code logs -> 2012 -> Tue, 03 Jul 2012< code.20120702.log - code.20120704.log >
--- Log opened Tue Jul 03 00:00:47 2012
00:03 You're now known as TheWatcher[T-2]
00:04
< Rhamphoryncus>
gnolam: yeah, sounds weird :(
00:05
< gnolam>
How... and why?
00:05
< Rhamphoryncus>
It's effectively mipmapping of a much larger heightmap
00:06
< Rhamphoryncus>
(much much much larger)
00:06
< Rhamphoryncus>
Tessellation is a natural way to smoothly transition between detail levels
00:08
< Rhamphoryncus>
But of the vertices shift and I'm not using interpolation then they'll be jumping
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00:09
< Rhamphoryncus>
hmm maybe I can cheat with the alignment
00:09 You're now known as TheWatcher[zZzZ]
00:12
< Rhamphoryncus>
The how isn't hard. With an ordinary texture it'd be just an ordinary texture lookup. It's only virtual texturing that makes it hard
00:19
< Rhamphoryncus>
Maybe I should (again) look at using my own tessellation rather than what opengl provides
00:20 io|GONE is now known as iospace
00:23
< Rhamphoryncus>
yeah, opengl could always introduce vertices at one spot and walk them out from it. I'd rather something more stable
00:24
< Rhamphoryncus>
So.. I could always quadruple the number of vertices (double of each axis) and shift them to the new positions. That'd just be interpolation between mipmap levels
00:26
< Rhamphoryncus>
Oh, keep them at their x/y, but shift their z between the two adjacent vertices (or 4) and what their own mipmap level shows
00:38 Derakon[AFK] is now known as Derakon
01:08
< Rhamphoryncus>
yay obtuse specs. "Some texture functions (non-"Lod" and non-"Grad" versions) may require implicit derivatives. Implicit derivatives are undefined within non-uniform control flow and for non-fragment-shader texture fetches."
01:10 * gnolam sends in his "pls buy" list.
01:11 * Rhamphoryncus adds some undefined implicit derivatives to gnolam's pls buy list
01:13 * Vornicus pokes vaguely at his code
01:15
< Rhamphoryncus>
"Because of this, the texture functions have slightly different behavior in non-fragment shader stages. ..... is undefined. " WTF opengl?!
01:17
< Rhamphoryncus>
I should use '"slightly ... undefined" -- OpenGL Specs' as my quit message :P
01:22
< Rhamphoryncus>
oh oops, that's the wiki I'm quoting
01:22
< Rhamphoryncus>
my bad.
01:33
< Rhamphoryncus>
ergh, the "may" is critical there
01:52
< Rhamphoryncus>
try to refocus my thoughts x_x
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01:55
< Rhamphoryncus>
... heh, it'd always be a sample between two adjacent vertices. The 4 case doesn't exist because what I'm subdividing is a square chopped into two triangles. The center point (with 4 surrounding points) is edge of those triangles, which of course only goes between 2 points
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03:17 Kindamoody[zZz] is now known as Kindamoody
03:36 Kindamoody is now known as Kindamoody|DVD
04:11 * Vornicus pokes more vaguely at code.
04:24
<~Vornicus>
SOmething is causing it to bounce around like crazy when it hits corners in the negative direction.
04:27 Ariii [Ariii@Nightstar-f695463f.cicril.sbcglobal.net] has joined #code
04:31 iospace is now known as iospacedout
04:51 * Derakon receives an email from someone who stumbled across the Jetblade project page, sadly must inform them that it's on indefinite hiatus.
05:09
<~Vornicus>
I wish I had proper console output, it'd help so much
05:10
<&Derakon>
What's wrong with print statements?
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05:15
<~Vornicus>
game maker doesn't have them
05:18 Kindamoody|DVD is now known as Kindamoody
05:18
<&Derakon>
That seems a gross oversight.
05:18
<&Derakon>
Rig up a "print text to the screen" function?
05:19
<~Vornicus>
it's got all sorts of stuff like that
05:19
<~Vornicus>
but what I want happens in less than a frame
05:19
<&Derakon>
If you know precisely which frame, you could print only for that frame and then maintain it onscreen.
05:21
<~Vornicus>
Actually I'm not entirely sure /where/ it's happening, which is kind of why I want a firehose
05:21
<&Derakon>
Ahh, yes.
05:21
<&Derakon>
I'm out of ideas, sadly.
05:23 Kindamoody is now known as Kindamoody|out
05:23
<~Vornicus>
so right now my watch expression list is like 20 things long and I'm not learning anything
05:35
<~Vornicus>
idunno, there's some shenanigans going on
05:38
<~Vornicus>
when I hit a path going westbound (and thus have a negative path speed), I get a single frame with the gondola at the west end, and then for the rest of the path it appears at the path's length east of where it should be.
05:40
<~Vornicus>
so if I want the gondola to travel between 200 and 100, it will flash at 100, and then travel from 300 to 200.
05:42
<&Derakon>
Sign flip on velocity or position or something?
05:44
<~Vornicus>
Not entirely sure
05:54
<~Vornicus>
oh, i do get file writes. That helps.
05:56
<&Derakon>
Ah, in that case, there's your firehose.
05:56
<~Vornicus>
Yes indeed.
06:12 * Vornicus builds himself a firehose.
06:13
<~Vornicus>
THis system is not at all designed for decent string handling
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06:34 * Vornicus thinks he needs to add more firehose, because something's gone completely wackadoo here
06:36
<~Vornicus>
What the firehose, man, this confuses the shit out of me
06:37
<&Derakon>
Hee.
06:40
<~Vornicus>
OKay, so end of path fires on negative velocity and appears to set itself up correctly with path_position 1, but then the next frame says that it should be at path_position 0, and then resets path_position to almost 1 (technically it's 1 - move_speed / length of the path), and gets the actual gondola's position at what would be almost path_position 2
06:41
<&McMartin>
There's a debug string print function
06:41
<~Vornicus>
McM: I need the firehose into a console or file, because I need to examine the entrails - whatever's happening is happening too fast for me to actually read.
06:42
<&McMartin>
Ah
06:42
<&McMartin>
I thought the console window had permascroll, my bad >_>
06:42
<~Vornicus>
what console window.
06:43
<&McMartin>
There should be a console window in the IDE when you say "run in debug mode"
06:43
<~Vornicus>
I have a watch window, but I don't see a console.
06:43
<&Derakon>
I don't suppose path_position is unsigned?
06:43
<&McMartin>
path-position is, IIRC, a float with range [0, 1]
06:43
<&Derakon>
Ahh, it's a Game Maker builtin.
06:43
<&McMartin>
Meanwhile, path_speed is in pixels per frame, not change-in-path-position-per-frame.
06:44
<&Derakon>
Hooray!
06:44
<&McMartin>
These are technically both the right thing, but it's warty
06:44
<~Vornicus>
This is /good/ though because if it were the latter you'd have to tune path_speed according to the length of the path~
06:45
<&McMartin>
And if you instead changed path-position to be in pixels, "go to end of path" would need to be tuned, etc.
06:46
<~Vornicus>
I don't know, something's all befuddly here.
06:46
<~Vornicus>
It's like start_path is having farther reaching effects than it should when I use a negative path_speed (which should follow the path backwards)
06:47
<&McMartin>
Hmm. There's an extra argument to start_path for "automatically do this when you hit a path boundary", right?
06:47 Derakon is now known as Derakon[AFK]
06:48
<~Vornicus>
RIght. Doing things other than "stop" seem to be worse than that
06:49
<~Vornicus>
The alternatives are "continue from start", "continue from here", and "reverse"
06:49
<~Vornicus>
And I have to manually override them in any case because none of them are right.
06:50
<~Vornicus>
gnn.
06:51
<~Vornicus>
Oh, that would be shitty wouldn't it
06:53 * Vornicus comes up with crazygonuts consequence of how this is put together: what if the actions triggered by the automatic end of path happen /after/ the end of path event fires.
06:54
<~Vornicus>
That would at least explain /some/ things, but the spread of crazy activities over the two frames after the end of path event fires aren't yet fully explained
07:00
<~Vornicus>
It feels all race-conditiony and that is not a nice feeling.
07:01
<&McMartin>
It's ugly but it's not racy, or shouldn't be
07:01
<&McMartin>
AFAIK the game engine is entirely single-threaded.
07:06
<~Vornicus>
RIght, but check out the sequence of events I've got so far: 1. the path ends. 2. the End of Path event runs, setting a new path. 3. A frame renders with the gondola at the 0 of the new path 3. the automated path_end event runs, doing corrections on the xy values to account for possible parametric overrun, placing the gondola at the 0 of the original path. 4. the path calculator runs, resetting
07:06
<~Vornicus>
the path_position to 1 (because we've got a negative path_speed, it should have started at 1 in the first place) and then subtracting the appropriate amount from path_position according to the path_speed. 5. the new xy is calculated /relative/ to the xy from 3, despite my setting the path follow to absolute. 6. the remaining frames render accordingly.
07:06
<~Vornicus>
And that cut off.
07:08
<~Vornicus>
But I'm not sure where.
07:09
<~Vornicus>
So I'm getting race-condition like problems
07:10
<&McMartin>
It two-lined.
07:16
<~Vornicus>
The only time it acts /right/ is when 1. path_speed is positive and 2. the second path stars where the first ends.
07:24 * Vornicus should build a minimal game that demonstrates all the ways this goes bad.
07:30
<~Vornicus>
but first, I should Go The Fuck To Sleep
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14:49
<~Vornicus>
Oh. It's not actually as bad as it looks.
14:50
<~Vornicus>
I think. Maybe.
14:57
<~Vornicus>
nnnh, still a whole lot of flicker
15:01 You're now known as TheWatcher[afk]
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15:28
< Tarinaky>
I'm having trouble trying to set up a second monitor on Windows XP.
15:28
< froztbyte>
don't bother
15:28
< froztbyte>
upgrade to a supported OS :)
15:28
< Tarinaky>
The guide says that on the settings tab of the Display applet there should be something labled 'Identify'.
15:28
< Tarinaky>
Which there isn't.
15:28
< froztbyte>
that only helps if the system picks up both heads
15:29
< froztbyte>
and that depends on the graphics card drivers
15:29
< froztbyte>
doing their thing correctly
15:29
< froztbyte>
which I don't think people test much anymore
15:29
< froztbyte>
why are you still using XP?
15:29
< Tarinaky>
Because I don't have Windows 7 installed.
15:31
< froztbyte>
upgrade tiems
15:32
< Tarinaky>
I don't have anywhere offline to store all my crap while it formats the disk.
15:32
< Tarinaky>
Also, reinstalling all my programs is impossible on this connection.
15:32
< gnolam>
XP EOL isn't until 2014.
15:33 * Tarinaky doesn't really understand all the hate for Windows XP.
15:33
< Tarinaky>
It's a perfectly serviceable OS with much lower system reqs than 7.
15:33
< froztbyte>
you don't need to format anything
15:33
< Tarinaky>
Microsoft say otherwise.
15:33
< froztbyte>
there's a supported upgrade procedure
15:34
< froztbyte>
using an upgrade edition
15:34
< Tarinaky>
That doesn't support XP.
15:34
< froztbyte>
formally?
15:34
< Tarinaky>
I also don't have the money to buy an upgrade edition.
15:34
< Tarinaky>
If I did I'd spend that money upgrading my backup harddrive so that I could actually make backups.
15:35
< Tarinaky>
Instead of playing the "WHich files do I least want to lose?" game.
15:35
< froztbyte>
haha
15:35
< froztbyte>
true, true
15:35 Kindamoody is now known as Kindamoody|out
15:36
< froztbyte>
anyway, I just don't see the need for XP anymore...this infinite backwards compatibility thing just adds pain to life
15:36
< Tarinaky>
It's not infinite backwards compat though.
15:36
< Tarinaky>
It was the last good version of Windows.
15:36
< froztbyte>
I'm certainly not going to agree with you on that point.
15:37
< froztbyte>
windows is windows, and as such, fairly shit
15:37
< Tarinaky>
Infinite backwards compat would be 2k and 98.
15:37
< froztbyte>
but 7 is certainly usable and good, within that scope
15:37
< Tarinaky>
XP is certainly useable and good within that scope.
15:37 * Vornicus hasn't yet been able to upgrade to win7
15:37
< Tarinaky>
My point is that Vista was not.
15:37
< froztbyte>
Tarinaky: yeah, there's still backwards-capable API stuff for those in Win7
15:37
< Tarinaky>
Which leaves XP as the 'last good' (within that scope) version.
15:38
< Tarinaky>
So it's not infinite backwards compat.
15:38
< froztbyte>
you're judging this wrong
15:38
< froztbyte>
if you're going to be building your point around software built for 98 and 2k, we should all be writing code for POS interfaces and printing with serial lineprinters
15:39
< froztbyte>
fact: win7 still has API capability stretching back to 9x and earlier
15:39
< Tarinaky>
I'm not talking about the API though.
15:39
< froztbyte>
(depending which nooks you look at)
15:39
< Tarinaky>
I'm talking about people making a fuss that someone dare not upgrade to 7.
15:39
< froztbyte>
that's not what I'm talking about now
15:40
< Tarinaky>
Well it's what I'm talking about.
15:40
< froztbyte>
<froztbyte> anyway, I just don't see the need for XP anymore...this infinite backwards compatibility thing just adds pain to life
15:40
< Tarinaky>
Have been talking about.
15:40
< Tarinaky>
And will continue to talk about.
15:40
< froztbyte>
which, as far as I know, microsoft has went with for win8 as well
15:40
< froztbyte>
they've started dropping back-compat in win8
15:40
< Tarinaky>
Win8 looks terribad.
15:40
< froztbyte>
metro appears to be built around touch interfaces, yeah
15:40
< froztbyte>
I haven't tested it out yet
15:41
< Tarinaky>
And they got rid of the startmenu...
15:41
< froztbyte>
...so?
15:41
< Tarinaky>
Windows 7 had just made them awesome.
15:41
< Tarinaky>
And then they go and remove it?
15:41
< froztbyte>
I'd be willing to guess it's not removed, so much as reimplemented elsewhere in the scheme of things
15:41
<~Vornicus>
the start menu has been replaced with the entire desktop, basically
15:42
< froztbyte>
but, like I say, I haven't tried out the latest tech demos yet
15:42
<~Vornicus>
from what i can tell
15:42
< froztbyte>
I probably could, the image is here in the office somewhere
15:49
< ShellNinja>
http://www.neatorama.com/2012/06/14/internet-explorer-7-tax/
15:56
< Tarinaky>
Idly.
15:56
< Tarinaky>
Does Windows 7 support having a second monitor at a different resolution?
15:56
< Tarinaky>
As like a second desktop.
15:56
< Tarinaky>
Rather than spanning one desktop across both?
15:59
< Tarinaky>
I ask because otherwise there's not much point keeping this second monitor around.
16:04
< gnolam>
How do you mean?
16:05
< froztbyte>
Tarinaky: it does
16:05
< froztbyte>
gnolam: monitor 1 at 1920x1080, monitor 2 at 1024x768
16:05
< froztbyte>
or somesuch
16:05
< froztbyte>
I often have to do that for the TV in the boardroom from my laptop
16:06
< gnolam>
Why... wouldn't it?
16:06
< froztbyte>
although I should note that's also a driverflavour thing
16:06
< froztbyte>
gnolam: because people fail at writing drivers :)
16:06
< gnolam>
I mean, that's been a feature of every multi-monitor OS /ever/?
16:16
< Tarinaky>
I can't get Windows XP to do it.
16:16
< Tarinaky>
It'll only have both monitors at the same aspect resolution with one as left or top and the other as right or bottom.
16:16
< Tarinaky>
Which is completely piging useless as one monitor is widescreen and the other isn't.
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16:21 * iospace is looking at PCD diagrams and schematics!
16:21
< iospace>
FINALLY A SLIGHT CHANGE OF PACE
16:23
< iospace>
*PCB
16:44
<~Vornicus>
hooray pcb schematics
16:44
< iospace>
Vornicus: they're two seperate thigns
16:45
<~Vornicus>
well fine, but
16:45
< iospace>
:P
16:58
<@ToxicFrog>
death to pcb schematics
17:03 ShellNinja is now known as Crickets
17:20 EvilDarkLord is now known as Maze
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18:30
< gnolam>
http://i.imgur.com/Wx91Z.jpg
18:32
< iospace>
... ok wordpress i can understand
18:32
< iospace>
the others... what?
18:41
< gnolam>
Yes.
18:41
< gnolam>
Not only is there a "Spotify for Dummies", but it's all classed as "Computer Science".
18:41 * iospace head desks
18:45 * Tarinaky hmmms.
18:49
< Tarinaky>
Investing, Personal Finance, Entrepenership?
18:49
< Tarinaky>
Is this a book store dedicated to bollocks?
18:49
< Tarinaky>
+Real Estate
18:50
< Tarinaky>
"I had a dream of openning a book store that only sold self-help and crappy 'Learn arsewiping for morons in 27.5 hours' books."
18:51
< Tarinaky>
"We can have a secondary line in crystals and aura readings."
19:01
< gnolam>
:)
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19:03
< Tarinaky>
Learn Arsewiping in 27.5 hours using our handy format of 42 39 minute long exercises!
19:03
< Tarinaky>
(Three exercises being given over entirely to the subject of locating one's arse.)
19:04
< Tarinaky>
The enclosed CD/website includes a high-resolution map.
19:05 Crickets is now known as ShellNinja
19:05
< Tarinaky>
And the first handy hint reads: "Top Tip! You'll have an easier time using both hands!"
19:05 * Tarinaky decides to stop flogging this joke now >.>
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21:42 * ToxicFrog looks at Moai, determines it unsuitable for Warpcore
21:50 * ToxicFrog pokes IMAP5 interrupt handling with a stick
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22:35
< gnolam>
Parts are being ordered. Eeeeexcellent.
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22:42 * ToxicFrog stabs Quassel
22:42
<@ToxicFrog>
Why do none of these client/server IRC clients support DCC?
22:44
<&McMartin>
Maybe they don't want to try to decide whether the client or the server is the "client" in "Direct Client to Client"
22:45 * Tarinaky really wishes he'd done a proper design for his game now -.-
22:45 * Tarinaky sighs loudly.
22:46
<@ToxicFrog>
McMartin: so pick one. Or make it an option.
22:46
<&McMartin>
I didn't say it was a *good* reason~
22:46
<@ToxicFrog>
I mean, some BNCs support DCC just fine (the answer is "the client", which is not actually the answer I want)
22:47
< gnolam>
AHEGAOEIHGOALEIHGN
22:47
<@ToxicFrog>
Tarinaky: that sounds familiar~
22:47
< Tarinaky>
Well, I figured I always spend too long planning and never finish.
22:47
< Tarinaky>
So I figured I'd just try to get it made, badly.
22:48
< Tarinaky>
Obviously the end product is coming out poor.
22:48 Rhamphoryncus [rhamph@Nightstar-5697f7e2.abhsia.telus.net] has joined #code
22:57 iospace is now known as io|gone
23:11 Ariii [Ariii@Nightstar-f695463f.cicril.sbcglobal.net] has joined #code
23:32
<~Vornicus>
I read that as "omegaglobahedron" for some reason
23:34
<~Vornicus>
(gnolam's yelling at clouds, that is)
23:34
< Tarinaky>
Trying to rewrite the game later so that clients only receive the information needed to fill out a turn report (and not enemy positions they don't know about) will be... difficult.
23:34
<~Vornicus>
TF: for the record I haven't successfully done a DCC transfer on semi-standard clients in ages.
23:34
< gnolam>
That was just me going into apoplexy over how shitty search engines are today.
23:35
< Tarinaky>
Although I suppose not impossible.
23:35
< gnolam>
But hey, maybe I have a career as an oracle ahead of me.
23:35
< Tarinaky>
Incidentally, what's Python's support for TCP like?
23:37
<~Vornicus>
Awesome.
23:37
<~Vornicus>
Open a socket? It does absolutely everything a file stream does.
23:37
< Tarinaky>
Inb4 someone complains that I'm using TCP and not UDP :p
23:37
<~Vornicus>
Tarinaky: turn based games are perfectly fine for tcp
23:37
< Tarinaky>
Yeah.
23:38
< Tarinaky>
That's what I figured.
23:38
<~Vornicus>
UDP is for when you have stuff where you don't have time to do anything but Just Push Data
23:38
<~Vornicus>
And even then, TCP is often fast enough anyway~
23:39
< Tarinaky>
A few days ago I came up for a t-shirt slogan: "Drop bombs, not packets."
23:39
< Tarinaky>
I'm not sure how witty it is >.>
23:39
<~Vornicus>
not very
23:39
< Tarinaky>
Fair enough then.
23:40
<~Vornicus>
or, really, at all
23:41
<@ToxicFrog>
Vornicus: DCC requires the sender to have the DCC port open incoming. Anyone behind a NAT (which is nearly everyone these days) probably doesn't unless they've specifically configured both NAT and IRC client for it.
23:41
<@ToxicFrog>
That said, I use DCC a lot.
23:41
< celticminstrel>
NAT?
23:41
<~Vornicus>
Network Address Translation
23:42
< celticminstrel>
Oh hey, I can google right from my IRC client.
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23:53 mode/#code [+ao Derakon Derakon] by ChanServ
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--- Log closed Wed Jul 04 00:00:02 2012
code logs -> 2012 -> Tue, 03 Jul 2012< code.20120702.log - code.20120704.log >

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