code logs -> 2007 -> Wed, 08 Aug 2007< code.20070807.log - code.20070809.log >
--- 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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16:54 gnolam [lenin@Nightstar-13557.8.5.253.se.wasadata.net] has quit [Quit: Patching again.]
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.
17:08 You're now known as TheWatcher[afk]
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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.
19:24 Forj [~Forj@Nightstar-10147.ue.woosh.co.nz] has joined #code
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.
19:52 Forj [~Forj@Nightstar-10147.ue.woosh.co.nz] has quit [Quit: Gone]
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.
20:05 dan [~dan@Nightstar-2728.ircHax0r.com] has quit [I am lame because I use colors in my quit message.]
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
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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
23:34 AnnoDomini [~farkoff@Nightstar-29316.neoplus.adsl.tpnet.pl] has quit [Ping Timeout]
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.
23:41 AnnoDomini [~farkoff@Nightstar-29482.neoplus.adsl.tpnet.pl] has joined #Code
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
code logs -> 2007 -> Wed, 08 Aug 2007< code.20070807.log - code.20070809.log >