code logs -> 2009 -> Sat, 21 Feb 2009< code.20090220.log - code.20090222.log >
--- Log opened Sat Feb 21 00:00:54 2009
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00:02
<@TheWatcher>
(just idly, if you were wondering, it seems to run fine on windows)
00:02
<@TheWatcher>
Nifty, vorn :)
00:02
<@Vornicus>
(I was not - I am on Windows.)
00:03
<@TheWatcher>
(ah, okay)
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00:10
<@Vornicus>
Gnerpf.
00:10
<@TheWatcher>
?
00:11
<@Vornicus>
Refactoring.
00:11
<@TheWatcher>
Ah, woe
00:11
<@TheWatcher>
Good luck.
00:12
<@Derakon>
Hrm...
00:12
<@Derakon>
I want some way to specify a positional offset from the direction of fire.
00:12
<@Derakon>
...actually, I think that's doable. *dives back in*
00:20
<@Derakon>
Yeegh, my spawnBullet function is accumulating too many variables.
00:20
<@Derakon>
def spawnBullet(self, obj, dir, speed, type, size, offset, bullet, params):
00:21
<@Derakon>
Some of those are not especially intuitively-named, either.
00:21
<@Derakon>
'bullet', for example, is the <bullet> or <bulletRef> tag that controls the bullet's behavior.
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00:49
<@Vornicus>
..you know, failures happen early in this, and are not Very Common; I can probably just go "okay, this has failed" after a certain number of failed attempts to place an object.
00:50
<@Vornicus>
and start over.
00:52
<@Derakon>
New pattern using offsets: http://derakon.dyndns.org/~chriswei/temp/bulletmlscreen34c.png
00:53
<@Derakon>
Y'know, those small bullets are actually pretty hard to run into~
00:57
<@Vornicus>
I like that.
00:58
<@Reiver>
Three emitters?
00:58 House is now known as gnolam
00:58 * gnolam does a little happy dance.
00:58
<@Derakon>
Yeah, I added the <isEmitter> tag to bullets yesterday.
00:58
<@Reiver>
Huh. Cool.
00:59
<@Reiver>
Though I now forsee many crappy mods spitting out dozens of emitters rather than being clever with bullet turrets~
00:59
<@Derakon>
This is much easier than actually coding in support for multiple real emitters ingame.
00:59
<@gnolam>
Ok, that's a big load off my chest. I just figured out how to do gamma attenuation by walls in HL2.
00:59
<@Derakon>
What are you working on, Gnolam?
01:00
<@gnolam>
Now I just have to get the formulae and radionuclide data from Mr Radiation Safety Engineer and I'm all set.
01:01
<@gnolam>
Derakon: radiation exercise tool for firemen and other emergency personnel, using Half-Life 2.
01:01
<@gnolam>
Yes, I find the choice of game hilarious.
01:01
<@Derakon>
Hunh.
01:01
<@Derakon>
Hey, if the engine works well for it~
01:03
<@gnolam>
(Ok, there's still the pretty big issue of how to actually implement a decent UI for the geiger counter, but at least I've figured out the actual physics bit.)
01:03
<@gnolam>
+left
01:03
<@Derakon>
Could the geiger counter just be a weapon you pull out to see its dials?
01:03
<@Derakon>
Aside from the clicking, I mean.
01:04
<@Reiver>
I like that idea.
01:04
<@gnolam>
It'll be a weapon.
01:04
<@Reiver>
Bonus points if you can rig matters so it measures radiation striking the weapon.
01:04
<@gnolam>
Reiver: not that hard actually. :)
01:05
<@Derakon>
I'd imagine that radiationo will simply be a field effect.
01:05
<@Reiver>
And then have leftclick hold it out further, right click pull it in for an easier view.
01:05
<@Derakon>
s/no/n/
01:05
<@gnolam>
The problem is that it's got... well... buttons. :)
01:05
<@Reiver>
Right click followed by a Menu?
01:05
<@gnolam>
It's one of these: http://www.cyd.liu.se/~torha229/temp/SRV-2000.jpg
01:05
<@Derakon>
Gnolam: switch weapons for different mode?
01:05
<@Reiver>
I see five button. Hm.
01:05
<@Derakon>
5 different "weapons".
01:06
<@Derakon>
Each the same item, just different modes.
01:06
<@Reiver>
If you can get half life to not scramble at it, yeah, absolutely.
01:07
<@gnolam>
And unfortunately, the manufacturer has no idea what a real Geiger counter should be like, so they made it /beep/ instead of click. Those worthless incompetents!~
01:07 * Derakon facepalms.
01:08
<@Reiver>
I hope you mean 'chirp'
01:08
<@Reiver>
A lengthly beep wouldn't be able to tell you much
01:09
<@Vornicus>
It probably goes "beep" after every so many hits.
01:10
<@Vornicus>
..also for some reason it is not respecting my bounding box?
01:10
<@Reiver>
??
01:10
<@Vornicus>
My star map generator.
01:11
<@Derakon>
What algorithm are you using?
01:11
<@Reiver>
Oh.
01:11
<@Derakon>
I had to make a starfield generator for Selene and it wasn't as easy as I'd anticipated. :\
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01:13
<@gnolam>
Reiver: It goes exactly like this: http://www.cyd.liu.se/~torha229/temp/SRV-2000_decay_beep.wav
01:13
<@Reiver>
Ah, yes. I know that one
01:13
<@Reiver>
Same deal as a stud finder one of my mates owns
01:14
<@gnolam>
(Seems to be a 3 kHz sawtooth or triangle wave)
01:14
<@Vornicus>
I've got a bounding box on the star generation algorithm, at +/-1.1 * sqrt(number_of_stars)
01:15
<@Vornicus>
But stars are getting generated beyond said bounding box.
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01:38
<@Derakon>
Vorn: try this? http://paste.ubuntu.com/120823/
01:38
<@Derakon>
It's what I'm using for Selene.
01:39
<@Derakon>
Not truly random placement; it guarantees that each 100x100 square of the universe will have exactly one star in it.
01:41
<@Vornicus>
My thing is more connectivity than populatedness
01:41
<@Derakon>
Ah.
01:46
<@Vornicus>
So my new method: if after 200 trials no star gets placed, start over.
01:49
<@gnolam>
Ah, the Dwarf Fortress way. :)
01:50
<@Vornicus>
Yeah, except that 90+% of failures happen in the first ten star placements.
01:50
<@Vornicus>
And I'm not /nearly/ so picky as DF.
01:52
<@gnolam>
Hey, somethimes rejection-based methods are the way to go.
01:52
<@gnolam>
C.f. Box-Muller.
01:53
<@Vornicus>
or Miller-Rabin.
01:53
<@Vornicus>
(though for small primes you can Prove with Miller-Rabin.)
02:03
<@Derakon>
There goes counterspiral. *waves goodbye*
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02:38
<@Vornicus>
And at that I already do use rejection to land stuff in sane spots in the galaxy - which is why I retry.
02:43
<@Vornicus>
er.
02:43
<@Vornicus>
Not "which is why i retry", but "because the shapes I'm supposed to land in are rather complicated"
02:47
<@Vornicus>
Flergbota. Okay, this requires that I give the galaxy map a way of going "hey, render now!"
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03:00
<@Vornicus>
Oh. That's why the bounding wasn't working. The function had a "should I bound?" parameter, and I'd passed in false.
03:00 * Vornicus slinks off feeling silly.
03:01
<@Vornicus>
and it gets /amazingly slow/ as you get closer to full. 200 won't cut it for bounded things, at least, not easily...
03:03 * Vornicus increases the size of the bounding box by 10%. Gets it going.
03:12
<@Vornicus>
Better, but still crossing 200 once or twice.
03:16
<@Vornicus>
There. Now it works, but there's rather a bit of obvious dead space.
03:16
<@Vornicus>
I like them better unbounded, I think.
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04:56
< Rhamphoryncus>
hum star generation. I wonder if that's something that can be done linearly
04:58
< Rhamphoryncus>
I found out recently that, if you do the right math, you can actually go over a large list, select out a predetermined number of elements at random, and end up with an even distribution
04:58
< Rhamphoryncus>
Although atm I've forgotten how :)
04:58
< Rhamphoryncus>
Vornicus: it sounds like your stars interact though, which makes it harder
05:26
<@Vornicus>
My stars do interact: I need to have, in the end, no stars within 0.75 pc of each other, and between 2 and 5 (inclusive) stars within 3 pc of each star.
05:28
<@Vornicus>
I have that bit mostly solved - there's a small chance that in the early stages of generation I will end up with a situation where there are absolutely no places legal for new stars.
05:29
<@Vornicus>
But that is reasonably easily rectified; I am working on making it so it resets if it's likely that this has happened.
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06:31
<@Vornicus>
Arg. I keep getting distracted.
06:46
< Searh>
IPX for Vista 64 bit, how?
06:46
<@McMartin>
whut
06:47
<@Vornicus>
06:47
<@Vornicus>
You are a crazy human being, Searh.
06:48
< Searh>
Surely it did not take you this long to figure that out, did it?
06:48
<@Vornicus>
No, but that's more crazy than usual.
06:48
< Searh>
Why?
06:49
<@Serah>
Wow, I am two.
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07:01
<@Serah>
What'd I miss while the network was silly?
07:01
<@Vornicus>
Nothing
07:02
<@Serah>
Yay.
07:04
<@Serah>
Or rather, boo. No solutions.
07:27
<@Serah>
Is said crazyness a bad thing?
07:27
<@Vornicus>
no.
07:43 * jerith waits for Erlang to download.
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18:19
<@gnolam>
Argh. The Geolocation disease is spreading.
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18:20
<@TheWatcher>
gnolam: huh?
18:21
<@gnolam>
Google, in their never-ending quest to worsen their service, started it. Others have followed suit.
18:23
<@gnolam>
I'm talking about the obnoxious behavior of switching between different languages depending on where they think your IP is located.
18:23
<@gnolam>
Use the Accept-Language header, FFS. >:E
18:27 Derakon[AFK] is now known as Derakon
18:35
<@TheWatcher>
Oh, that. Yeah.
19:41
<@gnolam>
Hmm.
19:41
<@gnolam>
Someone's broken Wikipedia.
19:41
<@Derakon>
Looks fine to me.
19:42
<@AbuDhabi>
Same here.
19:43
<@gnolam>
I have a couple of articles full of "Cannot write to or create math output directory" where their LaTeXed formulae should be.
19:43
<@Derakon>
Ahh, so someone's broken math on Wikipedia.
19:43
<@Derakon>
That's rather more specific.
19:44
<@gnolam>
Ah, now it's fixed.
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21:37
<@Derakon>
Man, beta 6 is like an entirely different game compared to beta 5...
21:37 * Derakon eyes his changelist.
21:39
<@McMartin>
Good; that'll give me something to play with while waiting for compiles at the office.
21:39
<@McMartin>
(;_;)
21:39
<@Derakon>
Heh.
21:39
<@Derakon>
Being in the office on Saturday sucks. :\
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21:57 gnolam is now known as Lumbergh
21:57
<@Lumbergh>
Derakon: if you could come in on Saturday, that would be great... mmkay?
21:57 Lumbergh is now known as gnolam
21:58
<@Derakon>
Y'know, I'm working right now...
21:58
<@Derakon>
I don't really get days off any more.
21:58
<@TheWatcher>
Downside to being self-employed >.>
21:59
<@Derakon>
Yep.
21:59
<@TheWatcher>
(see also: one of the reasons I don't desire to make money off any of the crap I write outside work. That and it's usually crap.)
22:00
<@TheWatcher>
(or just fucking insane, like this VFS >.>)
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22:06 * TheWatcher eyes his site, ...s, realises he needs to work out phpBB3's attachment system too
22:23
<@TheWatcher>
Also, looking at this code, I think I want to build an arse-kicking machine, so that I can use it on myself, just for writing something this bad
22:23 * Derakon snickers.
22:24
<@TheWatcher>
Seriously. There's entire functions here with no comments at all -_-
22:24
<@Derakon>
That's not necessarily bad.
22:24
<@TheWatcher>
For me, it is.
22:24
<@Derakon>
I mean, for example, I have a function getDrawFrame that takes two arguments: direction and surfaces.
22:25
<@Derakon>
It then pretty evidently scales the direction to the length of surfaces and returns the corresponding element from surfaces.
22:25
<@TheWatcher>
Yeah, see. I'd document that anyway, now at least >.>
22:28
<@TheWatcher>
for example, look at 'get_forum()' in http://www.starforge.co.uk/modules/phpBB3.txt - one explicit argument (two if you include $self), yet I manage to have more intro comment than function >.>
22:29
<@gnolam>
Even if what something does is self-evident, you still want to document the underlying assumptions.
22:31
<@gnolam>
Take a hypothetical GetDistanceToTarget() function in a multiplayer game. Even what it does is obvious from its name, it can still leave you with a lot of questions.
22:31
<@Derakon>
Certainly I'm not arguing that comments are bad.
22:32
<@gnolam>
Is it the distance between model origins? The closest distance between surfaces? Is it the predicted distance or based on the last definitive server update? Etc.
22:32
<@Derakon>
I'm just saying that their lack isn't necessarily bad either.
22:32
<@gnolam>
Also true. But it usually pays to err on the side of caution. :)
22:32
<@gnolam>
Better one comment too much than one too little.
23:12
<@Derakon>
Wow, my survival time on Beginner has plummeted. ¬.¬
23:12
<@TheWatcher>
heheh
23:12
<@TheWatcher>
Ooops? :)
23:12
<@Derakon>
Let's just say that Beginner is harder than it used to be~
23:13
<@TheWatcher>
snrk
23:13
<@Derakon>
Most of the patterns are doing two things at once -- the main pattern, and then some interference from a secondary emitter or two.
23:13
<@Derakon>
For example, Homebullet has an emitter sitting up top throwing out rings of bullets at regular intervals.
23:14
<@TheWatcher>
yeah, I can see how that could get vaguely challenging~
23:14
<@Derakon>
Keeps you from just flying in circles to avoid the homing, anyway.
23:15
<@Derakon>
Crossfire is totally different; it now has an emitter on each side of the screen, throwing lines of bullets at you (like Chargelaser, but with a much lower top speed). The difficulty in later levels comes from the lines not clearing out very quickly.
23:16
<@Derakon>
Counterspiral is gone; I couldn't find a good way to keep it. But I do have a pattern derived from Counterspiral in there -- Solarflare, as named by Vorn.
23:16
<@Derakon>
(I had too many patterns with "spiral" in their name anyway)
23:26 * gnolam blarghs at Source.
23:31
<@gnolam>
While the actual code is pretty clean, it really /really/ lacks documentation.
23:32
<@gnolam>
Wikiitis strikes again.
23:34 * AbuDhabi hates hates hates the guy who wrote this damn code. What's wrong with making assignments actually clear, rather than using godddamn iifs to confuse people?
23:38 You're now known as TheWatcher[T-2]
23:39 * gnolam stab-stab-stab-stab-STABS google.
23:39
<@gnolam>
FUCK YOU AND YOUR SEARCH TERM REPLACEMENT, GOOGLE.
23:39
<@Derakon>
What's it doing this time?
23:41 You're now known as TheWatcher[zZzZ]
23:41
<@gnolam>
They're silently replacing my search terms.
23:41
<@gnolam>
NTEQHQ#%!"%
23:41
<@gnolam>
FUCK IT.
23:41
<@Derakon>
Like howso?
23:42
<@AbuDhabi>
gnolam: Yeah, well, of course.
23:42
<@gnolam>
Right now, I'm searching for stuff related to VGUI. Which Google silently replaces with something like "VGUI or GUI".
23:42
<@gnolam>
It doesn't ask me "Did you really mean ...". It just goes ahead and fucking searches for irrelevant fucking search terms.
23:42
<@AbuDhabi>
Try "VGUI -GUI"?
23:42
<@gnolam>
Polluting the results into unusability.
23:43
<@Derakon>
I just did a search for VGUI and got no GUI hits.
23:43
<@gnolam>
Sure. That would work. Except... pages mentioning "VGUI" will ALSO probably mention "GUI".
23:43
<@TheWatcher[zZzZ]>
try +VGUI
23:43
<@TheWatcher[zZzZ]>
that should search exactly
23:43
<@AbuDhabi>
Derakon: Same here.
23:44
<@gnolam>
The other day, I had to google up some GLSL-related stuff.
23:44
<@gnolam>
Half the hits? HLSL.
23:45
<@gnolam>
Derakon: Well good for you.
23:45
<@gnolam>
Unfortunately, Google's searches are notoriously stochastic. :P
23:45
<@McMartin>
Bug filed as > CLOSED WORKSFORME
23:45 somnolence [~somnolenc@Nightstar-4518.hsd1.ca.comcast.net] has joined #code
23:45 * Derakon moves on to the Advanced courses. Phew.
23:47 * AbuDhabi wonders WTF does "wire I2C_SCLK=SCLK | ( ((SD_COUNTER >= 4) & (SD_COUNTER <=30))? ~CLOCK :0 );" means.
23:48
<@AbuDhabi>
Does I2C_SCLK become "SCLK or the result of the iif statement", or just the result of the iif statement, everything after = being part of it?
23:49
< somnolence>
what HDL language
23:49
< somnolence>
is that?
23:49
<@AbuDhabi>
Verilog.
23:49
< somnolence>
oO that's what I thought
23:50
<@AbuDhabi>
What's funnier is that neither of those two meanings give me the answer I want.
23:50
< somnolence>
what are you trying to do?
23:50
<@AbuDhabi>
Translating Verilog to VHDL.
23:50
< somnolence>
Why????
23:50
<@AbuDhabi>
Because.
23:50
< somnolence>
i ....c
--- Log closed Sun Feb 22 00:00:06 2009
code logs -> 2009 -> Sat, 21 Feb 2009< code.20090220.log - code.20090222.log >