--- Log opened Sat Jan 17 00:00:50 2009 |
00:18 | | puddle [~nnscript@78.149.252.ns-12770] has joined #code |
00:25 | <@Consul> | Damnit, I wanted pudding farms to be real. :-( |
00:32 | | You're now known as TheWatcher[T-2] |
01:05 | <@Serah> | "next" is surprisingly good, actually. |
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01:44 | <@gnolam> | Serah: You have no taste and I must scream. |
01:44 | <@Serah> | -.^ |
01:44 | <@Serah> | Probably not. |
01:54 | <@MyCatVerbs> | Lies. You haven't earned that honour, dammit. |
01:54 | <@MyCatVerbs> | gnolam: no, I have no taste. |
02:14 | <@gnolam> | ? |
02:18 | | Reiv [ReivTop@Nightstar-24124.ipnet.xnet.co.nz] has quit [Quit: Laptop fall down go boom...] |
02:42 | <@MyCatVerbs> | gnolam: you accused Serah of having no taste. I consider it a grave insult that you bandy about the phrase "no taste" with regard to people who haven't put in the damn hard work to achieve true tastelessness. |
02:43 | <@MyCatVerbs> | gnolam: I ask you, of Serah and I, which of us do you think is listening to the Smurfs right now? |
02:43 | <@ToxicFrog> | "next"? |
02:44 | <@MyCatVerbs> | There's a 2007 film by that title with Nicholas Cage in it. |
02:46 | <@MyCatVerbs> | The synopsis on Wikipedia makes it sound pretty fun, strangely enough. |
02:47 | < ASCII> | it wasn't a bad concept |
02:47 | <@gnolam> | MyCatVerbs: do you also have garden gnomes? |
02:47 | < ASCII> | but they could have executed it better |
02:47 | <@MyCatVerbs> | gnolam: no, but I'm shy one garden. |
02:48 | <@MyCatVerbs> | gnolam: I do possess a light-yellow-and-white teddybear with "My First Teddy" embroidered on its stomach, however. Doesn't that suffice? |
02:50 | <@Serah> | It had the best execution of "plot twist" so far. |
02:50 | <@Serah> | But it'd seem like deus ex machina if you didn't catch the hint about half an hour into the movie. |
02:50 | <@Serah> | The movie isn't about what the movie is about. |
02:52 | <@Serah> | The general concept of the movie was bland. |
02:52 | <@Serah> | The acting was... as expected of Nicholas cage and Jessica Biel :p |
02:53 | <@Serah> | <gnolam> MyCatVerbs: do you also have garden gnomes? <- I DO! |
02:53 | <@Serah> | Or well, I have it in my mother's garden, but the gnome is mine. |
02:53 | <@Serah> | I happen to have no garden either. |
02:53 | <@Serah> | And she fell in love with it, blaming her polish genes. |
02:53 | <@Serah> | It has a little lamp which can glow with electricity. |
02:55 | <@gnolam> | ... |
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03:07 | | Derakon[AFK] is now known as Derakon |
03:17 | <@MyCatVerbs> | Serah: Sweet! ^^ |
04:30 | <@ToxicFrog> | root@orias ~ |
04:30 | <@ToxicFrog> | # lsof +D /static |
04:30 | <@ToxicFrog> | COMMAND PID USER FD TYPE DEVICE SIZE NODE NAME |
04:30 | <@ToxicFrog> | gaim 4030 ben cwd DIR 8,129 4096 2 /static |
04:31 | <@ToxicFrog> | How the fuck did that happen? |
04:31 | <@ToxicFrog> | ...oh, I think I see how. |
04:31 | <@ToxicFrog> | Shit. |
04:33 | | * Serah PatPats ToxicFrog. |
04:39 | <@McMartin> | ? |
04:40 | <@ToxicFrog> | Not that it really matters, since I need to shut down Orias completely to remove the drives hosting /static. |
04:41 | <@ToxicFrog> | Partly because PATA isn't hotswappable, but mostly because the PSU bays are in the way. |
04:41 | <@ToxicFrog> | McMartin: I'm transplanting Orias into its new host body. |
04:42 | <@ToxicFrog> | A vital step in this is moving the PATA drives over so the RAID5 in the new hardware is complete. |
04:42 | <@ToxicFrog> | (and of course copying over all the files, but it's finished /static - it's working on /home and is down to 21k files to copy, from 546k initially) |
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06:26 | | * Derakon makes a class to handle all image assets. |
06:26 | <@Derakon> | And now to begin the laborious process of telling everything to use that class instead of drawing directly. |
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06:49 | <@Derakon> | ...whoah. |
06:49 | <@Derakon> | I think I got the order of lists in my bullet surfaces backwards. |
06:49 | <@Derakon> | Net result: instead of cycling through the different frames in one color's bullet, each bullet does a three-frame color-cycle instead. |
06:49 | <@Derakon> | Freaky. |
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07:32 | <@Derakon> | Okay, menu screen with demo mode implemented. |
07:32 | <@Derakon> | Tomorrow, high scores. |
07:32 | <@Derakon> | Oh, and game over is implemented~ |
07:33 | <@McMartin> | Linkzor~ |
07:33 | <@McMartin> | Oh, re: High scores |
07:33 | <@McMartin> | There should be two: |
07:34 | <@McMartin> | One for Loop/Level (how far did you get?) and one for score |
07:34 | <@Derakon> | Right. |
07:34 | <@Derakon> | Hm. Actually, no link yet...I broke my update loop, so it's running as fast as possible instead of aiming for 25FPS. |
07:36 | <@Derakon> | I thought my ship was suspiciously fast~ |
07:36 | <@Derakon> | Can Python do static values in functions? |
07:37 | <@McMartin> | What do you mean, static values? |
07:37 | <@Derakon> | I mean a value that persists across invocations of the function. |
07:38 | <@Derakon> | I don't want to have to create an entire class just for handling sleep times, but I also don't want to duplicate the sleep logic in both my menu and game loops. |
07:39 | | * Derakon eyes his sleep logic. "And why aren't you working, anyway? The logging looks reasonable..." |
07:40 | <@McMartin> | I'd personally *have* a class for that, and for interpreting input and pumping the event loop |
07:41 | <@McMartin> | That would handle sleeps, dealing with input, and the update for each game mode would draw to the buffer that the main loop flipped |
07:41 | <@Derakon> | Well, input means entirely different things depending on context. And the pygame event code is too simple to be worth wrapping. |
07:42 | <@Derakon> | Ahh, there we go. Sleep cycle fixed. |
07:44 | <@Derakon> | Anyway, just for you, have the scripts only, no 20MB download required. http://derakon.dyndns.org/~chirswei/temp2/bml.tgz |
07:44 | <@McMartin> | Huzzah |
07:45 | <@McMartin> | ...though I don't think I have all the resources, anyway |
07:45 | <@McMartin> | I guess I'll wait |
07:45 | <@Derakon> | You don't? |
07:45 | <@McMartin> | There are new assets for the magnets, right? |
07:45 | <@Derakon> | Oh, yeah, there are. |
07:46 | <@Derakon> | Okay, full-blown download: http://derakon.dyndns.org/~chriswei/temp/bulletml8.tgz |
07:51 | <@Derakon> | (BTW, the name is something of a joke) |
07:54 | | Derakon is now known as Derakon[AFK] |
07:56 | <@Vornicus> | what'd you call it, for those of us not on macs? |
07:57 | <@McMartin> | Doesn't include the scripts, idly |
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09:25 | | * McMartin flips through the GameMaker tutorials. |
09:25 | <@McMartin> | This is not easier than programming. |
09:26 | <@AnnoDomini> | Huh? |
09:27 | <@McMartin> | GameMaker is one of those point-and-click software development things like MMF and such. |
09:27 | <@AnnoDomini> | Ugh. |
09:27 | <@McMartin> | ANAICT it's got some very basic event loop and resource handling, and then the rest is exactly like programming except that every time you want to type a command you have to page through fourteen tabs of options. |
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09:27 | <@McMartin> | That said, this *does* mean it's no kiddy toy. |
09:28 | <@McMartin> | (It was used to make both Battleships Forever and Spelunky) |
09:28 | | * AnnoDomini believes, perhaps without good reason, that one should write every damn bit of a program outside the libraries - or at least be able to. |
09:28 | <@McMartin> | By definition this is the case~ |
09:28 | <@McMartin> | I can speak with personal experience, though, that game design and engine design are two *entirely* different skills. |
09:29 | <@McMartin> | And asset management is a fucking nightmare. |
09:30 | <@McMartin> | Back to your first comment, "the libraries" is *defined* as "the bits you didn't write." |
09:31 | <@McMartin> | (Except when it doesn't; most of us here are much better at libraries than actual applications.) |
09:32 | <@AnnoDomini> | Yes, but there's also what I experienced in Visual Studio - you start a new project and what the hell is all this pre-generated code for? |
09:33 | <@McMartin> | Well, that's where the split comes in. |
09:33 | <@McMartin> | You have an insanely general engine that handles all the rendering, collision, keeping the right sounds and textures loaded, &c &c &c |
09:33 | <@McMartin> | And then the game itself is just a pack of data you feed to this. |
09:33 | <@Vornicus> | and iji. |
09:34 | <@McMartin> | And a little bit of extra code that you use for unit AI and that sort of thing. |
09:34 | <@McMartin> | GameMaker actually seems to be evolving towards this, actually. Wiki indicates that the scripting code can be written directly, and most people just write it directly now. |
09:40 | <@AnnoDomini> | Hmm. I'm looking for a program that would let me compared two text files - I'm checking text charsheets, and I don't want to go over the bits which hadn't been changed. |
09:40 | <@AnnoDomini> | What do I ask Uncle Google? |
09:40 | <@EvilDarkLord> | diff? |
09:41 | <@McMartin> | diff, yes. |
09:41 | <@McMartin> | "GnuWin32 diff", I think. |
09:41 | <@McMartin> | though you might already have fc.exe installed. |
09:42 | <@AnnoDomini> | Thanks. |
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15:09 | <@gnolam> | DEATH TO OPENOFFICE |
15:09 | | * gnolam fumes. |
15:15 | <@GeekSoldier> | I actually purchased MS Office, through the MS home use program. (only cost me $20 and my soul.) |
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15:20 | <@gnolam> | I'd actually buy Excel and Word if they were reasonably priced. Because I just can't stand this POS anymore. |
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16:24 | <@ToxicFrog> | Woot |
16:24 | <@ToxicFrog> | oriax:~ # cat /proc/mdstat |
16:24 | <@ToxicFrog> | Personalities : [raid6] [raid5] [raid4] [raid0] [raid1] [linear] |
16:24 | <@ToxicFrog> | md1 : active linear sdb[1] sda[0] |
16:24 | <@ToxicFrog> | 683747392 blocks 64k rounding |
16:24 | <@ToxicFrog> | |
16:24 | <@ToxicFrog> | md0 : active raid5 md1[3] sdc2[0] sdd2[1] |
16:24 | <@ToxicFrog> | 1258291200 blocks level 5, 64k chunk, algorithm 2 [3/2] [UU_] |
16:24 | <@ToxicFrog> | [=>...................] recovery = 5.7% (36417920/629145600) finish=271.0min speed=36446K/sec |
16:24 | <@ToxicFrog> | bitmap: 143/150 pages [572KB], 2048KB chunk |
16:29 | <@ToxicFrog> | ... |
16:29 | <@ToxicFrog> | My xchat logs directory accounts for 2GB and ~40k files. |
16:45 | <@Derakon> | My logs are only 125MB. |
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22:36 | <@Derakon> | Fugly help page made! |
22:37 | <@Derakon> | I'm actually not certain what the right approach to use is for the high scores table. It requires writing to the disk, and I don't know what kind of permissions I can expect. |
22:41 | <@McMartin> | That is kind of tricky |
22:42 | <@McMartin> | It's easy on Windows, though~ |
22:42 | <@Derakon> | IIRC either I have admin by default, or it'll auto-ditch me to Program Files anyway. |
22:42 | <@McMartin> | Global high score tables are bastards, though. |
22:43 | <@McMartin> | On Mac, it would go in /Library/Application Support/GameName/foo.txt and be world-writable |
22:43 | <@Derakon> | I honestly have no idea how many home computers actually use multiple accounts~ |
22:43 | | * Derakon nods. |
22:43 | <@McMartin> | Getting that directory in the first place, though... |
22:43 | <@McMartin> | Well |
22:43 | <@McMartin> | If you want to nitpick, every Windows one does, since the services are a separate "user" |
22:43 | <@Derakon> | I mean where different people have different accounts and sign out when they're done. |
22:43 | <@McMartin> | Right. |
22:43 | <@McMartin> | Thta's rarer. |
22:44 | <@Derakon> | As opposed to everyone being on the "Dad's Computer" account or something. |
22:44 | <@McMartin> | As a stopgap, use $HOME/.gamename/ |
22:44 | <@McMartin> | THen you can do an OS split later. |
22:44 | <@Derakon> | Which is fine for Mac/Linux. |
22:44 | <@McMartin> | It's actually OK on Windows too |
22:44 | <@Derakon> | I'll have to look up how to access environment variables in Python. |
22:44 | <@McMartin> | It translates to C:\Documents and Settings\Dad\.gamename\ |
22:45 | <@McMartin> | (*ideally* you do the ~/.whatever for Linux, ~/Library/Application Support/Whatever/ for Mac, and %APPDATA%\Whatever\ for windows) |
22:45 | <@McMartin> | I can probably whip up the Windows side of that for you if you want. |
22:46 | <@McMartin> | But first, I must go collect my car before the repair place closes. |
22:46 | <@Derakon> | Yeah, do that. |
22:46 | <@Derakon> | Thanks for the offer. |
22:46 | <@McMartin> | I had some thoughts about progression, but I don't think they work too well, so I was hoping to run those by you too |
22:46 | <@Derakon> | By all means. |
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23:05 | <@Serah> | RAAAAAAAAWR! |
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--- Log closed Sun Jan 18 00:00:02 2009 |