code logs -> 2007 -> Mon, 02 Jul 2007< code.20070701.log - code.20070703.log >
--- Log opened Mon Jul 02 00:00:42 2007
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01:10 * Serah dances with ToxicFrog.
01:12 * ToxicFrog dances with Serah
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03:49
<@ToxicFrog>
Goddamit!
03:50
<@ToxicFrog>
I can find the serial port initialization routines in the emulator, but not in CDSHOCK.EXE itself!
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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.
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15:11 * ToxicFrog fiddles with postscript
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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.
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15:20 * MyCatSchemes suggests that TF acquire a discotheque.
15:20
< MyCatSchemes>
Perhaps a ballroom.
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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.
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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.
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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.
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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)
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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
code logs -> 2007 -> Mon, 02 Jul 2007< code.20070701.log - code.20070703.log >