--- Log opened Tue Oct 14 00:00:17 2008 |
00:06 | <@ToxicFrog> | It's the latter; PCLinuxOS was forked from Mandrake 9, and rebased from Mandriva in 2007. |
00:07 | <@ToxicFrog> | Also. McMartin. |
00:07 | <@ToxicFrog> | Does QtDesigner have anything like Glade's "connect this signal to this function at load time"? |
00:07 | <@ToxicFrog> | I can find "connect this signal to this other widget's receptor" |
00:08 | <@ToxicFrog> | But that's it. |
00:11 | <@McMartin> | Receptors are methods with an extra decorator. |
00:11 | < Shoukanjuu> | \o/ |
00:11 | <@McMartin> | So if you need to hook it to C, write a QObject that has the necessary receptors and then do your C call. |
00:11 | <@McMartin> | I think. |
00:11 | | * McMartin is still a little unclear on whether the Signal->slot mechanism is the *only* approach or whether it's merely the recommended one. |
00:12 | | * McMartin is also trying to work out how to keep qmake from taking over the entire build process. |
00:12 | <@McMartin> | I may end up refactoring QOppress to be QT Frontend, C Backend to see how it's done |
00:12 | <@McMartin> | I'm going to need that if I end up being serious about QGlk. |
00:12 | <@McMartin> | But first, I have to convince MinGW to actually compile the damned thing. |
00:14 | <@McMartin> | QtOSE turns out to *not* mix in any way with Visual Studio. |
00:15 | | * McMartin finds the signal-slot stuff nice to program in, but the fact that it requires an additional compilation step is kind of obnoxious. |
00:15 | <@McMartin> | On the other hand, the fact that this also gives them a hook for "Right, pre-compile my UI file too" is to me delicious. |
00:15 | <@McMartin> | Glade's code generator was always a little tacked-on. Despite coming first. |
00:15 | <@ToxicFrog> | Yeah. |
00:16 | | Vornucopia is now known as Vornicus |
00:16 | <@ToxicFrog> | And what I mean is - in QtDesigner, I can say "when widget A emits signal X, call the default handler for slot Y on widget B" |
00:16 | <@ToxicFrog> | And in code, I can say "when widget A emits signal X, call this function" |
00:17 | <@McMartin> | Oh, I see. |
00:17 | | Vornicus is now known as NSGuest-1470 |
00:17 | <@ToxicFrog> | I cannot find a way to say, in designer, "when widget A emits signal X, call the function with this name, which will be made available to you at runtime" |
00:17 | <@McMartin> | ... I didn't realize the latter; I thought connect() took four args, the first two of which had to be signal the latter two of which had to be slot. |
00:18 | <@McMartin> | Is the ultimate idea here to make this be a call to a Lua wrapper? |
00:18 | <@ToxicFrog> | There's two forms - connect(from, signal, to, slot) and connect(from, signal callable) |
00:18 | <@ToxicFrog> | (from, signal, callable) rather |
00:18 | <@McMartin> | Aha. Hm. |
00:18 | <@ToxicFrog> | Yeah. Which can be made available as a Python function transparently, so for all intents and purposes I'm trying to connect Qt signals to Python functions. |
00:19 | <@McMartin> | I don't know how to do that in Designer, but I've spent all of an hour playing with it. |
00:19 | <@ToxicFrog> | In Glade this was actually kind of messy; it would connect to C functions at runtime, but nothing else. |
00:19 | <@McMartin> | Given the way UI code works though you can probably put those connect calls into the Widget's actual constructor. |
00:19 | <@ToxicFrog> | But, I could write something to walk the XML, look for the C connections, and connect them to lua instead. |
00:19 | | NSGuest-1470 is now known as Vornicus |
00:20 | <@ToxicFrog> | QtDesigner doesn't even seem to have the *concept* of "connected to function", though, as far as I can see. |
00:20 | <@McMartin> | Since the result of the output is not a widget, but something you pass a widget to set everything up. |
00:20 | <@McMartin> | So you call that, then do your connections dynamically at the Python level. |
00:20 | <@ToxicFrog> | I thought the result of the output was an XML file that, when loaded, returns the top level widget. |
00:20 | | AnnoDomini [~farkoff@Nightstar-29006.neoplus.adsl.tpnet.pl] has quit [Quit: True adventurers pay no heed to doors, especially if there's a lock on the door.] |
00:21 | <@McMartin> | Hrm. I wasn't using QtUiLoader. |
00:21 | <@ToxicFrog> | I'm not actually sure if the python binding works using QtUiLoader or using uic and then loading the emitted code |
00:21 | <@McMartin> | Yeah, so, what uic does is... |
00:22 | <@ToxicFrog> | 'loadUiType(uifile) |
00:22 | <@ToxicFrog> | This function loads a Qt Designer .ui file and returns a tuple of the generated form class and the Qt base class. These can then be used to create any number of instances of the user interface without having to parse the .ui file more than once.' |
00:22 | <@McMartin> | Yeah, so uic is the form class, which is *not* the widget |
00:22 | <@ToxicFrog> | Ok, but I can instantiate it to get the widget? |
00:22 | <@McMartin> | No. QOppressor inherits from QMainWindow and Ui::OppressFrame. |
00:23 | <@McMartin> | Ui::OppressFrame provides setupUi(QWidget *), and QOppressor's constructor calls it with "this". |
00:23 | <@McMartin> | It then does some other things the designer doesn't, like disable window resize |
00:23 | <@McMartin> | You could conceivably also create a stock QMainWindow and pass a pointer to a freshly constructed Ui::OppressFrame::setupUi() call. |
00:24 | <@ToxicFrog> | Ok, now I'm very lost. |
00:24 | <@McMartin> | Here, I'll upload QOppress. |
00:24 | <@ToxicFrog> | I'm used to Glade, where loading the file gets you a GladeXML handle, on which you can then make requests like "instantiate this UI and return a pointer to the top level widget" and "tell me about the widget with this name" |
00:25 | <@McMartin> | http://www.stanford.edu/~mcmartin/misc/QOppress.zip |
00:26 | <@McMartin> | Basic ui and MVC setup, with the M being a single integer. |
00:29 | <@ToxicFrog> | Ok. |
00:29 | <@ToxicFrog> | I think I understand what's going on there. |
00:30 | <@McMartin> | uic produces the .h file that's included but not in the zip. That defines all the widgets and provides the setupUi() function that builds them, lays them out, and sets up the connections in the XML |
00:30 | <@McMartin> | Then in QOppressor's constructor I set other things. |
00:31 | <@McMartin> | Originally I had the connect()s in there because I didn't know about Signal/Slot mode. |
00:31 | <@ToxicFrog> | Right. |
00:31 | <@McMartin> | AFAIK there's no requirement that connect() or unconnect()s happen at runtime; I think they can be modified at will. |
00:32 | <@McMartin> | So, maybe I misunderstand the problem. Why can't you leave the signals unattached in the .ui and then wire them as needed on the Python side? |
00:33 | <@ToxicFrog> | There's no reason I can't. I just much, much prefer to be able to, while editing the actual UI, say "ok, this gesture should trigger this action" |
00:35 | <@ToxicFrog> | The alternatives seem to be either: create new classes with the behaviour I want, and use those instead of the builtins; or use the builtins, and then write a bunch of code that, after loading the UI file, connects all the signals to the controller. |
00:37 | <@ToxicFrog> | Is this accurate? |
00:45 | <@McMartin> | That sounds about right, though I'm not sure where the "instead of the builtins" comes in. |
00:45 | <@McMartin> | Here's an alternate main() for QOppressor that doesn't have the class - pretend that the model is elsewhere |
00:46 | <@McMartin> | "QMainWindow *mw = new QMainWindow; Ui::OppressFrame of; of.setupUi(mw);" |
00:47 | <@McMartin> | The liberate() and oppress() slots would then be part of some other standalone object. |
00:47 | <@McMartin> | Though I guess that's your second case. |
00:47 | <@McMartin> | The only object you have to subclass in case one, though, is the main window. |
00:47 | <@ToxicFrog> | Ok. |
00:48 | <@McMartin> | Give it all the slots, let the widgets be stock. |
00:48 | <@ToxicFrog> | Yeah, I had name/type confusion for a bit. |
00:48 | <@McMartin> | QOppressor uses a subclassed main window and stock buttons/menus/text fields. |
00:48 | <@McMartin> | And the only additions to the main window are the slot implementations and the constructor that calls setupUi. |
00:48 | <@ToxicFrog> | Now, the UI file appears to use a standard QMainWindow |
00:49 | <@McMartin> | Mine does? |
00:49 | <@ToxicFrog> | Yes |
00:49 | <@McMartin> | Yeah. |
00:50 | <@McMartin> | setupUi takes something castable to QMainWindow and then busts out a bunch of constructors and addwidget commands. |
00:50 | <@ToxicFrog> | Ok. |
00:51 | <@ToxicFrog> | I may end up just doing something with dynamic properties. |
00:51 | <@McMartin> | Oh right, those exist too |
00:52 | <@ToxicFrog> | And then writing a thingy that walks the widget tree and creates connections based on those. |
00:53 | <@McMartin> | Can you pop out a level and tell me what the problem is? |
00:53 | | * McMartin is having trouble wrapping his head around it. |
00:54 | <@Doctor_Nick> | :D |
00:54 | <@Doctor_Nick> | :( |
00:55 | < Shoukanjuu> | ....>_> |
00:55 | <@Doctor_Nick> | :3 |
00:55 | <@ToxicFrog> | My preferred UI design/implementation flow is that when laying out the UI in the design tool, I choose what behaviour each signal is attached to - either another widget (QtD's signals/slots mode), or some program code. |
00:56 | <@ToxicFrog> | I then write the actual code, typically starting with auto-generated test code that just makes sure everything is getting called when it should. |
00:56 | <@ToxicFrog> | In Glade, I can do this by connecting a signal to "the C function of this name, which will be part of the program loading the UI file at runtime" |
00:56 | <@McMartin> | OK |
00:56 | <@McMartin> | Right |
00:56 | <@ToxicFrog> | And by examining the UI file, I can connect this to other languages automatically. |
00:57 | <@McMartin> | I haven't verified this, but I am given to understand that non-widgets can have slots. |
00:57 | <@McMartin> | There may be a better way in QtDesigner itself though. Not sure. |
00:57 | | * McMartin hasn't done much docdiving |
00:58 | | * McMartin has just learned that Qt doesn't compile on gcc 3.3.x |
00:58 | <@ToxicFrog> | ;.; |
00:58 | <@McMartin> | On Windows, anyway. |
00:58 | <@McMartin> | Becuase for some insane reason it uses precompiled headers |
00:59 | <@ToxicFrog> | ... |
00:59 | <@ToxicFrog> | I've never understood the point of those. |
00:59 | <@ToxicFrog> | "hey, let's make our build system even less likely to work in exchange for a tiny increase in build speed" |
01:00 | <@ToxicFrog> | Also, I need to enlist someone with OSX at some point to see if Lunatic Python will build on it. |
01:00 | <@McMartin> | I have it but not handy |
01:01 | <@McMartin> | Also, when misconfigured, attempting to clean the configuration and reconfigure causes a never-ending chain of segfaults. ;.; |
01:07 | <@McMartin> | Good thing I kept the initial .zip around. |
01:08 | < Vornicus> | that's not cool. |
01:14 | < Shoukanjuu> | I'm in OS X right now. |
01:14 | < Shoukanjuu> | Except I'm horribly inept. |
01:37 | <@McMartin> | And it *still* doesn't work. Fuck it, I give up on this machine. |
01:37 | <@McMartin> | I'll try from scratch using only TrollTech compilers and MingW versions on a fresh machine later. |
01:39 | <@ToxicFrog> | For windows, I'm planning to just grab the binaries. |
01:45 | <@McMartin> | There are binaries? |
01:45 | <@McMartin> | Or do you mean the commercial trial version? |
01:48 | <@ToxicFrog> | There's bound to be binaries somewhere, right? |
01:48 | <@McMartin> | Google is failing me utterly on this point. |
01:49 | <@McMartin> | There's an .exe based installer, but it looks like it's source + MinGW + ancillary tools. |
01:49 | <@McMartin> | Which I will try on a non-MinGW'd machine once I get home, because maybe this is versioning Hell. |
01:49 | <@McMartin> | Well. |
01:49 | <@McMartin> | We already *know* it's versioning Hell (see previous 3.3.x failure) |
01:50 | <@McMartin> | But maybe it's even more ridiculous. |
01:52 | <@McMartin> | Oho |
01:52 | <@McMartin> | The .exe does have actual binaries in it. |
01:52 | <@McMartin> | Or so says the Intertrons. Let's see. |
02:24 | <@McMartin> | Well, it does, but it says it doesn't work with my copy of MinGW, and it doesn't. |
02:26 | <@McMartin> | The .exes it ships with work, though. |
02:47 | | gnolam [lenin@Nightstar-1382.A163.priv.bahnhof.se] has quit [Quit: Z?] |
03:14 | <@McMartin> | There. Finally. |
03:14 | <@McMartin> | It needs its own special version of MinGW because earlier or later versions appear to fail hilariously. |
03:17 | < Consul> | Hilariously? It starts telling jokes? |
03:18 | < Consul> | Error: Beijing: Track and Field canceled: javelin stuck in sky |
03:53 | <@McMartin> | As in, if you have too recent a version of the w32api.h file, your linker interprets some of qmakes options as trying to rewrite the entry point of the program |
03:54 | <@McMartin> | It then compiles your code without complaint and segfaults as soon as you run it, in an entirely undebuggable state |
03:54 | <@McMartin> | That said, it does do a verification check |
03:54 | <@McMartin> | So when you point it at your MinGW installation and it says "ZOMG NOES", believe it. |
06:30 | | * Vornicus upgrades to Safari 3, beats it for stupid behavior. |
06:31 | < Shoukanjuu> | Gradius Rebirth. |
06:31 | < Vornicus> | When I type in uns, I want to autofill to unspeakablevorn.livejournal.com/friends, not plain unspeakablevorn.livejournal.com! |
06:31 | <@McMartin> | Is that slated for a US release yet? |
06:32 | < Shoukanjuu> | I don't think so. |
06:32 | < Shoukanjuu> | But I just heard about it. |
06:32 | <@McMartin> | Given the JP reaction to it, I suspect the NA one will be easier and then re-exported back. |
06:33 | < Shoukanjuu> | Nooooo. |
06:33 | < Shoukanjuu> | To hell with that. |
06:33 | <@McMartin> | ("Dear Konami: You are not irem. Please play to your strengths. <2, everyone else.) |
06:33 | < Shoukanjuu> | Gradius NEEDS NO STORYLINE. |
06:33 | | * Shoukanjuu pirates it, too |
06:33 | <@McMartin> | Dude, did you not play Gradius V? |
06:33 | < Shoukanjuu> | the lasto ne I played was Gradius III |
06:33 | < Vornicus> | Gradius needs BLAM. |
06:33 | < Shoukanjuu> | I'd be happy to take your PS2 off your hands, though. |
06:33 | < Vornicus> | Indeed, many games would be a lot better if there was less story and more blam. |
06:33 | <@McMartin> | Sorry, I still have six games on my PS2 stack. |
06:34 | < Shoukanjuu> | >_> |
06:34 | <@McMartin> | Gradius III is generally considered brokenly unfair. |
06:34 | < Shoukanjuu> | Psh >_> |
06:34 | <@McMartin> | Especially stage 7 or thereabouts where if you don't have 4 Speed Ups you cannot actually survive. |
06:34 | < Shoukanjuu> | the arcade yeah |
06:34 | <@McMartin> | Because the screen scrolls too fast. |
06:34 | < Shoukanjuu> | Well whose fault is that? |
06:34 | <@McMartin> | Konami's. |
06:34 | < Shoukanjuu> | Maybe you should not get shot or something. |
06:34 | <@McMartin> | It's walls. |
06:35 | < Shoukanjuu> | I KNOW it's walls. |
06:35 | <@McMartin> | They're set in a spiral. |
06:35 | < Shoukanjuu> | But you should have gotten at least 2 speed ups |
06:35 | < Shoukanjuu> | It can be done with two easily |
06:35 | < Shoukanjuu> | Anything else and you run the risk of moving toto much and running into the walls XD |
06:35 | <@McMartin> | So, PS2!G3 is the Arcade version, so I never cleared stage 2~ |
06:36 | <@McMartin> | But yeah. Gradius V has a recognizable plot - more than Ikaruga, less than, say, Thexder II. |
06:36 | < Shoukanjuu> | Now, if you were, say... |
06:36 | < Shoukanjuu> | Hard Mode 1cc no options |
06:36 | <@McMartin> | Then you should be playing R-Type. =P |
06:37 | < Shoukanjuu> | XD |
06:37 | <@McMartin> | Gradius's primary win is that it is reflex-playable. |
06:37 | <@McMartin> | It's at its worst at the points where it isn't. |
06:37 | < Shoukanjuu> | I need to find a PS2 on the cheap. |
06:37 | <@McMartin> | They can't be more than like $40 now, right? |
06:37 | <@McMartin> | The *Game* will cost you 3/4 of that. |
06:37 | < Shoukanjuu> | Hehe, buying games |
06:38 | <@McMartin> | See, that's how you signal the manufacturer "more like this please". You transfer them resources exchangable for ale and whores. |
06:38 | < Shoukanjuu> | That's the thing, tohugh. |
06:38 | < Shoukanjuu> | I'm not paying the manufacturer. |
06:38 | <@McMartin> | ("Well, there's your problem") |
06:38 | < Shoukanjuu> | I'm paying people who bought from the manufacturer. |
06:39 | | * McMartin makes a point to buy shooters new. |
06:39 | < Shoukanjuu> | All those games I missed out on or never had a chance to mess with |
06:39 | < Shoukanjuu> | Before PS2 ISOs disappear off the internets altogether |
06:39 | <@McMartin> | If you're going that route, grab the Famous Platformers. |
06:39 | < Shoukanjuu> | What |
06:39 | <@McMartin> | If only to marvel at the crap they got past the censors. |
06:40 | <@McMartin> | Sly Cooper 1-3, Ratchet & Clank 1-3. |
06:40 | <@McMartin> | R&C in particular has the subtitles for 2 & 3 "Going Commando" and "Up Your Arsenal". |
06:40 | <@McMartin> | They were retitled in the UK but not here >_> |
06:40 | < Shoukanjuu> | I know htis XD |
06:40 | < Shoukanjuu> | See, since there's only one or two games on the PS3 I'm interested in |
06:41 | < Shoukanjuu> | That are ONLY on the PS3 |
06:41 | < Shoukanjuu> | I'll just shell out 60 bucks for a PS2 and a modchip |
06:41 | < Shoukanjuu> | Dig out my soldering iron and go to town |
06:41 | <@McMartin> | Yeah, pretty much. |
06:41 | <@McMartin> | Unless one of them was Rock Band, anyway. |
06:42 | < Shoukanjuu> | Something about a White Knight |
06:42 | < Shoukanjuu> | And...I can't quite remember the other one. |
06:42 | <@McMartin> | Erf. That one, IIRC, was a Rent. |
06:42 | <@McMartin> | My friend who got it sold it back and used the credit to buy Pirates of the Carribean on Blu-Ray. |
06:43 | < Shoukanjuu> | Mm. |
06:44 | < Shoukanjuu> | Why are there Gradius yugioh cards? |
06:44 | <@McMartin> | Because both are made by Konami. |
06:45 | <@McMartin> | And because the Vic Viper is still pretty iconic. |
06:45 | < Shoukanjuu> | .....Woah, damn, I didn't know that. |
06:46 | <@McMartin> | The Viper also gets a shout out in... Zone of the Enders. Or its sequel. I think. |
06:46 | < Shoukanjuu> | Those are also need-tto-get games. |
06:47 | <@McMartin> | R-Type Final, too. |
06:47 | <@McMartin> | Katamari Damacy |
06:47 | < Shoukanjuu> | And ALL of those PS1 and PS2 games I never got around to playing because I didn't have a PSX |
06:47 | <@McMartin> | Einh?nder, Symphony of the Night, Mega Man X4 |
06:48 | < Shoukanjuu> | I've played SotN multiple times. Could you please list the SHMUPS on the PS1/2? |
06:48 | <@McMartin> | PS1 had very few. Einh?nder is the most important. |
06:48 | <@McMartin> | Then Philosoma, then Strikers 1945 |
06:48 | <@McMartin> | That pretty much covers it |
06:48 | < Shoukanjuu> | Gradius IV and V on the PS2... |
06:49 | <@McMartin> | III/IV and V. |
06:49 | <@McMartin> | Have you seen the OMGWTF CGI intro for III/IV? |
06:49 | <@McMartin> | (There are two. One is terrible, the other is OMGWTF) |
06:49 | <@McMartin> | (They managed to make the rinky-dink tune at the start of G1 levels be epic) |
06:49 | < Shoukanjuu> | I'm not sure. I remember the awesome logo Konami had back then. |
06:49 | <@McMartin> | YouTube hunting, one moment |
06:50 | < Shoukanjuu> | Konami logo scroll down sound is now playing in your head. |
06:50 | < Shoukanjuu> | Manually. |
06:51 | <@McMartin> | Actually, no. The G5 menu select chime is. |
06:51 | < Shoukanjuu> | You know what I'm talking about, though, right? |
06:51 | < Shoukanjuu> | Pretty sure it's their second logo, in the SNES days. |
06:52 | <@McMartin> | Found it, I think |
06:52 | <@McMartin> | Confirming this is the real thing and not a shitty AMV |
06:53 | <@McMartin> | http://www.youtube.com/watch?v=WaSd3Kc1WjY |
06:54 | < Shoukanjuu> | I forgot I need an account in ebay. |
06:54 | < Shoukanjuu> | Shoot the Core o.o; |
06:55 | <@McMartin> | Did you recognize the music right before that? |
06:55 | < Shoukanjuu> | I did. |
06:55 | <@McMartin> | I cannot believe they managed that. |
06:55 | < Vornicus> | speaking of shooting cores, I can't beat the final boss in Project Phantasma. |
06:55 | < Shoukanjuu> | It plays in Gradius 3's opening. And what do you mean, 'managed' that? |
06:55 | <@McMartin> | It's the first song in Gradius 1 |
06:56 | <@McMartin> | It is the most pathetic little rinky-ding bleep-blop tune ever. |
06:56 | < Shoukanjuu> | Well, it KINDA plays in Gradius III's opening...and....hmm, yeah. |
06:56 | < Shoukanjuu> | Xd; |
06:56 | <@McMartin> | And they arranged it as EPIC DOOM |
06:57 | <@McMartin> | Now to see if I can find G5's without it being recorded over. |
06:57 | <@McMartin> | 5 was a lot more... respectful, and a lot less badass as a result. |
06:58 | <@McMartin> | Star Trek I syndrome. |
06:58 | <@McMartin> | Though it *does* show up the Options launching. |
06:59 | <@McMartin> | ... and the Shoot The Core sequence in this one has "Paging Dr. Freud" written *all* over it |
06:59 | < Shoukanjuu> | XD |
06:59 | <@McMartin> | http://www.youtube.com/watch?v=2wyNgHsFvt4 |
06:59 | <@McMartin> | Dr. Freud to the bridge, please |
07:00 | < Shoukanjuu> | I can't find gradius III's opening. The original one. |
07:00 | <@McMartin> | Wasn't that just Gradius Galaxies's opening, but shorter? |
07:00 | < Shoukanjuu> | Not cmpletely sure. |
07:00 | <@McMartin> | A recap of every game in the series by publication date? |
07:01 | <@McMartin> | But before they added Scramble so as to claim that they were too as venerable as Mario |
07:01 | < Shoukanjuu> | It's been a while, like many things. |
07:01 | | * McMartin has it right here >_> |
07:01 | <@McMartin> | But not on YouTube. |
07:01 | < Shoukanjuu> | Doesn't matter to me where it is. |
07:05 | < Shoukanjuu> | >_> |
07:13 | < Shoukanjuu> | Wow, this seems rather good. |
07:14 | < Shoukanjuu> | Guy has great feedback...I won't have t- Zone of the enders o.o |
07:24 | < Shoukanjuu> | Drat, no torrents... |
07:24 | < Shoukanjuu> | I may have to find a copy somewhere. |
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08:08 | < Shoukanjuu> | I...huh. I thought PS2 games were on DVDs... |
08:10 | <@AnnoDomini> | Most I've seen are. |
08:10 | <@McMartin> | A handful are on CDs. |
08:10 | <@McMartin> | G3/4 was among them. |
08:11 | < Shoukanjuu> | I see. |
08:11 | < Shoukanjuu> | I bought a 50-ring of DVDs for Wii isos |
08:11 | < Shoukanjuu> | So I have enough |
09:18 | | You're now known as TheWatcher |
11:33 | | * Shoukanjuu revels in another of his victories over the raging masses of 4chan /v/. |
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12:16 | < Shoukanjuu> | .ecm ....compression? |
12:17 | < Shoukanjuu> | Bah, 7am...deal with it later x_x |
12:17 | | Shoukanjuu is now known as Shou|Zzz |
13:02 | | DiceBot [~Reiver@Nightstar-21796.xdsl.xnet.co.nz] has joined #Code |
13:39 | | gnolam [lenin@Nightstar-1382.A163.priv.bahnhof.se] has joined #Code |
13:39 | | mode/#code [+o gnolam] by ChanServ |
13:49 | | You're now known as TheWatcher[afk] |
14:30 | <@ToxicFrog> | Shou|Zzz: http://www.neillcorlett.com/ecm/ |
15:27 | | You're now known as TheWatcher |
20:49 | | * gnolam idly wonders why he didn't install Noscript sooner. |
20:50 | <@AnnoDomini> | What's that? |
20:50 | <@AnnoDomini> | Just what it says on the tin? |
20:52 | <@McMartin> | Pretty much |
20:53 | <@gnolam> | Think "Flashblock" but for javascript, Java, Flash and well... all other kinds of annoying stuff people embed into web pages. |
21:05 | | crem [~moo@Nightstar-28703.adsl.mgts.by] has quit [Ping Timeout] |
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21:30 | | MyCatVerbs [~mycatverb@Nightstar-13709.lurkingfox.co.uk] has quit [Operation timed out] |
22:18 | | AbuDhabi [~farkoff@Nightstar-29261.neoplus.adsl.tpnet.pl] has joined #Code |
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22:45 | < Shou|Zzz> | TF: Ii went looking through there, and the GUI didnt' want to work, so I went to bed before messing with the command line stuff |
22:51 | < Shou|Zzz> | Or we can play easy mode and try to use it in wine...or windows through VMware |
22:58 | <@ToxicFrog> | it being the windows binaries? |
22:58 | < Shou|Zzz> | yes |
23:28 | | MyCatVerbs [~mycatverb@Nightstar-13709.lurkingfox.co.uk] has joined #code |
23:28 | | mode/#code [+o MyCatVerbs] by ChanServ |
23:30 | | AbuDhabi [~farkoff@Nightstar-29261.neoplus.adsl.tpnet.pl] has quit [Quit: There will come a time when diplomacy and tact will prove to be useless and your hand must be raised instead. This challenge prepares you to face another human, look him in the eyes, and know you may have to kill him.] |
23:33 | | You're now known as TheWatcher[t-2] |
23:36 | | You're now known as TheWatcher[zZzZ] |
--- Log closed Wed Oct 15 00:00:29 2008 |