--- Log opened Wed Aug 08 00:00:36 2007 |
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16:29 | <@ToxicFrog> | Argh, I'm getting bogged down in implementation. |
16:38 | | gnolam [lenin@Nightstar-13557.8.5.253.se.wasadata.net] has quit [Quit: Patching.] |
16:38 | <@ToxicFrog> | Yay, regexes! |
16:38 | <@ToxicFrog> | local tokens = { str:gsub('([(){}<>=])', ' %1 '):gsub(':', ': '):split('[;,%s]%s*') } |
16:39 | | * ToxicFrog sads at #rh.net |
16:40 | <@ToxicFrog> | Someone writing a 2d PSX game having memory exaustion issues. |
16:40 | <@ToxicFrog> | The problem? Each tile, rather than each layer, is getting a seperate Z-layer |
16:40 | <@jerith> | O_o |
16:41 | <@ToxicFrog> | (at least, as I understand this) |
16:41 | <@ToxicFrog> | (it's definitely something along those lines) |
16:42 | <@ToxicFrog> | ...yeah, he's creating 2^14 Z-planes. |
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16:55 | | * ToxicFrog kills openLDAP in the face |
16:56 | | * ToxicFrog also kills the previous maintainer of this code in the face |
16:58 | <@ToxicFrog> | Sweet jubbly fuck |
16:59 | <@ToxicFrog> | msdev accepts the following code: |
16:59 | <@ToxicFrog> | extern int foo(); |
16:59 | <@ToxicFrog> | static int foo() { return 0; } |
16:59 | <@ToxicFrog> | In the same file. |
16:59 | <@ToxicFrog> | And then a different definition of foo() in another file. |
16:59 | <@ToxicFrog> | No-one seems to know which one actually gets linked in. |
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18:27 | | * ToxicFrog foams |
18:28 | <@ToxicFrog> | ../cf_ocsp_api.cpp: In function `CERT_ERR OCSP_update_responder_attribute(const char*)': |
18:28 | <@ToxicFrog> | ../cf_ocsp_api.cpp:185: error: no matching function for call to `OCSP_responder_attrs::OCSP_responder_attrs(REG::Reg_iterator<REG::Read>)' |
18:28 | <@ToxicFrog> | ../cf_ocsp_responder_store.hpp:50: note: candidates are: OCSP_responder_attrs::OCSP_responder_attrs(const OCSP_responder_attrs&) |
18:28 | <@ToxicFrog> | ../cf_ocsp_responder_store.hpp:53: note: OCSP_responder_attrs::OCSP_responder_attrs(REG::Reg_iterator<REG::Read>&) |
18:28 | <@ToxicFrog> | IT MAKES NO SEEEEENSE |
18:33 | | You're now known as TheWatcher |
18:39 | <@jerith> | It never does. |
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19:36 | <@ToxicFrog> | Oh man, this bug in Meritous is hilarious. |
19:39 | <@ToxicFrog> | In an "my god, how did this code ever work" kind of way. |
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19:53 | <@Vornicus-Latens> | where at? |
20:00 | <@ToxicFrog> | mapgen.c:890ish |
20:00 | <@ToxicFrog> | In particular, work out what happens if rand() generates coordinates for a tile not part of any room. |
20:02 | <@ToxicFrog> | It's not pretty, especially if your compiler arranges things so that rooms[-1] is halfway through some other important data structure like map. |
20:02 | <@Vornicus-Latens> | oh, cool. |
20:03 | <@ToxicFrog> | In this case, it means that after running that code, map.w == 1 |
20:03 | <@ToxicFrog> | Which in turn means that InitEnemies() will never complete. |
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20:05 | <@ToxicFrog> | I think I will be mailing in a patch for this, as soon as I can figure out how to get it to work right,. |
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20:13 | <@ToxicFrog> | Hmm. So that's where you get the Agate Knife. |
20:14 | <@AnnoDomini> | Hm? |
20:15 | <@ToxicFrog> | It's always in the last place you look. |
20:15 | <@ToxicFrog> | That is to say, you explore all the rooms, and it generates it in the last room you enter. |
20:15 | < gnolam> | What game is this? |
20:15 | <@ToxicFrog> | Meritous. |
20:21 | <@Vornicus-Latens> | what's the agate knife? |
20:24 | <@ToxicFrog> | Raises all your skills to 30, your HP to 6 (a side effect of having 30 shield), and acts as a plotcookie to unlock an alternate ending. |
20:25 | | * Vornicus-Latens 's skills are currently at 17 17 18. |
20:27 | <@Vornicus-Latens> | How do rooms get colored on the bottom-right minimap? |
20:27 | <@ToxicFrog> | Distance from center, I think. |
20:35 | <@Vornicus-Latens> | that doesn't seem right... |
20:35 | <@ToxicFrog> | How so? |
20:35 | <@Vornicus-Latens> | as the room just northwest of the entrance room is a lot darker than the room just southeast of it. |
20:36 | <@ToxicFrog> | Hmm. |
20:36 | <@ToxicFrog> | In that case, I'm guessing difficulty index, which is mostly a function of distance from center. |
20:51 | | * Vornicus-Latens gets completely and totally marauded, kills 3% of monsters just by standing around in one room and letting them come. |
20:56 | <@Vornicus-Latens> | ...what, does there come a point where /everybody/ chases you? |
20:59 | <@ToxicFrog> | Not to my knowledge. |
20:59 | <@ToxicFrog> | And I've killed 70% of the dome population. |
21:02 | <@Vornicus-Latens> | It looks like it. I am going through rooms and they're empty of guards, but there's waves and waves of baddies. I'm at about 70 now, but this started earlier, about 60. |
21:03 | <@ToxicFrog> | Er, wait |
21:03 | <@ToxicFrog> | By "chases" do you mean "follows relentlessly once you draw aggro", or "homes in on you even from rooms you haven't seen yet"? |
21:04 | <@Vornicus-Latens> | The latter. |
21:04 | <@Vornicus-Latens> | The former happens even at 0%; the only safe haven is the entrance. |
21:06 | <@ToxicFrog> | I've seen things closing in on me from nearby rooms right from the start, but I've never reached a point where everything does. |
21:07 | <@Vornicus-Latens> | Have you gotten the halberd? |
21:08 | <@ToxicFrog> | I don't remember. |
21:08 | <@ToxicFrog> | I know I've gotten and relocated at least one of the Keys. |
21:08 | <@ToxicFrog> | And I've gotten a second one, but haven't relocated it, because the boss is made of ;.; |
21:08 | <@Vornicus-Latens> | Ah, then you have not, probably - the halberd is the third. |
21:09 | | * Vornicus-Latens hasn't seen the boss for the second one. |
21:09 | <@ToxicFrog> | Aren't they in random order? |
21:09 | <@Vornicus-Latens> | ah, they might be. THis is the third one. |
21:09 | <@Vornicus-Latens> | But for some reason the compass pointed me to the key instead of the boss. |
21:09 | <@ToxicFrog> | Yes, because you have to get the key, then kill the boss and place the key, IIRC |
21:10 | <@Vornicus-Latens> | no, no |
21:10 | <@ToxicFrog> | In cases where there's both a boss for a key you have and a key you don't have yet available, it points at the closest one. |
21:10 | <@Vornicus-Latens> | I have two keys. |
21:10 | <@Vornicus-Latens> | ah |
21:10 | <@ToxicFrog> | Since in practice it doesn't really matter what order you do them in. |
21:11 | <@Vornicus-Latens> | How many keys are there? |
21:13 | <@ToxicFrog> | Three. |
21:13 | <@ToxicFrog> | Plus some additional widgetry connected to the final boss that I can't follow the source for. |
21:19 | <@Vornicus-Latens> | hm. looks like everybody is aggro'd when you have three keys. |
21:19 | <@ToxicFrog> | Aaha. |
21:19 | <@ToxicFrog> | Convenient. |
21:22 | <@Vornicus-Latens> | That said it doesn't look like it's easy to increase your skills past about 18. |
21:23 | <@ToxicFrog> | No. The cost ramps up very quickly. |
21:23 | | * Vornicus-Latens has 3 million, 17/18/18, and can't yet afford another shield point. |
21:24 | <@Vornicus-Latens> | I think the only real way to do it is to farm bullets all day. |
21:25 | <@ToxicFrog> | Yeah. I can't see it getting above 19-20, tops, without farming. |
21:25 | <@ToxicFrog> | Which is why the Agate Knife is so awesome. |
21:26 | <@Vornicus-Latens> | also since I got the last key I've killed about 1500 baddies. |
21:29 | | * Vornicus-Latens finally passes 40% explored! |
21:29 | | Chalcedon [~Chalcedon@Nightstar-10147.ue.woosh.co.nz] has joined #code |
21:29 | | mode/#code [+o Chalcedon] by ChanServ |
21:30 | | * ToxicFrog suspects he's going to end up using gdb to give himself the Agate Knife, because exploring all 3,000 rooms is ugh. >.> |
21:30 | <@Chalcedon> | TF! Did you find the basil in the end? |
21:31 | <@ToxicFrog> | I think so. Neither Eryn nor I were entirely confident, but it smells nice. |
21:31 | | * jerith reccommends looking in the Fawlty Towers if he didn't. |
21:31 | <@ToxicFrog> | So we're going to make pesto out of it and see how it tastes. |
21:31 | | * Chalcedon nods |
21:31 | <@Chalcedon> | good luck :) |
21:31 | | * Chalcedon supplies cookies for dessert |
21:41 | <@Vornicus-Latens> | I keep finding knots of resistance - 20-30 monsters that have found themselves stuck in a corner because they chased me the wrong way. |
21:48 | <@ToxicFrog> | blrghle |
21:48 | <@ToxicFrog> | No matter how I put this library together, it looks ugly |
21:49 | <@jerith> | Some plaster and a coat of paint? |
21:49 | <@ToxicFrog> | Possibly it's just that having a stack of queues is intrinsically ugly. |
21:51 | <@Vornicus-Latens> | that is pretty ugly. |
21:52 | | * Vornicus-Latens passes 50% explored |
21:52 | <@ToxicFrog> | The issue is that I have a queue of instructions, and tokens () which generate subqueues. |
21:52 | <@ToxicFrog> | Same effect occurs on the data stack with {} |
21:56 | | * Vornicus-Latens upgrades his shields, finally. |
22:18 | <@ToxicFrog> | Ok, want to see something ugly? |
22:18 | | * jerith hides. |
22:19 | <@ToxicFrog> | local function are_we_bigendian() |
22:19 | <@ToxicFrog> | return string.dump(function() end):sub(7,7) == string.char(0x00) |
22:19 | <@ToxicFrog> | end |
22:19 | <@jerith> | What does that do? |
22:20 | <@jerith> | Apart from tell endianness, obviously. |
22:21 | <@ToxicFrog> | Creates an empty function, serializes it to a buffer and then reads the endianness flag out of the header in that buffer. |
22:21 | <@jerith> | Ah. |
22:21 | <@ToxicFrog> | A better version: string.byte(string.dump(function() end), 7) == 0 |
22:21 | <@ToxicFrog> | I may implement this part in C. |
22:23 | | * jerith ponders int *foo; *foo = 0x00ff; *((char*) foo); |
22:23 | <@jerith> | Would that do it? |
22:25 | <@ToxicFrog> | That is in fact close to how Lua does it. |
22:25 | <@ToxicFrog> | int x = 1; (char)*(char*)&x |
22:26 | <@jerith> | y pointer-fu is rusty. |
22:26 | <@jerith> | I forgot about &. |
22:26 | <@ToxicFrog> | Either will work. |
22:26 | <@jerith> | +M |
22:26 | <@ToxicFrog> | Well, except that yours actually needs data somewhere backing foo. |
22:27 | <@ToxicFrog> | Since int * foo; *foo = 0x00FF writes to an undefined memory location. |
22:27 | | * jerith nods. |
22:34 | <@ToxicFrog> | I hate floats. |
22:34 | <@ToxicFrog> | I hate them with the fury of a thousand stars. |
22:34 | | * jerith likes doubles. |
22:34 | <@jerith> | But even so. |
22:37 | <@ToxicFrog> | Well. |
22:38 | <@ToxicFrog> | In this case I hate them because I am writing a library that needs to serialize and deserialize them to and from memory dumps, possibly with endianness translation. |
22:38 | <@ToxicFrog> | Which is easy with ints. |
22:38 | <@ToxicFrog> | But floats have at least three different possible endiannesses! |
22:38 | <@ToxicFrog> | None of which are easy to work with! |
22:39 | <@ToxicFrog> | And the standard doesn't specify any at all, so you can put your floats in whatever whack-ass byte ordering you want and they'll still be technically compliant. |
22:41 | <@Vornicus-Latens> | NUXIIXUN |
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23:35 | <@ToxicFrog> | Exactly. |
23:39 | <@Vornicus-Latens> | man if I ever saw anything that pulled that, there would be hell to pay. |
23:40 | <@ToxicFrog> | Oh, and I need to add support for fixed-point reals. |
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23:44 | <@Vornicus-Latens> | 350 monsters and 622 rooms left. |
23:45 | <@ToxicFrog> | ...man, you are burning through this game. |
23:45 | <@ToxicFrog> | How many of the bosses have you killed? |
23:45 | <@Vornicus-Latens> | One. |
23:45 | <@Vornicus-Latens> | At this point I'm just running through rooms, mostly. |
23:45 | <@ToxicFrog> | Aah. |
23:46 | <@Vornicus-Latens> | Because there's nothing to do - with so few monsters left, I'll occasionally run into a pile that was stuck in a dead end, but it's generally just runrunrun. |
23:49 | | * Vornicus-Latens kills like 150 in a single room, is now down to 125 left. |
23:52 | <@ToxicFrog> | I'm not in that situation yet, on account of only having found two of the Keys. |
23:52 | <@ToxicFrog> | And the compasses insist that the only place to go is the boss room. |
23:55 | <@Vornicus-Latens> | You have the complete map, right? |
23:56 | <@Vornicus-Latens> | Key and boss rooms look different on the map in the bottom right. |
23:59 | <@Vornicus-Latens> | 89 left... |
23:59 | <@ToxicFrog> | As far as I can tell, the only difference is in size. |
23:59 | <@ToxicFrog> | (Exploration: 30%. Kills: 70%.) |
23:59 | <@Vornicus-Latens> | Boss and key rooms have pillars. |
--- Log closed Thu Aug 09 00:00:19 2007 |