--- Log opened Mon Jun 29 00:00:11 2009 |
--- Day changed Mon Jun 29 2009 |
00:00 | | You're now known as TheWatcher[zZzZ] |
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03:09 | | Derakon[AFK] is now known as Derakon |
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03:37 | <@Derakon> | Good gravy. Jetblade contains some 322 function definitions. |
03:38 | <@Derakon> | ...er, 283. 'grep def' will catch a lot of things you don't actually want. |
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09:07 | | You're now known as TheWatcher |
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09:28 | | * TheWatcher readsup, vaguely wonders how much effort would be needed to modify perlstats to work on python |
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16:19 | | * Captain_Hammer starts frothing at the mouth from the unusability of most OSS. |
16:29 | | * Namegduf passes Captain_Hammer a towel. |
16:40 | | Captain_Hammer is now known as gnolam |
16:40 | <@gnolam> | ... aaaand I'm either too angry or too tired to be working now, really. |
16:42 | <@gnolam> | "Cordoning off zombies would be a priority in a transport accident scenario" |
16:43 | <@gnolam> | Turns out it /actually/ said "zones", not "zombies". |
16:43 | <@Vornicus> | I would not disagree with cordoning off the zombies. |
16:43 | <@TheWatcher> | Pfffft |
16:43 | <@TheWatcher> | Nor I |
16:44 | < Namegduf> | I prefer the zombie version. |
16:45 | <@gnolam> | So do I. In fact, this entire document becomes so much more interesting if you think it's about zombies than radiological accidents. |
16:46 | < Namegduf> | Same thing. |
16:47 | <@gnolam> | "Is it possible to include relieving of guards due to exposure?" |
16:48 | <@gnolam> | "What should we do with a pregnant responder/victim?" |
16:48 | <@gnolam> | Awesome. |
16:54 | <@gnolam> | "The only reason to enter a hot zone is to save lives." |
16:55 | <@gnolam> | I might have to do a personal rewrite of the entire project as Zombie Response Unit: Command & Control. |
17:05 | < Namegduf> | Haha, awesome. |
17:14 | | Derakon[AFK] is now known as Derakon |
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17:58 | <@McMartin> | I entirely approve of this project. |
18:01 | | * Derakon downloads, compiles Wanderer, realizes the controls assume Qwerty, finds the controls definition in m.c and changes them. |
18:01 | <@Derakon> | Now if only I knew what the hell I was doing... |
18:02 | <@Derakon> | Ahh, it appears to be some kind of console DigDug. |
18:05 | <@Derakon> | This could be a problem. http://derakon.dyndns.org/~chriswei/temp2/wanderer.png |
18:30 | <@ToxicFrog> | There's also an environment variable to remap the keys |
18:30 | <@ToxicFrog> | And yep, that's a problem |
18:30 | <@ToxicFrog> | Don't forget # to view the entire map at once |
18:31 | <@ToxicFrog> | It helps with not getting into that kind of situation |
18:31 | <@ToxicFrog> | And the game has no restraint at all about letting you make the level unwinnable |
18:31 | <@Derakon> | Yeah. |
18:31 | <@Derakon> | Another game got me stuck by closing in a boulder behind me. |
18:32 | <@ToxicFrog> | Yeah, you need to use the teleporter for that bit |
18:32 | <@Derakon> | There's a teleporter? |
18:32 | <@Derakon> | Y'know, this game needs some basic documentation. ¬.¬ |
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18:36 | <@ToxicFrog> | It has it. |
18:36 | <@ToxicFrog> | Try pressing '?' |
18:36 | <@ToxicFrog> | Or reading the man page. |
18:36 | <@Derakon> | Ah. |
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19:37 | <@ToxicFrog> | http://www.sciencedaily.com/releases/2009/06/090628171949.htm -- qubits! |
19:38 | | * Derakon eyes his code. "jetblade.map.getBlockAtGridLoc(util.realspaceToGridspace(util.addVectors(footLo c, (0, seekDistance))))" |
19:39 | <@ToxicFrog> | To me, this implies that: |
19:39 | <@ToxicFrog> | - you need jetblade.map.getBlockAtRealLoc |
19:39 | <@ToxicFrog> | - Vector should be a class with __add__ |
19:40 | <@Derakon> | Right now vectors are just tuples (or more usually, two-element lists so I can modify them). I should make them into a class. |
19:42 | <@ToxicFrog> | Yes. |
19:42 | <@ToxicFrog> | That's my point :P |
19:44 | <@Derakon> | That's gonna be a pain to handle, though, tracking down all the places where tuples/lists are used instead of Vector2Ds, or whatever they get called. |
19:46 | | * Vornicus has somewhere on here a vector class built for Python that works in many ways exactly like POV's vector class. |
19:46 | <@Derakon> | Oh, vector classes aren't hard to make. |
19:46 | <@Vornicus> | I also have one around here that works like normal people vectors. |
19:48 | <@ToxicFrog> | "normal people vectors"? |
19:50 | <@Vornicus> | POV-Ray's vectors will, among other things, auto-promote when compared to differently-dimensioned vectors; this includes /from floats/. |
19:51 | <@Derakon> | You can, in POV-Ray, use e.g. "1" for the position of a sphere, and it will translate to "<1, 1, 1>". |
19:51 | <@Derakon> | I think you can also do <1, 0> and it translates to <1, 0, 0>. |
19:52 | < simontwo> | Derakon, there is at least one python vector library written in C. |
19:52 | <@Vornicus> | Vectors promote by adding zeros to the dimension; Floats promote by duplicating their value to each dimension in question. |
19:52 | <@Vornicus> | Which makes vec * num equivalent to cartesian product on the promoted vectors. |
19:52 | <@Derakon> | Simontwo: roger. I have some extra functionality to add, mainly relating to the block grid I'm using. |
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21:50 | | * TheWatcher fiddles with resource cache designs |
21:57 | | * TheWatcher suspects he's going to have Great Fun making this thread safe |
21:58 | <@Derakon> | Heh. |
22:19 | <@jerith> | A thread cannot be made safe. |
22:19 | <@jerith> | And so saying, I relocate to my bed. |
22:19 | <@TheWatcher> | Ni jerith |
22:35 | <@Derakon> | Man, it must be nice to be able to just design your maps so they never have situations that break your physics. ¬.¬ |
22:37 | <@TheWatcher> | heh |
22:40 | <@Derakon> | Right now I'm dealing with an issue caused when running up a slope forces you into the ceiling, which should make you crawl...but instead the avatar keeps popping out of it. |
22:49 | | * Derakon mutters. |
22:49 | <@Derakon> | I'm getting a collision result of distance 9.2 along the vector <-.7, -.7>. I'm forcing the vector to <0, -1> and recalculating the distance to be 52. What the Christ. |
22:50 | <@Derakon> | ...oh, right. Damn. |
22:52 | <@Derakon> | Just had to draw a diagram to remind myself not to be a dumbass... |
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23:19 | | * TheWatcher eyes this |
23:21 | <@TheWatcher> | I think this may be the first time I've ever actually shoved a typedef inside the private part of a class |
23:31 | < SouthernMyst> | Hm. Anyone here happen to know Mathematica? |
23:36 | < simontwo> | not to the extent that is expected of someone who says yes. |
23:36 | < SouthernMyst> | heh, thanks ;-) |
23:37 | | * SouthernMyst shall continue trying to figure out how to make it operate on every element of two given lists tomorrow, then |
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23:38 | < SouthernMyst> | (as in, {a, b, c} and {d, e, f} -> {a-d, a-e, a-f, b-d, b-e, b-f, c-d, c-e, c-f}) |
23:41 | | You're now known as TheWatcher[T-2] |
23:42 | <@McMartin> | Hm. That looks like a cartesian product. |
23:44 | <@McMartin> | SouthernMyst: What happens if you just multiple the two sets? |
23:46 | | You're now known as TheWatcher[zZzZ] |
23:47 | | * TheWatcher[zZzZ] eyes the code he has written tonight, is beginning to vaguely wonder if this whole commenting thing he has is some kind of insidious disease or something |
23:47 | < SouthernMyst> | nono, I actually need to subtract. |
23:48 | <@Derakon> | TW: too many comments? |
23:48 | < SouthernMyst> | And just subtracting the two sets gives {a-d, b-e, c-f} |
23:48 | < SouthernMyst> | Derakon, very. Very. VERY. |
23:49 | <@TheWatcher[zZzZ]> | I wouldn't say too many |
23:49 | <@McMartin> | Myst: Oh, hm. That sounds like taking cartesian product and then doing something to each pair in the resulting set. |
23:50 | < SouthernMyst> | (incidentally, multiplying the two sets yields {a*d, b*e, c*f}) |
23:51 | < SouthernMyst> | okay, thanks, I'll look into that tomorrow. I really should go to bed now. |
23:51 | <@TheWatcher[zZzZ]> | (it is, after all, a c++ header, with Properly Done doxygen comments, but hey) |
--- Log closed Tue Jun 30 00:00:12 2009 |