrog: the size of them is variable somehow? Mipmapping? |
15:48 | <@ToxicFrog> | So, 1:1 by texels gives me 128x128 tiles. |
15:48 | <@ToxicFrog> | The physics engine, however, locates objects within a tile with 16 bits of precision, so if I do 1:1 by physics units, each tile is instead 65536 pixels on a side. |
15:48 | <@ToxicFrog> | Er, |
15:48 | <@ToxicFrog> | Size of them in what sense? |
15:48 | <@ToxicFrog> | Size on screen? |
15:49 | < MyCatSchemes> | Like how some engines switch to lower resolution textures at long distances. |
15:50 | <@ToxicFrog> | Yes, that's mipmapping. Still doesn't tell me what you meant by "the size of them" |
15:50 | <@ToxicFrog> | The size of the texture itself? The size of a texel relative to (the texture, the polygon, the screen)? |
15:51 | < MyCatSchemes> | In this case, the size of the texel relative to the texture, I think. |
15:52 | <@ToxicFrog> | Umm. A texture is NxN pixels; thus, each texel is 1/(N^2) the size of the total texture. |
15:52 | <@ToxicFrog> | All a texture is is an image. |
15:52 | <@ToxicFrog> | So the question doesn't really make a lot of sense. |
15:55 | < MyCatSchemes> | No, it doesn't. Feck. |
15:57 | <@ToxicFrog> | "texel" is just a term to distinguish between a pixel on the texture and a pixel as rendered on the screen, since the mapping between screen pixels and texels depends on the distance to the poly, the angle you're viewing it at, etc. |
15:57 | < MyCatSchemes> | Ah, danke. |
15:57 | <@ToxicFrog> | So, while a floor tile might be, say, 16x4 pixels on screen if I'm viewing it from long range, it's still 128x128 texels. |
15:57 | <@ToxicFrog> | (or 64x64, or 32x32, depending on what detail level I chose~) |
16:07 | < MyCatSchemes> | Handy. What do you call the points on a z-buffer or w-buffer? |
16:08 | <@ToxicFrog> | I don't. |
16:08 | < MyCatSchemes> | Good policy. |
16:09 | <@ToxicFrog> | I'm not even sure if they have a technical term. |
16:11 | <@ToxicFrog> | Ok. Down-pointing triangle for weapons, up-pointing triangle for ammo, diamond for explosives, circle for dermal patches, square for cyberware (with internal color indicating version), + for misc objects. |
16:12 | <@ToxicFrog> | Still need something for keycards and something for quest objects. |
16:12 | <@ToxicFrog> | Unless I fold those all into misc objects... |
16:21 | < ReivZzz> | ...what, TF, are you doing? |
16:21 | <@ToxicFrog> | Working on my System Shock map dumper. |
16:22 | < ReivZzz> | * for quest objects |
16:22 | < MyCatSchemes> | Anything for the computers that the AI taunts you from? |
16:22 | <@ToxicFrog> | You give it ARCHIVE.DAT, it gives you a couple megabytes of postscript detailing the level geometry and locations of all weapons, ammunition, dermal patches, cybermods, explosives, usable items, keycards and quest items. |
16:23 | <@ToxicFrog> | MyCatSchemes: if you'd played SS1, you would know that it taunts you by sending email directly into your brain :P |
16:23 | < ReivZzz> | Keycards is tricky. I would reccomend something that can be colour-coded. |
16:23 | < ReivZzz> | But you've used most of those. |
16:23 | <@ToxicFrog> | All of these are color-coded. |
16:24 | <@ToxicFrog> | They kind of have to be. |
16:24 | <@ToxicFrog> | For keycards, it might be enough to just mark their location. There aren't a lot of them in the game, so it's easy to just remember what each one is. |
16:25 | < ReivZzz> | Number them? |
16:25 | <@ToxicFrog> | As for the quest items...three don't show up in game; three are unique; and two are in fairly easy to remember locations. |
16:26 | <@ToxicFrog> | So I don't really need to color-code those either. |
16:27 | <@ToxicFrog> | (specifically - if it's on deck 2 it's Isotope X-22; if on deck 3, it's an interface demodulator; deck 4, either plastique or another demodulator, but since they're both stored in the same place it doesn't really matter; deck 9, isolinear chipset.) |
16:27 | <@ToxicFrog> | Numbering them in a manner that will be readable without cluttering things up too much will be tricky. |
16:27 | < ReivZzz> | Make them a square with a number inside? |
16:27 | <@ToxicFrog> | Of course, the other issue I run into is that it' |
16:28 | <@ToxicFrog> | s easier to distinguish colors than shapes. Ideally I'd like to have, say, all weapons the same color but different shapers |
16:28 | <@ToxicFrog> | However, then I need 16 distinguishable shapes. |
16:28 | <@ToxicFrog> | ...we're talking 8x8px here, Reiv. |
16:28 | <@ToxicFrog> | Tops. |
16:28 | < ReivZzz> | Oh. |
16:28 | < ReivZzz> | Right then. |
16:29 | < ReivZzz> | Umm. |
16:29 | <@ToxicFrog> | Remember, each level is 64x64 tiles |
16:32 | <@ToxicFrog> | And each tile can contain, well, arbitrarily many items, but I think the most that will occur in practice is eight or so. |
16:33 | <@ToxicFrog> | Even if we postulate a 32x32 tile size - which is not going to be big enough - that still generates a 2048x2048 image. |
16:33 | <@ToxicFrog> | I can cut that down a bit by trimming empty extents of the level, but not a lot. |
16:35 | <@ToxicFrog> | http://www.funkyhorror.net/toxicfrog/projects/shockmap/01_Medical.html -- this is what it will be replacing, BTW |
17:07 | < MyCatSchemes> | ToxicFrog: I played it for all of maybe fifteen minutes, once. Also, my memory blows. |
17:08 | | You're now known as TheWatcher[afk] |
17:08 | <@ToxicFrog> | Clearly you need to play it more. |
17:09 | <@ToxicFrog> | (also, if you meant the CPU nodes - the day I can't remember exactly where the nodes are on each level is the day I hang up my magpulse) |
17:10 | | MyCatSchemes [~rb6822@Nightstar-4527.cs.bris.ac.uk] has quit [Quit: gone] |
18:11 | | KBot [~fark.off@87.72.35.ns-26506] has joined #Code |
18:12 | | KarmaBot [~fark.off@87.72.35.ns-26506] has quit [Ping Timeout] |
18:13 | | KBot is now known as KarmaBot |
18:15 | | You're now known as TheWatcher |
18:57 | | ReivZzz [~reaverta@Admin.Nightstar.Net] has quit [Ping Timeout] |
19:20 | | Forj [~Forj@Nightstar-15747.ue.woosh.co.nz] has joined #code |
19:36 | | Forj [~Forj@Nightstar-15747.ue.woosh.co.nz] has quit [Ping Timeout] |
19:37 | | Forj [~Forj@Nightstar-15747.ue.woosh.co.nz] has joined #code |
19:41 | | GeekSoldier is now known as GeekSoldier|Bed |
19:48 | | Forj [~Forj@Nightstar-15747.ue.woosh.co.nz] has quit [Quit: Gone] |
21:06 | | Forjadon [~Forjadon@Nightstar-15747.ue.woosh.co.nz] has joined #code |
21:06 | | mode/#code [+o Forjadon] by ChanServ |
22:33 | | You're now known as TheWatcher[T-2] |
22:49 | | You're now known as TheWatcher[zZzZ] |
23:59 | | takyoji [~caleblang@Nightstar-25812.dhcp.roch.mn.charter.com] has joined #code |
23:59 | | Chalcedon [~Chalcedon@Nightstar-15747.ue.woosh.co.nz] has joined #code |
23:59 | | mode/#code [+o Chalcedon] by ChanServ |
23:59 | < takyoji> | So how would I be able to make my server-side software able to detect a new version of it's self from my sourceforge account? |
--- Log closed Tue Jul 03 00:00:38 2007 |