--- Log opened Sun Jun 14 00:00:30 2009 |
00:21 | | gnolam [lenin@Nightstar-1382.A163.priv.bahnhof.se] has quit [Quit: Zzz.] |
01:07 | <@EvilDarkLord> | "You have approximately Unknown time of remaining battery life" |
01:13 | <@UndeadAnno> | "THIS IS A SYSTEM MESSAGE FROM THE SHIP'S COMPUTER TRANSLATION SUBSYSTEM: INCOMING MESSAGE EXTREMELY UNUSUAL IN COMPOSITION. TRANSLATION INCLUDES MANY LINGUAL ANOMALIES. OVERALL ACCURACY OF TRANSLATION IS: UNKNOWN." |
01:34 | <@McMartin> | *happy campers* |
01:44 | <@Reiver> | Would you like to *dance*? |
01:46 | <@UndeadAnno> | But I haven't even asked about the Androsynth yet! |
02:31 | | SmithKurosaki [~Smith@Nightstar-7213.cpe.net.cable.rogers.com] has quit [Ping Timeout] |
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02:49 | | mode/#code [+o SmithKurosaki] by ChanServ |
02:49 | <@Reiver> | WE ARE *DANCING*!!! |
02:50 | <@UndeadAnno> | ESC ESC ESC ESC ESC |
04:08 | | Derakon[AFK] is now known as Derakon |
04:58 | | * Derakon eyes some code on the TASVideos forum, which includes the bit "!*++curPtr". |
04:58 | <@Derakon> | What is with these guys and code golf? :( |
04:59 | < Alek> | ... |
04:59 | < Alek> | what does that do? |
04:59 | <@Derakon> | Read it right to left. |
04:59 | <@Derakon> | ++curPtr: increment curPtr and return the incremented value. |
04:59 | | * Vornicus throws Reiver and TF at Vorn In Space. |
04:59 | <@Derakon> | *: dereference. |
04:59 | <@Derakon> | !: negate. |
04:59 | < Alek> | ... |
05:00 | <@Derakon> | Basically it's checking if the next value in the array is 0. |
05:03 | | * Reiver splats at Vorn In Space. Okay? |
05:06 | <@Vornicus> | Vorn In Space is the placeholder name for the space game I want to make. |
05:06 | <@Vornicus> | It's not a very good placeholder name. |
05:06 | <@Derakon> | I guess I should've called JBRL Derakonoid? |
05:06 | <@Derakon> | No, that sounds like Arkanoid. |
05:07 | <@Derakon> | Metrakon? |
05:07 | <@Vornicus> | Pff |
05:10 | <@Vornicus> | I'm not very good with names. |
05:10 | <@Vornicus> | The only game I've worked on that did not have "Vorn" in the name is Realm's Ransom, and McM named that. |
05:14 | | * Vornicus tries to figure out where to post his design document so you guys can see it. |
05:24 | <@Reiver> | Vorn In Space is your MoO project, isn't it? |
05:24 | <@Vornicus> | no, that's VornMoO |
05:27 | <@Vornicus> | Vorn In Space would be an EV project. |
05:35 | <@Reiver> | Oh. Cute. |
05:36 | <@Reiver> | I was getting mixed up~ |
05:39 | <@Vornicus> | With stuff I like from other places - one of the thignsthat always pisses me off about EV is how unrealistic star systems look. |
05:41 | <@Derakon> | The whole "there is one planet and no sun here" thing? |
05:41 | <@Vornicus> | Exactly. |
05:43 | <@Reiver> | Does that constitute a star system? |
05:43 | <@Reiver> | It could just be a grav well. >_> |
05:43 | <@Derakon> | Given that the planets are generally habitable? |
05:43 | <@Vornicus> | Then there's the one that say "no stellar objects present" |
05:44 | <@ToxicFrog> | I think the question is more "maybe the jump nodes run between interesting planets, not star systems" |
05:44 | <@Derakon> | TF: problem there being that many systems have more than one planet. |
05:44 | <@Derakon> | And/or have planets with moons. |
05:44 | <@ToxicFrog> | Aah. |
05:45 | <@Vornicus> | But then I look at, for instance, Transcendence, which is /extremely rich/. |
05:49 | <@Derakon> | Is Transcendence a particular planet in one of the EV 'verses? |
05:49 | <@Vornicus> | no. |
05:49 | <@Vornicus> | It's the bastard child of EV and Nethack. |
05:50 | <@Derakon> | Oh, right. |
05:50 | <@Vornicus> | Star systems in Transcendence have a star, planets with moons, asteroid belts, station clusters, asteroid miners... |
05:57 | <@Derakon> | What I want to see, actually, is a space game that works within the confines of Sol system. |
05:58 | <@ToxicFrog> | That would be pretty nift. |
05:58 | <@ToxicFrog> | It's not like there's any shortage of Stuff. |
05:59 | <@Derakon> | I wrote a (f'locked) backstory for a project I'd been considering which would be about Humanity's introduction to the greater universe, here: http://derakon.livejournal.com/210048.html |
05:59 | <@Derakon> | Basically a broad overview from the current day to 2186, at which point humans have managed to make travel throughout Sol system feasible, without yet cracking the problem of going beyond. |
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06:05 | <@Reiver> | Derakon: If that was ever come up with, there's a fairly interesting setting that Roscoe and I came up with |
06:05 | <@Reiver> | Jupiter was ignited (Yes I know, shut up), its moons colonised, ditto Saturns, along with inner belt |
06:06 | <@Reiver> | Due to various excitement, this lead to the inner planets and the outer confederation squaring off and eyeing each other over a bunch of independants in the asteroid belt. |
06:06 | <@Derakon> | IIRC Jupiter's only a little too small as-is to be a sun. |
06:06 | <@Reiver> | With the main point of interest being that yes, planetary orbits really did make military logistics funky. |
06:07 | <@Derakon> | The great thing, IMO, about solar system travel is that there's plenty of empty space to get ambushed in. |
06:07 | <@Reiver> | Which asteroid colony was Numero Uno at any point depended on the orbits. |
06:07 | <@Reiver> | Aye |
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06:28 | <@Vornicus> | Which actually is something I considered but then went "fuck that noise, it'll never get finished" |
06:29 | <@Reiver> | Interesting thing: Sins of a Solar Empire orgionally planned to have orbiting planets, and a 'jump to any gravwell you can get LOS to' mechanic. |
06:29 | <@Reiver> | They then found this, while a fascinating model of how a real scifi world would have to deal with things, made for an appalingly crap RTS. >_> |
06:30 | <@Reiver> | So made things static and introduced jumplanes, so you could actually have some control and anticipation of what you'd face, and where you'd face it. *shrug* |
06:31 | <@Reiver> | I do like the idea of an Eve-like sci-fi matchup, though. |
06:32 | <@Reiver> | Where your most skilled players will often leap into the smallest ships, 'cuz you /want/ them there |
06:32 | <@Reiver> | Battleships: Massive brutes of things that throw damage in vast quantities and/or vast ranges. However, tactical movement is shit; they rely on warp drives to jump away and repair, then warp back in to continue slugfest. |
06:33 | <@Reiver> | Of course, this then means that a pesky little ship that drops a Warp Interdiction bubble (AKA: Do Not Press Warp for a 20km radius; did I mention Battleships are /slow/?) on your fleet is a Problem, and one that the massive battleship guns don't track very well to kill. |
06:34 | <@Reiver> | So you want an interceptor to hunt them down and kill them. So you get Tacklers to slow down the interceptors. And Cruisers to gun down the lot of those little bastards. While the Battlecruisers atttempt to shred the cruisers so your interceptors can nail their interdictors so your battleships can kill their battlecruisers... |
06:35 | <@Derakon> | That's just RPS all over again. |
06:35 | <@Derakon> | It's better than nothing for balance, but tends to lack long-term interest. |
06:35 | <@Reiver> | It's a little more complex than that, though. |
06:37 | <@Reiver> | 'cuz, y'know, Interceptors are quite capable of killing other Interceptors, or indeed, they make fine Tacklers themselves (Tacklers kill your speed by destabilising your engines). Battlecruisers work well with fleet buff modules; Battleships are the main sluggers but have to avoid getting trapped else they'll pop to focus fire. |
06:38 | <@Reiver> | Cruisers are quite capable of engaging larger ships; they prove popular in the anti-frigate role because their guns are punchy enough to kill fast but tracky enough to actually get a lock. It can be common to have roving packs of Cruisers and Frigates running around hunting down small groups or stray merchant fleets, because they can kill anything smaller than them and run away from anything bigger (Unless they get Interdicted, which in turn...~) |
06:39 | <@Reiver> | The whole game places an emphasis on mixed fleets, and not just in a rock-paper-scissors way, and a lot of it boils down to mobility - keeping your own and denying the enemy theirs. |
06:41 | <@Reiver> | It is, frankly, the most interesting True 3d combat model I've seen. (The gameplay is rendered rather, um, /dry/ in comparison, but the inter-relations, as a game mechanic greasemonkey, make me squee) |
06:54 | <@Reiver> | Aaanyway. |
06:54 | <@Reiver> | Yeah. |
06:54 | <@Reiver> | I'm not a fan of active rock-paper-scissors, but nor am I fan of a lot of spacegames where the correct move is to Go Bigger Or Go Home. |
06:55 | <@ToxicFrog> | What is "the whole game" here? |
06:55 | <@ToxicFrog> | EVE, SoaSE, ??? |
06:55 | <@Reiver> | The Whole Game where? |
06:55 | <@Vornicus> | Pretty sure he's working from EVE here. |
06:55 | <@Reiver> | Oh, sorry |
06:56 | <@Reiver> | Yes, I am referring to EVE here. |
06:57 | <@Reiver> | Its biggest boon (Other than an actually actively functional economy - as in, they hired an economist to work out the markets game balance) is that it's ended up, through cunning application of its physics model (And only one or two handwaves that they could have justified, but realised were technobabble anyway) a system where little ships coexist with bigger ships. |
06:58 | <@Reiver> | Freespace did a similar thing, and gets a salute for it, but that was Justifying Fighters, whilst Eve Justifies The Whole Lot. |
06:58 | <@Reiver> | (And a historically accurate application of the concept of a 'destroyer'. Heh.) |
07:21 | | Vornicus is now known as Vornicus-Latens |
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09:54 | | You're now known as TheWatcher |
10:47 | | * TheWatcher eyes his code, huhs at something interesting |
10:52 | <@TheWatcher> | < 91 characters per line accounts for 84% of the lines, but within that 84% there's not a huge amount of variation: 0-12: 12%, 13-25: 16%, 26-38: 12%, 39-51: 12%, 52-64: 10%, 65-77: 11%, 78-90: 11%. Over 91 it drops off drastically, but in a curve. |
10:53 | <@jerith> | TheWatcher: How does nesting affect that? |
10:56 | <@TheWatcher> | hm |
10:56 | <@TheWatcher> | I haven't actually checked for that |
10:56 | <@TheWatcher> | I could probably store two line length counts, one raw, one that's have a =~ s/^\s*//; run on it before counting |
10:57 | <@TheWatcher> | s/have/had/ |
10:57 | | * jerith nods. |
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15:35 | <@SmithKurosaki> | morning all |
15:47 | <@Consul> | Hey |
15:49 | <@SmithKurosaki> | howsit going? |
15:50 | <@Consul> | I'm trying to make sense of the flood of information about the Iran elections based upon the very small trickle of actual info coming out of Iran. |
15:51 | <@SmithKurosaki> | hmm |
15:51 | <@Consul> | The BBC seem to be doing a decent job covering it. Very little mention anywhere in mainstream American news. |
15:52 | <@SmithKurosaki> | interesting |
15:52 | <@Consul> | I'm also told Canadian news is doing a better job. |
15:52 | <@SmithKurosaki> | idk, i havent watched tv news for a goodlong while |
15:56 | <@Namegduf> | I once heard someone I know who went to the US say their news was almost entirely local compared to ours in the UK. |
15:57 | <@SmithKurosaki> | hmm |
15:57 | <@Consul> | We are very US-centric over here. |
15:57 | <@SmithKurosaki> | same in canada, but we also give at least alittle shit about th big stuff |
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22:01 | < batata> | essa sala é carioca?? |
22:03 | <@Finerty> | No, this is not a karaoke room. |
22:04 | <@Finerty> | (for one thing we can't hear each other make fools of ourselves.) |
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23:00 | <@Consul> | I think he was asking if anyone was from Brazil? (A "carioca" is someone from Rio de Janeiro.) |
23:05 | <@TheWatcher> | Right netblock for that, at least - he was on telemar.net.br |
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23:30 | | You're now known as TheWatcher[T-2] |
23:32 | | You're now known as TheWatcher[zZzZ] |
--- Log closed Mon Jun 15 00:00:47 2009 |