--- 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* |
02:28 | | Derakon is now known as Derakon[AFK] |
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 |