--- Log opened Thu Jun 25 00:00:40 2009 |
00:00 | | UndeadAnno [AnnoDomini@Nightstar-28177.neoplus.adsl.tpnet.pl] has quit [Quit: By the surly beard of Mrifk, Grignr bows to no man!] |
00:06 | | * Derakon eyes Google Code. |
00:06 | <@Derakon> | This is not a diff. |
00:07 | <@Derakon> | I know this, because I did not change every single line in the file. |
00:07 | <@ToxicFrog> | CR/CRLF confusion? |
00:07 | <@Derakon> | Given that I'm on OSX using vim, I doubt it. |
00:08 | <@Derakon> | http://code.google.com/p/jetblade/source/diff?spec=svn2f22d372790157b825d1b221e1 cd95a0bb5544ee&r=2f22d372790157b825d1b221e1cd95a0bb5544ee&format=side&path=/terr estrialobject.py |
00:08 | <@Derakon> | Hm. Should've used tinyurl. |
00:09 | <@Derakon> | Seems it's a known issue: http://code.google.com/p/support/issues/detail?id=2521 |
00:53 | <@Derakon> | Bah. This is a problem. >.< http://derakon.dyndns.org/~chriswei/games/jbrl/collision/player14.png |
00:53 | <@Derakon> | This happens when you crawl under that floating platform and then try to stand. |
00:53 | <@Derakon> | The platform ejects you upwards. |
00:53 | <@McMartin> | Whee zipping |
00:53 | <@Derakon> | Indeed. |
00:53 | <@McMartin> | TASsers everywhere rejoice~ |
00:53 | <@Derakon> | :p |
01:02 | <@Consul> | Did you just call me a tosser? :-P |
01:04 | <@Derakon> | TASer == create of Tool Assisted Speedruns. |
01:04 | <@Consul> | Oh, I knew it must be a tech term. |
01:04 | <@Consul> | I just saw the opportunity for a joke that nobody would think was funny. |
01:06 | <@Derakon> | Anyway, fixed, by saying "Look, an upwards ejection vector when the bottom of my sprite is below the block in question is just silly." |
01:07 | <@Derakon> | (especially when I was just crawling a moment ago) |
01:08 | | * Consul writes down "upwards ejection vector" for later use. |
01:08 | <@McMartin> | Unsanitary |
01:08 | | * Derakon facepalms. |
01:11 | | * gnolam guffaws. |
01:24 | <@SmithKurosaki> | What are you up to McMartin / |
01:25 | <@McMartin> | I'm still at work, actually |
01:26 | <@McMartin> | I've wrapped up a number of issues with my company's product on Vista, and am moving on to a different project now. |
01:26 | <@SmithKurosaki> | Sorry, that was meant to be directed at Derakon and Consul |
01:26 | <@McMartin> | So I'm setting up the build environments for that. |
01:26 | <@McMartin> | Aha |
01:26 | <@SmithKurosaki> | That sounds... fun? |
01:26 | <@McMartin> | Well, in any event, that's what I'm up to |
01:26 | <@SmithKurosaki> | Cool |
01:26 | <@McMartin> | The new project is going to be fairly awesome |
01:26 | < simontwo> | upwards erection vector! |
01:26 | <@McMartin> | The previous stuff is unsexy but necessary |
01:27 | <@Derakon> | Hear that, Simon? McM doesn't like your vectors. |
01:39 | | * Vornicus wants... kvm-style virtualization. |
01:40 | <@McMartin> | Fullscreen mode~ |
01:42 | <@Vornicus> | As in, I want the full OS running in the "background" |
01:42 | <@McMartin> | Isn't that true of all Type 2 Hypervisors? |
01:42 | <@McMartin> | Or am I missing something? |
01:43 | <@McMartin> | If you mean "at full speed", uh, there's still only one computer there |
01:43 | <@Vornicus> | I've got 8 bars on my processor status. |
01:43 | <@Vornicus> | I can send a few to Windows. |
01:45 | <@ToxicFrog> | What I would like is to have multiple OSes loaded, with one running on the bare metal but I can change which one. |
01:45 | <@ToxicFrog> | In practice, sadly, this is insane. |
01:46 | <@McMartin> | That's what Type 1 wants to be |
01:46 | <@McMartin> | Well |
01:46 | <@McMartin> | It can't run *on* the bare metal, or it's by definition not virtualization. |
01:46 | <@McMartin> | There has to be a HAL of some kind. |
01:48 | <@ToxicFrog> | Yeah, what I'm after isn't really virtualization |
01:49 | <@ToxicFrog> | The problem I keep running into with this concept is that, say, I switch to windows and game for a bit |
01:49 | <@ToxicFrog> | And then switch back to linux |
01:49 | <@ToxicFrog> | And now my video card's state has been modified god knows how by Direct3d and X11 and/or the video driver goes into siezures. |
01:50 | <@Vornicus> | If you could hibernate one OS and get the other to come out of hibernation, then that would work. |
01:50 | <@SmithKurosaki> | This is idea is exactly what I need since I have one machine that serves as both windows gaming box and fedora server box |
01:50 | <@McMartin> | Hibernation takes upwards of 30 seconds |
01:51 | <@Vornicus> | Still not as bad as having to put together my context again every time I reboot. |
01:51 | <@SmithKurosaki> | context? |
01:52 | <@Vornicus> | My communications clients, active editor windows, etc. |
01:52 | <@SmithKurosaki> | ahh, yes. Same here |
01:53 | <@SmithKurosaki> | When I am in windows, I have to use friend's server. But I use my own as much as possible when it's in linux |
01:54 | <@ToxicFrog> | Vornicus: still drops connections and whatnot, though |
01:54 | <@Vornicus> | True. |
01:54 | <@ToxicFrog> | I did hibernation switching when I still dual booted, and it was a pain. |
01:58 | <@Vornicus> | Main problem really is I don't /have/ two computers on my desk, so I can't kvm between them. |
01:58 | <@McMartin> | If graphics cards had virtualization extensions, none of this would be as much of a problem~ |
01:58 | <@McMartin> | But yeah, I actually run two machines these days. |
01:59 | <@McMartin> | Spiff is the server, and Zinglon is the Windows machine these days. |
01:59 | <@McMartin> | Zinglon's getting kind of long in the tooth though for that. |
01:59 | <@McMartin> | (And I guess there's also Bromide, the router, if I get around to installing Linux on it) |
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06:13 | | Phas is now known as Vornicus |
06:17 | | * Derakon closes the first two issues he opened against the Jetblade project. |
06:18 | <@Derakon> | Man, fixing bugs is more rewarding when you get to log that you fixed them. |
06:22 | <@SmithKurosaki> | :) |
06:25 | <@Reiver> | Derakon! |
06:25 | <@Derakon> | Reiver! |
06:25 | <@Reiver> | Hurry up and become infatuated by 4X games, will you? |
06:25 | <@Derakon> | ... |
06:25 | <@Derakon> | What brought this on? |
06:25 | | * Reiver whistles innocently |
06:26 | <@Reiver> | That you are a fairly skilled and competent programmer, mostly :p |
06:26 | <@Derakon> | I appreciate the esteem with which I am held, but it takes more than that to make a project. |
06:27 | <@Reiver> | You and your pesky 'details'. |
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17:41 | | * Vornicus ponders flash. |
17:41 | <@Vornicus> | Is it just me or is it the only actual 2d vector-based gaming library? |
17:43 | <@Derakon> | Offhand I'm not aware of any others. |
17:46 | <@Vornicus> | Which is altogether too bad, because it's also expensive to develop for. |
17:54 | <@Derakon> | Well, what does Flash give you that other systems don't? |
17:56 | <@Vornicus> | over 3d systems: beziers. over 2d systems: arbitrarily-scalable and rotatable objects. |
17:58 | <@Derakon> | What do you need arbitrary scaling for? |
17:59 | <@Vornicus> | Well, it's more the rotation that's getting me right now: pygame doesn't have a smooth rotation thing. |
18:01 | <@Derakon> | It has rotozoom, but yeah, it's not great. |
18:01 | <@Derakon> | What do you need rotation for? |
18:02 | <@jerith> | ToxicFrog: You're the LUA guy, right? |
18:02 | <@jerith> | Done anything with databases (specifically MySQL) in LUA? |
18:07 | <@Vornicus> | My dude is a ball. |
18:07 | <@Vornicus> | He rulls. |
18:07 | <@Vornicus> | rolls* |
18:08 | <@Derakon> | You'd get better results by making the rotating frames by hand. *shrug* |
18:09 | <@Derakon> | It'd certainly be cheaper to do that than it would be to buy Flash. |
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18:27 | <@Vornicus> | apparently pyglet can render svg. |
18:28 | <@Vornicus> | It's called squirtle. |
18:28 | <@Derakon> | ... |
18:28 | <@Derakon> | why? |
18:29 | <@Vornicus> | Hell if I know. |
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21:04 | | * TheWatcher blaargs, tries to get his brain to concentrate on the system he should be coding |
21:04 | <@TheWatcher> | (as opposed to the one it seems to want to work on) |
21:05 | <@TheWatcher> | (the two and a half hour meeting yesterday, where I basically worked out the designs for the latter, did not help here) |
21:14 | <@Vornicus> | Der: even better, the folks that do it are called "Super Effective", and they have a game framework called "Porygon" |
21:33 | <@Derakon> | ;.; |
21:33 | <@Derakon> | Idly, TW, had a chance to check out Jetblade? |
21:35 | <@TheWatcher> | Not yet, alas. I've been... a trifle busy |
21:35 | <@Derakon> | No worries. It's not going anywhere. :) |
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21:50 | <@TheWatcher> | Anyone had any experience using SFL_ttf? |
21:51 | <@Derakon> | SFL? |
21:51 | <@TheWatcher> | SDL |
21:51 | <@TheWatcher> | My fingers sucketh tonight |
21:51 | <@Derakon> | I think I used SDL_ttf in Niobium, but it's been ages. |
21:52 | <@Derakon> | Yeah, it's included in main.cpp. |
21:52 | <@TheWatcher> | Basically, I need to know if it's a reliable cross-platform solution for truetype rendering, and I'm not getting a huge amount of useful commentry on it through google. |
21:52 | <@Derakon> | Ahh. That I wouldn't know. |
21:52 | <@Derakon> | I only ever ran Niobium on OSX. |
21:52 | <@TheWatcher> | Well, I guess I'll find out! |
21:53 | <@Derakon> | SDL in general's pretty solid for cross-platform compatibility. |
22:02 | | Derakon is now known as Derakon[DDR] |
22:27 | <@McMartin> | SDL_ttf runs in Linux |
22:27 | <@McMartin> | Though you do of course need the relevant TTFs. |
23:03 | | * TheWatcher nods |
23:04 | <@TheWatcher> | It wraps freetype2, so I was fairly confident of linux workings, I was more concerned about windows and osx |
23:04 | <@TheWatcher> | but anyway |
23:04 | <@TheWatcher> | Thanks! |
23:04 | | You're now known as TheWatcher[T-2] |
23:11 | | Derakon[DDR] is now known as Derakon |
23:13 | | You're now known as TheWatcher[zZzZ] |
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--- Log closed Fri Jun 26 00:00:54 2009 |