--- Log opened Thu Aug 09 00:00:19 2007 |
--- Day changed Thu Aug 09 2007 |
00:00 | <@ToxicFrog> | Can you see those before you've visited the room at least once? |
00:00 | <@Vornicus-Latens> | You can see four pillars in the corners, yes. |
00:01 | <@ToxicFrog> | Then I must have found a key, killed a boss, placed the key, and forgotten about it |
00:01 | <@ToxicFrog> | Because according to the map, there are no special rooms remaining. |
00:02 | <@Vornicus-Latens> | huh |
00:07 | <@ToxicFrog> | I suppose the way to check this is to find the nexus rooms on the map, 'port to them, and confirm that two of the keys are already placed |
00:10 | | * Vornicus-Latens kills Ataraxia, places the Halberd. |
00:10 | <@Vornicus-Latens> | exactly 300 rooms and 70 baddies left. |
00:18 | <@ToxicFrog> | Hmm. Ok, I have retrieved and placed two keys. |
00:18 | <@ToxicFrog> | All that's left is to kill this boss and place the bow. |
00:19 | <@ToxicFrog> | And I'm at 18/17/17 and it'll cost me 2.6 million to upgrade from 17 to 18. |
00:19 | <@ToxicFrog> | Clearly I should have saved those upgrade packages from the endurance rooms for later. |
00:28 | | * ToxicFrog ponders starting a new game with that in mind |
00:28 | <@ToxicFrog> | ...bollocks to that |
00:28 | | * ToxicFrog rummages through the source |
00:32 | | ReivZzz is now known as Reiver |
00:37 | <@Vornicus-Latens> | 4 rooms and 1 kill left... |
00:37 | <@Vornicus-Latens> | including the third boss room... |
00:39 | <@ToxicFrog> | I highly recommend getting the Agate Knife before facing that boss. |
00:39 | <@Vornicus-Latens> | I think I might end up getting it while facing that boss, his room is the last. |
00:39 | <@ToxicFrog> | Heh. |
00:39 | <@ToxicFrog> | Not sure how the game will behave in that situation. |
00:40 | <@ToxicFrog> | You might not get it until after deafeating him, which would suck. |
00:42 | <@Vornicus-Latens> | 2 left... |
00:43 | | You're now known as TheWatcher[T-2] |
00:46 | | Reiver is now known as ReivClass |
00:46 | | Chalcedon is now known as ChalcyCake |
00:46 | | You're now known as TheWatcher[zZzZ] |
00:46 | <@Vornicus-Latens> | The agate knife! |
00:47 | <@ToxicFrog> | zomgwtfpwnz0rship |
00:47 | <@Vornicus-Latens> | Damn right zomgwtfpwnz0rship. |
00:48 | <@ToxicFrog> | Now let's see if you can take the boss on the first try with it (probably) |
00:48 | | ChalcyCake is now known as Chalcedon |
00:48 | <@Vornicus-Latens> | First try'd |
00:50 | <@Vornicus-Latens> | And there's the last dude. Apparently bosses don't count for kills. |
00:54 | <@Vornicus-Latens> | whoa. Checkpoints stop working when you get the cursed seal. |
00:55 | <@Vornicus-Latens> | ...and the entire board turns red. |
00:56 | <@Vornicus-Latens> | and gets even deeper red the closer you get to the entrance. |
01:01 | <@Vornicus-Latens> | Alternate ending, and I think alternate boss. Oh god. |
01:03 | <@ToxicFrog> | Coooool |
01:03 | <@ToxicFrog> | I'm at 40% explored, but it's slow going. |
01:03 | <@ToxicFrog> | Since I am not seeing the same aggro behaviour, and as a result, I have to clean most rooms of enemies. |
01:05 | <@Vornicus-Latens> | This one, it gets a huge cloud of bullets, and then at about 2/3 life it also spreads a cloud of bulletoids that occasionally all turn into assassin shots all at once. |
01:06 | <@Vornicus-Latens> | Then at 1/3 life it gets a bunch of shots that hit the wall and become lasers. |
01:07 | <@Vornicus-Latens> | And then he's got a second form. |
01:07 | <@ToxicFrog> | Joy. |
01:07 | <@Vornicus-Latens> | Which has all those attacks, plus the thrree-beam stars... |
01:08 | <@Vornicus-Latens> | I haven't survived that yet. |
01:10 | <@Vornicus-Latens> | And of course if you die you have to fight the first form all over. |
01:10 | <@ToxicFrog> | Of course. |
01:12 | <@Vornicus-Latens> | ...ooh. apparently the stronger your psi blast the more damage it takes, too. |
01:14 | < AnnoDomini> | Seems a pretty fun game. Will have to play it more sometime. |
01:14 | | * AnnoDomini goes to sleep. |
01:14 | <@Vornicus-Latens> | 20% of its life, at that. |
01:15 | <@Vornicus-Latens> | OH GOD THE COLORS |
01:22 | | * Vornicus-Latens got the Best Ending1 |
01:26 | <@Vornicus-Latens> | There's a third form, but it is essentially the middle of the first form, writ large, and with psychedelic colors - oh, and you get full health |
01:29 | <@Vornicus-Latens> | which makes life even easier. |
01:41 | <@Vornicus-Latens> | Maybe you need to possess two artifacts to get this aggro behavior. |
01:44 | <@ToxicFrog> | As in, at once? Possibly. |
01:44 | <@ToxicFrog> | I've been going artifact, boss, artifact, boss |
02:00 | <@Vornicus-Latens> | BUt yeah. The aggro helps because you tend to get the baddies in piles... but then you can't guarantee you'll find the last few. |
02:00 | <@Vornicus-Latens> | I found the last one by chance, right outside the entrance room. |
02:03 | <@Vornicus-Latens> | Anyway, I have completed the game. |
02:05 | <@ToxicFrog> | That was fast. |
02:05 | <@Vornicus-Latens> | not /that/ fast. |
02:06 | <@Vornicus-Latens> | It was a good 12 hours of playing. |
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02:17 | <@Derakon> | So I have a line "printf("Blitting surface %x to screen %x at %d %d\n");" |
02:17 | <@Derakon> | It output "Blitting surface 31a7 to screen 651e10 at -178 -30". |
02:17 | <@Derakon> | Does that look at all reasonable? Because the call immediately following it crashes with an invalid access restriction. |
02:18 | <@ToxicFrog> | ...-178 -30? |
02:18 | <@Vornicus-Latens> | I don't know what I'm looking at, so I don't know. |
02:18 | <@ToxicFrog> | And, yeah, context helps a lot. |
02:18 | <@Vornicus-Latens> | TF: means it's off the screen. THat should get clipped by SDL |
02:18 | <@Derakon> | The positions for previous iterations of that line seem reasonable. |
02:18 | <@Derakon> | But the surface is different... |
02:19 | <@Derakon> | This is right before calling SDL_BlitSurface in the DrawBoss() function in Meritous. |
02:19 | <@Vornicus-Latens> | This is, am I correct in thinking, in the boss rendering routine for meri... |
02:19 | <@ToxicFrog> | Aah. |
02:19 | <@Vornicus-Latens> | Yeah, surface blitting should just go "uh, that's not on the screen" and clip. |
02:20 | <@Derakon> | Well, unless the rect intersects the screen at some point. |
02:20 | <@Vornicus-Latens> | Right, in which case it should still clip appropriately. |
02:21 | <@Derakon> | Right. |
02:21 | <@Vornicus-Latens> | have you isolated the crash precisely to that line? |
02:21 | <@Derakon> | Yes. |
02:22 | <@Vornicus-Latens> | hrm. |
02:22 | <@ToxicFrog> | Kick it into gdb and take apart the stack? |
02:22 | <@Derakon> | It's odd that the surface is changed, though; that shouldn't be happening. |
02:22 | <@Vornicus-Latens> | Yeah... |
02:22 | <@Derakon> | And my gdb proficiency is low. :\ |
02:23 | <@Derakon> | The most annoying thing is that it's not remotely consistent; sometimes it happens early, sometimes it happens when I die, or on the boss's third phase, or... |
02:23 | <@Derakon> | Also, there aren't any nearby checkpoints. >.< |
02:23 | <@Vornicus-Latens> | suck >.< |
02:23 | <@ToxicFrog> | gdb is totally awesome, well worth learning, and has good builtin help. |
02:24 | <@ToxicFrog> | The thing to do here, I think: |
02:24 | <@ToxicFrog> | $ gdb |
02:24 | <@ToxicFrog> | (gdb) file meritous |
02:24 | <@ToxicFrog> | (gdb) set height 0 |
02:24 | <@ToxicFrog> | (gdb) run |
02:24 | <@ToxicFrog> | And then just play normally until it crashes, at which point: |
02:24 | <@ToxicFrog> | (gdb) where |
02:24 | <@ToxicFrog> | Will give you a stack trace. |
02:24 | <@ToxicFrog> | You can use up, down, and frame # to move between stack frames, and print expr to examine program state in the context of the current frame. |
02:25 | <@ToxicFrog> | Building with -g is recommended. |
02:26 | <@Derakon> | ...or I could just beat the boss without it crashing. |
02:26 | | * Derakon backs up his savefile just in case he feels like revisiting this issue, and keeps playing. |
02:27 | | * ToxicFrog loves gdb |
02:27 | <@ToxicFrog> | Without it my completion of Descent would have been delayed by at least a day~ |
02:28 | <@Derakon> | What'd you do, tweak your health? |
02:29 | <@ToxicFrog> | No, worked around a SIGFPE related to spawnwebs. |
02:30 | <@ToxicFrog> | By setting up a conditional breakpoint that adjusted the offending register if necessary just before the DIV instruction. |
02:30 | <@ToxicFrog> | Extra health is superflous when you have 47 lives~ |
02:31 | <@Derakon> | (Idly, it'd be nice if Meritous restarted you on your savepoint instead of on your checkpoint when you restore from save) |
02:31 | <@Derakon> | (Since there's a hell of a lot more savepoints than checkpoints) |
02:31 | <@ToxicFrog> | (I think that's an easy change, but I haven't looked at the save/load code) |
02:32 | <@Derakon> | Yeah, but actually modifying gameplay isn't my plan at the moment. |
02:32 | <@Derakon> | Meritous isn't exactly open-source, is my understanding. |
02:32 | <@Vornicus-Latens> | Not exactly, no. |
02:33 | <@ToxicFrog> | Not in the usual sense, no. |
02:33 | <@Vornicus-Latens> | From what I understand, he was having an intermittent mapgen bug with Linux and Mac that he wanted to fix before that. |
02:33 | <@ToxicFrog> | Yeah. And he doesn't have linux or mac systems. |
02:33 | <@Vornicus-Latens> | So, uh |
02:33 | <@Derakon> | Well, that's silly of him. ¬.¬ |
02:33 | <@ToxicFrog> | Yes, I pointed that out. |
02:33 | <@ToxicFrog> | But, eh, he has an aversion to releasing known buggy code. |
02:34 | <@Derakon> | Fair enough. |
02:34 | <@Vornicus-Latens> | Der: it's vaguely sensical, if you think about it - there are still places distributing UQM 0.3 |
02:34 | <@Derakon> | Hrm...enemies are a lot more aggressive now. |
02:34 | <@ToxicFrog> | Anyways, my hope here is that we can trigger, and submit patches or at least bug reports, all the major Linux and Mac related issues. |
02:35 | <@ToxicFrog> | Upon which he can increment the version number to 1.2 and release binaries for all three systems + source. |
02:35 | <@Vornicus-Latens> | I didn't hit the mapgen bug this time through, obviously... |
02:35 | <@Derakon> | Likewise. |
02:36 | <@Derakon> | You also didn't trigger the Meridian bug...though that might somehow be x86 Mac-specific. |
02:36 | <@ToxicFrog> | I'm actually wondering if the bug I found is, in fact, the map gen bug. |
02:36 | <@ToxicFrog> | He said that "it generates a screwed up map that causes a crash later", which isn't the bug I hit, but the bug looks like that to a superficial examination. |
02:38 | | Vornicus-Latens is now known as Vornicus |
02:38 | <@Derakon> | Hrm...explored 24.6%; cleared 51.6%. |
02:39 | <@ToxicFrog> | Earlier today I was at explored 30%, cleared 70%. |
02:39 | <@Derakon> | Also, that "bonus" for enemy shots - it's just that you don't get crystals for enemy shots unless the enemy is dead. |
02:40 | <@Derakon> | So if the shots are between you and him, then no bonus. |
02:40 | | * Vornicus was, I think, at about 30/60 before he collected the second artifact and aggro'd the universe. |
02:40 | <@ToxicFrog> | I'm not seeing that, irritatingly |
02:40 | <@ToxicFrog> | A few enemies aggro on me without LOS, but most of them just sit around |
02:40 | <@Vornicus> | I don't think it's quite that, though - you can get the crystals on shots that damage but not kill. |
02:41 | <@Derakon> | I think that when you damage an enemy, it spawns a new one to take the old one's place. So it's still a kill, kinda. |
02:41 | <@Vornicus> | ah, that may be it. |
02:41 | <@Vornicus> | it does seem to act that way. |
02:41 | <@ToxicFrog> | I note that you can still get crystals from shots between you and the enemy, though. |
02:41 | <@ToxicFrog> | Take, for example, the spherical enemies that fire both lines and rings of bullets. |
02:41 | <@Vornicus> | Do these badguys have /names/? |
02:41 | <@ToxicFrog> | Typically, killing them will result in a perfect ring of crystals no matter the relative positions. |
02:42 | <@ToxicFrog> | They might in the source, but I haven't checked. |
02:42 | <@ToxicFrog> | Honestly, the source is pretty nasty. |
02:42 | <@ToxicFrog> | Lots of magic numbers. |
02:42 | <@Derakon> | In the data files, they're just "mons1.png" through "mons10.png". |
02:45 | <@Vornicus> | yeah, I see this. |
02:45 | | * Derakon makes 150,000 off of an endurance room. "That's it?" |
02:45 | <@Derakon> | Well, and five upgrades, and the adrenaline booster. Finally! |
02:52 | <@Derakon> | Aie! It's a Death Blossom with multiple hitpoints! ;.; |
02:53 | <@Vornicus> | There is one out there with four hitpoints that fires off laser-shooting stars. |
02:53 | <@Derakon> | Most of those only have one hitpoint, is my experience. |
02:54 | <@Vornicus> | I'm not talking something that shoots lasers. |
02:54 | <@Derakon> | Yes, I know. |
02:54 | <@Vornicus> | I'm talking something that shoots things that shoot lasers. |
02:54 | <@Derakon> | Yes. |
02:54 | <@Vornicus> | huh. |
02:55 | <@Vornicus> | ...unless there are randomized critters... |
02:57 | <@Derakon> | Okay, AFK time. And then after that, photo album work time. |
02:57 | | Derakon is now known as Derakon[AFK] |
03:02 | <@ToxicFrog> | There's at least two that fire such stars, IIRC |
03:02 | <@ToxicFrog> | One of them has one hitpoint, the other has way too many. |
03:04 | <@Vornicus> | I don't remember anything else firing stars. |
03:04 | <@Vornicus> | But the one I know has four hit points. |
03:05 | | Derakon[AFK] is now known as Derakon |
03:16 | | gnolam [lenin@Nightstar-13557.8.5.253.se.wasadata.net] has quit [Quit: Z?] |
03:16 | | * Derakon tries "delete" as a key for a hash. It's taken. Derakon tries "kill". Also taken. He settles for "nuke". |
03:20 | <@Vornicus> | what is this hash? |
03:20 | <@Derakon> | It maps query names to query values. |
03:20 | <@Derakon> | I'm writing a CGI script to allow me to resize, rotate, and add comments for photos. |
03:21 | <@Vornicus> | aha |
03:34 | <@Derakon> | Man, ImageMagick is so awesome. |
03:35 | | * Derakon creates thumbnails for 323 photos with a very simple script. |
03:39 | | Chalcedon is now known as ChalcyOut |
03:54 | | * Derakon mutters at his script, which is not allowing for photo rotations. |
03:55 | <@Derakon> | (Also, the big problem with using a CGI for this work is that your stuff has to be world-writable. ¬.¬) |
03:58 | | ChalcyOut is now known as Chalcedon |
04:11 | <@Derakon> | Screenshot of the manager script: http://derakon.dyndns.org/~chriswei/temp2/albummanager.png |
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15:58 | <@ToxicFrog> | Yay, lexer is worky |
15:58 | <@ToxicFrog> | Well, mostly |
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--- Log closed Fri Aug 10 00:00:49 2007 |