--- Log opened Tue Apr 24 00:00:32 2012 |
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00:33 | <@Alek> | xxx: to become ruler of the world, you must first figure out in what base pi and e are whole numbers. |
00:33 | <@Alek> | yyy: that's easy. in epic. |
00:41 | <@Alek> | "I had a nightmare last night, that I was Prometheus, tied to a server with twisted pair. And that every day lusers picked apart my brain, which then regrew overnight." |
00:43 | <@ToxicFrog> | Holy shit, how are the Aleph One developers such colossal assholes |
00:45 | < Namegduf> | What happened? |
00:48 | <@ToxicFrog> | Some years ago I wanted to get involved in A1 development and fix some long-standing issues I had with it, and gave up on it because one the devs, W'rkncacnter, responded to basically every suggestion with "feel free to fork A1 and implement it but I'll never accept a patch that does this" |
00:49 | <@ToxicFrog> | He's still around |
00:49 | <@ToxicFrog> | I was looking for advice on unfucking the mouse in A1 and someone posted a few months ago on the Pfhorums asking exactly that |
00:50 | <@ToxicFrog> | One of the devs, treellama, responded basically saying "it would be nice if A1 had mouse support as good as gzDoom, but due to these three engine limitations it doesn't and we don't have the resources to fix that anytime soon" |
00:51 | | Derakon[AFK] is now known as Derakon |
00:51 | <@ToxicFrog> | Then W'rkn comes in with this: |
00:51 | <@ToxicFrog> | "While entirely unhelpful, it's not 100% untrue, and not everyone cares about being helpful. The mouse is only "playable" if you take the time to get used to it, and only people that are already Marathon fans are going to take the time to do that. For the record, I'd be pretty pissed off if the engine changed so much as to allow a good mouse implementation. I'm just glad you finally posted so we can point to your post whenever this to |
00:51 | <@ToxicFrog> | pic comes up, and tell people to STFU." |
00:52 | <&Derakon> | ...wait, so he actively a) hates the current mouse, and b) wants it to stay that way? |
00:52 | <@ToxicFrog> | And then went on to say later in the thread that he wouldn't accept a patch even adding it as a preferences option because it would "ruin the feel of the game" |
00:52 | < celticminstrel> | He's an idiot? |
00:53 | <@ToxicFrog> | Yes. |
00:53 | <@ToxicFrog> | An idiot with a huge amount of influence over the project's direction. |
00:53 | <@ToxicFrog> | No wonder hardly anyone contributes to A1's codebase. |
00:54 | | * celticminstrel now wonders what the other project members think of him. |
00:56 | <&Derakon> | I generally assume that other people on dev efforts I've contributed to think I'm a flake. |
01:00 | <@ToxicFrog> | I honestly can come up with no other reading for that than "the mouse controls are shit, and I like them that way, because it makes the game inaccessible to new players" |
01:02 | < Namegduf> | How about "I learned how to play with them this way, and you can have my special skill when you pry it from my cold dead fingers." |
01:03 | < Namegduf> | Either way, though... |
01:04 | <&McMartin> | I mean, UQM's attitude towards mouse support is honestly pretty similar |
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01:04 | <&McMartin> | But it has more to do with "there is nothing, anywhere in the engine, remotely corresponding to the concept of 'a mouse input'" |
01:05 | <&McMartin> | It wouldn't be a patch, it would be a total engine rewrite |
01:05 | <&McMartin> | Which, since we're in some sense museum curators, is out of our remit. |
01:07 | <&Derakon> | Angband generally handles such things via "Well, it'd be a pretty drastic change to the gameplay, so I doubt it'd make it into Vanilla (the base game), but we have v4 which is specifically for experimental changes, and of course all the variants." |
01:07 | <&Derakon> | Though for something that's purely a UI improvement generally that'd get merged into Vanilla eventually. |
01:07 | <&McMartin> | Yeah |
01:07 | <&McMartin> | P6504 needs a better name -_- |
01:08 | | * Derakon googles. "A watch...?" |
01:08 | <@ToxicFrog> | McMartin: yeah, A1 is less "curators" and more gzDoom, at least most of the time |
01:08 | <&McMartin> | I probably misremembered, which is why it needs a better name |
01:08 | <&McMartin> | Derakon: The Fan sequel to Star Control 2 that uses the UQM engine. |
01:08 | <&Derakon> | Ah. |
01:08 | <@ToxicFrog> | More "let's write a modern engine for this old data" and less "let's tidy up this old game to run on modern platforms" |
01:08 | <&McMartin> | 6014. |
01:09 | <@ToxicFrog> | Except when they go completely off the rails on things like this. |
01:09 | | * Alek remembers learning to play FPS and third-person games. and switching controls from WASD to the arrows. |
01:09 | <@Alek> | I don't even remember why. but I did it for years. :P |
01:09 | <&McMartin> | The first game I played with mouselook was Portal. |
01:09 | <@ToxicFrog> | (for reference, the technical reasons are basically "mouselook was hacked onto the engine in an ugly way and doing it properly would require an extensive rewrite of input handling that we don't really have the people for") |
01:09 | <&McMartin> | The first game I played with mouselook like a proper game player was War for Cybertron. |
01:10 | <&Derakon> | My first was probably...uh, Unreal Tournament? |
01:10 | <@Alek> | it's awkward playing non-mouselook games now. like Dark Forces and Doom/II. |
01:10 | <@ToxicFrog> | I'm pretty sure the first mouselook game I played was Quake 2 |
01:10 | <&McMartin> | I mostly played Descent. |
01:10 | <@ToxicFrog> | But it wasn't until Half-Life that I stopped using the arrow keys. |
01:10 | <&McMartin> | Until there were good enough players that I was unable to sensibly play it. |
01:11 | <@ToxicFrog> | Alek: there are in fact source ports for all of those with mouselook support. |
01:11 | <@ToxicFrog> | Well, with DF it's less source port and more cleanroom engine reimplementation, but |
01:11 | <@Alek> | I MAY have played HL2 with arrows, when it first came out. >_> |
01:11 | <@Alek> | it was well past HL1 that I switched. |
01:11 | <&McMartin> | I tried HL2 after beating portal and got lost in the 2-room apartment complex -_- |
01:11 | <@Alek> | lol |
01:12 | <&McMartin> | So I decided "I need to learn to run" |
01:12 | <&McMartin> | So the next first-person game I beat after Portal? |
01:12 | < celticminstrel> | Eh, in UQM it's "we won't add mouse controls", not "we won't fix the mouse controls". Those are two quite different things. |
01:12 | <&McMartin> | Mirror's Edge. |
01:12 | <&McMartin> | Yeah |
01:12 | <&McMartin> | And if someone managed to rewrite the menu code in such a way as to make clicking PC-style menu options work? Yeah, we'd probably accept it because why not. |
01:13 | <@ToxicFrog> | And it's "we won't add mouse controls because that's out of the scope of the project", and not "we won't fix the mouse controls because the shitty ones we have scare away new players as they should" |
01:13 | <@ToxicFrog> | Also, now I want to play Dark Forces again |
01:14 | <&McMartin> | I forget if DFII had mouselook |
01:15 | <&McMartin> | But if it did, I don't think I really used it. |
01:16 | <@ToxicFrog> | It did, but it was also terrible, so |
01:19 | <&McMartin> | I remember it being like 40 levels long |
01:19 | | * Alek wants to play Mirror's Edge. |
01:19 | <&McMartin> | It often goes on sale for stupid cheap |
01:20 | <&McMartin> | Don't pay more than tenbux for it -_- |
01:20 | <&McMartin> | And I say this as someone who loved the crap out of it |
01:20 | <@Alek> | I've dreamed of a parkour-style free-moving superhero game. >_> |
01:20 | <@Alek> | in 3D. |
01:20 | < Namegduf> | Does anyone have a favourite tech news site whose quality is not utterly abysmal? |
01:20 | <@Alek> | I know there's similar games in platformers already. |
01:20 | <&McMartin> | Ars Technica's the only one I really bother with. |
01:20 | < Namegduf> | Yeah, I'm trying to replace Ars. |
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01:21 | < Namegduf> | I've finally gotten sick of their shitty editorialising. |
01:21 | <@Alek> | DFII: Jedi Knight? yes, it had mouselook. also, I have both Steam and a disc somewhere. :P |
01:21 | <&McMartin> | Everyone else seems to want to be slashdot |
01:21 | <&McMartin> | I have no patience for Wired or BoingBoing. |
01:22 | < Namegduf> | Hrm. |
01:22 | < Namegduf> | That's a pity. |
01:22 | < Namegduf> | I guess I can just be happy in the knowledge that since I use ad block they don't like me anyway. |
01:22 | <&McMartin> | Though I guess you could *look* at those in case my distaste is unrelated to things you care about. |
01:22 | <@ToxicFrog> | I have it on disc, yeah |
01:22 | < Namegduf> | What's yours? |
01:22 | <@ToxicFrog> | Sadly I played it after DF1 and DF3 |
01:23 | <@ToxicFrog> | Both of which it is shockingly inferior to |
01:23 | <&McMartin> | "They strike an intentional pose as hipster douchebags", more or less |
01:24 | < Namegduf> | Oh. |
01:24 | <&McMartin> | Which is sufficiently subjective that it might not even apply. |
01:24 | < Namegduf> | I don't like it, but OTOH I have a similar view of ars. |
01:24 | < Namegduf> | *Ars |
01:24 | < Namegduf> | So I might find them intolerably worse or just the same, hard to say. |
01:24 | <&McMartin> | It's very much a matter of what does or does not grate |
01:24 | <&McMartin> | I'd at least give those two a look-see |
01:25 | <@Alek> | wait, there was a DF3? let me check my notes. |
01:25 | <&McMartin> | Is DF3 also JK2 or are those different? |
01:26 | <&McMartin> | Also, I keep reading DF here as Dwarf Fortress >_> |
01:26 | <@Alek> | indeed, I can only conjecture that DF3 must be either JK2 or JK: Mysteries of the Sith. or Jedi Academy, for that matter. |
01:28 | < Namegduf> | McMartin: What specifically grates today is the scenario in which Google spends 4mil fighting SOPA/PIPA, which Ars wouldn't shut up about as the great evil, Ars responds by writing "Google on track to outspend banks, big tobacco in lobbying". The sheer level of moral bankruptcy pisses me off. |
01:28 | <@Alek> | re: TPB launching servers in the sky: "The phrase 'fallen server' will be fraught with new meaning." |
01:29 | <&Derakon> | I have never heard that phrase before. |
01:30 | <@Alek> | ok, maybe that's only in Russia, then. <_< |
01:30 | <@Alek> | "fallen" being a synonym for "crashed", "down", "BSOD", etc. |
01:31 | <@ToxicFrog> | Alek, McMartin: JK2. |
01:32 | <@ToxicFrog> | It goes Dark Forces; Dark Forces 2: Jedi Knight; (Dark Forces 3:) Jedi Knight 2: Jedi Outcast; ((Dark Forces 4:) Jedi Knight 3:) Jedi Academy |
01:32 | <@ToxicFrog> | I'm hoping for a Jedi Academy 2: Subtitle at some point~ |
01:33 | <@Alek> | well, there was Jedi Knight: Mysteries of the Sith. |
01:33 | <@ToxicFrog> | Yeah, but that was an expansion pack |
01:33 | <@Alek> | meh. |
01:34 | <@Alek> | maybe the first expansion for TOR will be TOR: Jedi Academy 2. :P |
01:34 | <@ToxicFrog> | But yeah, I basically went Dark Forces demo -> Jedi Outcast -> Jedi Academy -> Dark Forces full version -> Jedi Knight -> D: |
01:34 | <&McMartin> | If TOR manages to live that long |
01:35 | | * Alek also has Jedi Academy on disc. as well as the whole DF/JK set on steam. |
01:35 | <&McMartin> | My favorite bit of JK was the thatched-roof huts with lightsaber-proof doors. |
01:35 | <@Alek> | JK:JA and DF:JK on disc. :P |
01:35 | <~Vornicus> | Could you fall in through the roof? |
01:35 | <@Alek> | McM: heheh. |
01:35 | <&McMartin> | You had to find the key |
01:35 | <&McMartin> | DOOR MUST HAVE KEY |
01:35 | <&McMartin> | "This door is locked" |
01:35 | <~Vornicus> | pff |
01:35 | <&McMartin> | BZRRRRM BZRRM BZZRRRRRRM |
01:35 | <&McMartin> | "This door is locked" |
01:36 | <@Alek> | weren't they sand-people huts too? |
01:36 | <&McMartin> | IIRC it was actually your own house. |
01:36 | <@Alek> | lol |
01:36 | <@Alek> | your father's actually but yeah. |
01:36 | <@ToxicFrog> | My favorite bit in JK was every lightsaber duel >.< |
01:36 | <&McMartin> | My unironic favorite moment in JK was in same-room LAN multiplayer |
01:36 | <@Alek> | and quite a weird house, too. reminiscent of Lara Croft's mansion in puzzles, mazes, and traps. :P |
01:37 | <&McMartin> | Because this was the first game we'd ever played that rendered weapons. |
01:37 | <&McMartin> | So I got to see myself on the next guy's screen. |
01:37 | <&McMartin> | Deflecting all his blaster shots |
01:37 | <&McMartin> | Then casually putting away the lightsaber, drawing the concussion missile launcher, and blowing him away. |
01:37 | <@Alek> | aheh |
01:45 | <@ToxicFrog> | Man, recording things in Marathon is such a pain. |
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02:04 | <&McMartin> | FRAPS fails you? |
02:05 | <&McMartin> | I should really remember to start FRAPS when playing FO2 so I can screencap when dumb things happen |
02:12 | < Noah> | FO2? |
02:13 | <@Alek> | Fallout 2. |
02:13 | | * Alek is playing FO1. |
02:13 | <@Alek> | not at the moment, though. |
02:14 | | * rms is pretty sure Fallout had the ability to make screenshots |
02:15 | | * Alek shrugs. |
02:16 | <&McMartin> | Probably, but also probably in obnoxious ways or formats. |
02:20 | < gnolam> | F12. |
02:21 | <@ToxicFrog> | McMartin: I mean as demo files, since those are easier to work with than 1GB+ video files. |
02:21 | <@ToxicFrog> | Also, I'd expect that running FO2 through the Steam overlay and pressing F12 should work |
02:22 | <&McMartin> | The trick is, since Sfall crashed the system, I'm back in 256-color compat mode |
02:22 | <&McMartin> | I'm a lot less confident in the various overlay systems. |
02:24 | <@ToxicFrog> | Aah. |
02:35 | < Rhamphoryncus> | Hrm. I can't find anything about historical drawbar limits of trains :/ |
02:36 | < Rhamphoryncus> | Only one I've found is an off hand comment of 700,000 pounds for a modern engine |
02:47 | <&Derakon> | I'm always impressed that those train engines are able to maintain traction with the rails. |
02:48 | <&Derakon> | They must put out some incredible force on their wheel axles. |
03:23 | < Rhamphoryncus> | That's often discussed |
03:23 | < Rhamphoryncus> | standard limit in the US seems to be 70,000 pounds/axle |
03:24 | < Rhamphoryncus> | The weight of rail is a huge factor in that limit |
03:38 | < Rhamphoryncus> | They're intentionally built extremely heavy to achieve maximum traction. Sometimes adding concrete just for more |
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05:19 | < Rhamphoryncus> | So we just had an election and I just thought of a way to describe the voting public: http://www.youtube.com/watch?v=bXPoZJmDOng |
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05:27 | < celticminstrel> | [Apr 22@10:13:18pm] Rhamphoryncus: So LoD must be baked in and a different way of storing the map is needed, perhaps quadtrees or octrees |
05:27 | < celticminstrel> | [Apr 23@01:46:07am] o celticminstrel wonders what Rhamphoryncus meant by LoD? |
05:27 | < Rhamphoryncus> | LoD = Level of Detail |
05:27 | < Rhamphoryncus> | Ever played skyrim? |
05:28 | < Rhamphoryncus> | Or fallout 3/new vegas |
05:28 | < celticminstrel> | Oh good, that was one of my guesses. And no, I have not. |
05:29 | <~Vornicus> | I've occasionally called LoD stuff "model mipping" |
05:29 | < Rhamphoryncus> | They stop rendering small objects when you get far enough away. They can also do that for the monsters |
05:29 | < Rhamphoryncus> | Vornicus: is that reducing of the poly count? |
05:29 | <~Vornicus> | Yeah. |
05:29 | < Rhamphoryncus> | That's one method. LoD is the general term |
05:30 | <~Vornicus> | First time I saw it was Descent 3: as you get farther from (say) a missile pickup, it uses fewer and fewer polygons, until it's using like 3. |
05:30 | < Rhamphoryncus> | It's incremental? Not just switching between 2 or 3 forms? |
05:31 | <~Vornicus> | No, it just switches. it's not an interpolation. I have no idea how you'd interpolate without totally borking performance. |
05:31 | < Rhamphoryncus> | Ahh okay. I have heard of interpolation |
05:32 | <&Derakon> | Presumably you do the switch at a point where it is impossible to tell that a switch occurred anyway. |
05:32 | < Rhamphoryncus> | But, like most things here, there's a tendency to make things VERY ugly and obvious when you switch |
05:32 | <&Derakon> | Or else you accept a certain amount of popping. |
05:33 | < Rhamphoryncus> | Automatic poly count reduction is more likely done when building the model, to switch from very high to high poly forms. Medium and low poly requires lots of manual tweaking to look decent |
05:33 | < Rhamphoryncus> | Graphics hardware still isn't all that fast that you can do the switch when it's impossible to tell |
05:34 | <~Vornicus> | Okay I guess there's one way you can sort of do it but oh my god you'd have to do some crazy stuff. |
05:34 | < Rhamphoryncus> | Some games might manage it.. but you'll note most games still use small, carefully designed rooms to eliminate sight lines between rooms |
05:36 | <~Vornicus> | I used to do some map editing work on Marathon. There were some crazy restrictions - you couldn't build a room such that any visible poly extended more than 64ish meters away (even if you couldn't see the far corner of that poly) |
05:39 | <~Vornicus> | -- you also couldn't put too many points colinear with each other. |
05:43 | | * Vornicus gets stupid ideas. model lod interpolates points between two models at all distances between two detail levels: one "high detail" and one "low detail" but both with the same number of polys, and then once you get past the point where you'd be completely at the "low detail" model, switch down to an actual lower detail model. |
05:48 | <~Vornicus> | anyway bedtimew |
05:48 | <~Vornicus> | (that's right, I run my bedtime without a console window.) |
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06:50 | < Rhamphoryncus> | Vornicus: I've thought about having multiple steps and overlaying with transparency |
06:51 | < Rhamphoryncus> | Of course that's likely to give some odd effects |
06:51 | < Rhamphoryncus> | another thought: if you have a good skeleton you could shrink one |
06:52 | < Rhamphoryncus> | Not that this applies to a TT-like game. The scale differences are much larger. We're talking an individual person looking out a window vs near-orbit |
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12:48 | | * TheWatcher hrms, wonders if there's a way to make github show tags in the commit history |
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14:01 | < Tarinaky> | Okay, what does "java.net.MalformedURLException: no !/ in spec" mean? |
14:05 | <@TheWatcher> | "Java hates you and wants to drive you insane" |
14:10 | <@TheWatcher> | (more seriously though, not a clue. :/) |
14:11 | < Tarinaky> | This is thrown by 'new URL ("jar:file:data/"+filename);' |
14:11 | < Tarinaky> | filename is "inventory.xml" |
14:11 | < Namegduf> | Your spec is missing either the ! or the / characters. |
14:11 | < Namegduf> | You need to add them to your specification. |
14:11 | < Tarinaky> | Why does a URI need a !? |
14:11 | < Namegduf> | For whatever it is you are writing. |
14:11 | < Namegduf> | Not the URI, the spec. |
14:11 | < Namegduf> | It was humour. |
14:11 | < Namegduf> | XD |
14:12 | < Tarinaky> | Ah. |
14:12 | < Tarinaky> | I have a resource file inside my JAR that I need to load for my program to work. |
14:12 | < Namegduf> | Do resource flies inside JAR files have a directory structure? |
14:13 | < Tarinaky> | The jar file has a directory structure... since it's a zip file. |
14:13 | < Namegduf> | Hmm. |
14:13 | < Tarinaky> | The resource file is just an xml file. |
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14:14 | < Namegduf> | Hmm, apparently a jar URL is supposed to have a ! after the name of the .jar file. |
14:15 | <@TheWatcher> | Tarinaky: use Class.getResourceAsStream() instead? |
14:24 | < Tarinaky> | This is a static method though. |
14:24 | < Tarinaky> | :/ |
14:29 | <@TheWatcher> | So, MainClass.class.getResourceAsString(location) should work, no? |
14:30 | <@TheWatcher> | (I note that's not something I've tried, just dredging stuff up from old storage here...) |
14:32 | < Tarinaky> | Inventory.class.getResource("data/"+filename) returns a null pointer. |
14:33 | < Tarinaky> | Which is, firstly, not very chuffing useful. |
14:33 | < Tarinaky> | And secondly, ARGH |
14:37 | <@TheWatcher> | possibly path issue? |
14:37 | <@TheWatcher> | (and yeah, it's anything but useful) |
14:37 | <@ToxicFrog> | Isn't there a path-independent way of loading resources from the 'main jar'? |
14:37 | <@ToxicFrog> | Or is that not what you're doing? |
14:45 | < Tarinaky> | Turns out the correct invocation is: Inventory.class.getClassLoader().getResource(/*...*/); |
14:45 | < Tarinaky> | But my understand is that this was the path independent way of loading resources from whatever jar contains this class file. |
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15:45 | < ErikMesoy> | Calling HP for support, get shunted from one number to another. Call number that charges by the minute, become impressed by the chutzpah of the scam artist who decided that this number should start by reading HP's privacy policy at some length. |
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19:11 | < ShellNinja> | Is there any reason at all why my standard-issue-running-on-crippled-firmware adapter is picking up some networks that my high powered adapters don't? |
19:17 | < Eri> | Elitism |
19:18 | < Eri> | Your high powered adapter is, like, "Linksys? Where are we, Futureshop?" |
19:20 | < ShellNinja> | By all signs, I should be picking up signals from the Martians' base on the moon. I have one of those 1000mW adapters, and this one is fitted with a directional antenna too. |
19:20 | < ShellNinja> | But no, it can't see what should be in front of it. |
19:21 | | * Vash twitches as she looks into sprites. For some reason doesn't get it. |
19:21 | < Eri> | Is there a really strong source nearby? |
19:21 | < ShellNinja> | I have no idea. |
19:21 | < ShellNinja> | BTW, how would I restore default drivers under Linux? I have an RTL adapter that's supposed to have patched drivers, but these patched drivers cause Kernel Oops. |
19:21 | < Eri> | 'Cause the high-powered directional one may be reducing it's gain so it doesn't cook the PA |
19:22 | < Eri> | Which means the low power signal vanishes to nothing |
19:22 | < Eri> | And, no idea. Linux and I don't get along |
19:24 | <@ToxicFrog> | ShellNinja: add the misbehaving drivers to the blacklist in /etc/modprobe.d |
19:24 | <@ToxicFrog> | It'll skip them and load the next most appropriate driver for the card |
19:24 | <@ToxicFrog> | (or just uninstall them entirely) |
19:24 | <@ToxicFrog> | (this of course assumes that they aren't compiled straight into the kernel for some demenete |
19:24 | <@ToxicFrog> | d \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ \\\ |
19:25 | <@ToxicFrog> | some demented reason. |
19:25 | <@ToxicFrog> | Thank you for the interjection, kitten. |
19:25 | < celticminstrel> | XD |
19:27 | < ShellNinja> | ToxicFrog: I'm not sure how to uninstall these. Lemme find you the instructions for their installation, which may shed some light. |
19:28 | <@ToxicFrog> | Kitten is now attempting to eat my phone. |
19:28 | < Stalker> | Sounds like a nice kitty. |
19:29 | <@ToxicFrog> | Quoth the kitten: purrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr |
19:30 | < ShellNinja> | ToxicFrog: http://www.aircrack-ng.org/doku.php?id=r8187 |
19:30 | < ShellNinja> | I'm blacklisting the normal drivers so the system uses the patched version. I think. |
19:38 | <@ToxicFrog> | Aah |
19:38 | <@ToxicFrog> | So remove the blacklist on the normal drivers, then |
19:40 | < ShellNinja> | I have, yet I am encountering kerneloops still sometimes. Anything I can do to make sure all traces of this patched thing are gone? |
19:48 | <@ToxicFrog> | If it has a 'make uninstall' option, you could try that; alternately, search for where the patched driver kernel modules got installed and delete them by hand |
19:48 | <@ToxicFrog> | Or add them to the blacklist |
19:49 | | * ShellNinja uses make uninstall, which seems to remove stuff. |
20:32 | <&McMartin> | \o/ |
20:40 | | * ShellNinja goes try to fit the antenna to the other adapter. |
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21:02 | < ShellNinja> | Hmm. The other thing also doesn't detect the network. |
21:02 | < ShellNinja> | Oh, well. |
21:02 | | * ShellNinja has long ago made peace with the idea that computers are magic. |
21:18 | < celticminstrel> | Heh! |
21:19 | <@Tamber> | Very carefully orchestrated magic. |
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22:44 | <&McMartin> | "we also expect to see the Metal as a Service provisioning system and Juju deployment framework given much attention during the 12.10 cycle" |
22:44 | <&McMartin> | \m/_(>_<)_\m/ |
22:46 | <&jerith> | M?t?l ?s ? s?rv?c?. |
22:46 | | Vash[Out] is now known as Vash |
23:25 | < Noah> | Are they sure Metal isn't too heavy? *buh-dum-tish* |
23:33 | < Noah> | Oh cool, Steam retained the sorting I did on my games now that I'm back on windows |
23:33 | < Noah> | Apparently my fingerprint scanner died, so I have to get a new wrist for my T61, since it's nearly impossible to find JUST the little board the scanner is on |
23:35 | < Noah> | Or I get a new laptop, haven't decided... this one is old, but the 140M NVS Quadro still manages to run well, but the CPU is starting to show it's age |
23:37 | < Namegduf> | I need a new netbook. |
23:37 | < Namegduf> | There's a new generation out but the current manufacturers, while making improvements in some areas, are doing stupid things in others. |
23:38 | < Namegduf> | Also one of the two major new CPUs doesn't seem to be shipping outside a very few machines yet. |
23:40 | < Namegduf> | Like, the new EEEPCs are universally non-user-upgradable in any respect, including RAM, and they only do 1GB ones. |
23:41 | < Namegduf> | HP are using glossy screens for some reason. |
23:43 | <&jerith> | Namegduf: Because shiny! :-( |
23:52 | <@Alek> | glossy eew. |
23:57 | < Noah> | Yea, that's one reason I like this thinkpad, nogloss screen |
23:57 | < Noah> | HOWEVER |
23:57 | < Noah> | Some dust has gotten between the defuser and the LCD glass behind the panel |
23:57 | < Noah> | And that's annoying |
23:58 | < Noah> | I do wish this screen were better visable in sunlight though |
--- Log closed Wed Apr 25 00:00:47 2012 |