--- Log opened Wed Jul 04 00:00:02 2012 |
00:08 | < gnolam> | Hey, that's 50 g saved. |
00:09 | < gnolam> | (BTW, it feels slightly ridiculous to look at components and go "75 g? Oof, that's a bit heavy...".) |
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00:50 | <@ToxicFrog> | Aaaand Smuxi doesn't scale well to large numbers of channels at all. |
01:10 | | * Vornicus wanders the Game Maker forums, finds that none of the posts that mention paths lately answer his question. |
01:10 | <&McMartin> | Does End Of Path fire on the beginning of a path? |
01:10 | <~Vornicus> | No. |
01:10 | <&McMartin> | Er, let me rephrase |
01:10 | <&McMartin> | "fire if you hit location 0 on the path while moving backwards" |
01:10 | <~Vornicus> | Yes. |
01:11 | <~Vornicus> | but I get /really crazy behavior/ immediately afterwards. |
01:12 | <~Vornicus> | Behavior that is completely invisible when moving in the positive direction. |
01:12 | <&McMartin> | Hmm. |
01:12 | <&McMartin> | That sounds like a bug to me, then. |
01:13 | <~Vornicus> | Most likely. |
01:13 | <&McMartin> | In the meantime, maybe you can set it to stop at end of path and do end-of-path handling yourself by checking path-speed and path-position in Step. |
01:19 | <&McMartin> | Other, spectacularly sleazy, things one could do would be mutating the path based on direction with path_flip() and path_mirror() |
01:20 | <~Vornicus> | Oh that would be sleazy indeed. |
01:21 | <&McMartin> | The least sleazy thing to do would actually be to not use paths at all but an internal field or division of the playfield that knows what Up/Left/Right/Down means when it's not a true direction within that box. |
01:24 | <~Vornicus> | I chose paths because I could see how to do not only forcing but natural drift and autostop. |
01:24 | <~Vornicus> | but man the bugs. |
01:24 | <&McMartin> | Yeah |
01:24 | <&McMartin> | Hm |
01:24 | <&McMartin> | Do you have a link to their bug tracker? |
01:24 | <&McMartin> | If not, I do, so if you can set up a test case I might be able to post it, unless it's since closed. |
01:31 | <~Vornicus> | I don't have their bug tracker. I'll build one up when I'm done washing dishes. |
01:31 | <&McMartin> | Great, thanks |
01:49 | < Rhamphoryncus> | ToxicFrog: a lot of routers use packet snooping to detect DCC and open a port. Seriously. |
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02:11 | <~Vornicus> | Okay. minimal example made. |
02:12 | <&McMartin> | If you can post it somewhere I can get at it, I'm curious to see if this is a bug GM Studio fixes |
02:12 | <&McMartin> | (I assume you're using GM8.1 Free here?) |
02:12 | <~Vornicus> | Yes. |
02:15 | <~Vornicus> | http://vorn.dyndns.org/theonewiki/FrontPage?action=AttachFile&do=get&target=path _bug.gm81 that should do. 12kb of gm8.1 free |
02:15 | <~Vornicus> | (including 3 graphics stolen from the shooter tutorial) |
02:16 | <~Vornicus> | Fun bit is that /even the first path the thing gets on is done wrong/ |
02:17 | <~Vornicus> | Expected behavior is that both planes do what the left plane does. Actual behavior? Uh... |
02:19 | <&McMartin> | Yeah, OK, that's doing wacky teleporty stuff even in GM:Studio |
02:20 | <~Vornicus> | does GM standard or GM studio provide automatic lego-script translation? |
02:20 | <&McMartin> | Vorn: You should see if you can get at bugs.yoyogames.com |
02:20 | <&McMartin> | You mean, something that turns the Mindstorms stuff into raw GML? |
02:20 | <~Vornicus> | looks like I can make an account |
02:20 | <~Vornicus> | Yeah |
02:20 | <&McMartin> | Not that I'm aware of. |
02:21 | <&McMartin> | A pity because it doesn't seem like it would be that hard. |
02:22 | <&McMartin> | Apparently in Days of Yore GML was much slower than lego-script |
02:26 | <~Vornicus> | soon as the email shows up... |
02:33 | <~Vornicus> | still no email |
02:33 | <&McMartin> | Weird, mine was instantaneous. Check your spam folder? |
02:34 | <~Vornicus> | there it is |
02:34 | <~Vornicus> | only took 15 minutes. |
02:35 | <@rms> | http://www.vanityfair.com/online/daily/2012/07/microsoft-downfall-emails-steve-b allmer |
02:50 | <~Vornicus> | http://bugs.yoyogames.com/view.php?id=4864 and bug report. |
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03:29 | <~Vornicus> | Failboat! |
03:30 | <&McMartin> | ? |
03:30 | <&McMartin> | TF or GM~ |
03:31 | <~Vornicus> | TF |
03:31 | <~Vornicus> | I've given up on GM for a little while |
03:47 | <~Vornicus> | I guess checking it every 3 minutes for a resolution or something isn't healthy behavior |
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06:09 | | * Vornicus has a random ponder |
06:10 | <~Vornicus> | You know how some blogs give users who don't have their own avatars these square patterny things? I wonder how they make those |
06:31 | < Tarinaky> | I can think of too many ways of doing what you describe. |
06:31 | < Tarinaky> | Depending on what assumptions I make about what you haven't said. |
06:47 | <@Tamber> | Vornicus, It's a gravatar thing, I think; if they don't have a gravatar account, they get an avatar generated from their email address. |
06:49 | <@Tamber> | And, apparently, gravatar's pattern avatar thing is just lifted from: http://scott.sherrillmix.com/blog/blogger/wp_identicon/ |
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08:54 | < Rhamphoryncus> | Oh look, I made another false start. Yes, I should switch to procedural generation when I get zoomed in, but I should also stop using a heightmap at that point. Pretty details like rocks and trees will be the majority of triangles |
09:00 | < Rhamphoryncus> | And from there I'm questioning even using a heightmap |
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09:58 | < Tarinaky> | Rhamphoryncus: Normal mapping? |
09:58 | < Rhamphoryncus> | hrm |
09:58 | < Tarinaky> | I think a height map and a normal map are the same thing anyway |
09:59 | < Rhamphoryncus> | Closely related |
09:59 | < Tarinaky> | Might be missing something subtle though. |
09:59 | < Rhamphoryncus> | a height map only supplies the z. A normal map supplies x/y/z |
09:59 | < Rhamphoryncus> | At least that's my understanding. I haven't found a really good authoritative source for the terminology. |
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10:04 | < Rhamphoryncus> | A normal map is essentially a vertex buffer, but I suppose as a texture you get more options for format or compression |
10:08 | < Tarinaky> | My understanding is that since the normal is... well... normal to the surface you only need a dz in x and y to calculate it. |
10:08 | <@TheWatcher> | A normal map stores vectors describing where the surface normal is pointing at any given time. When used during lighting, it can give the appearance of surface deformation, but it is not in any way a heightmap, it's a visual trick, and one that breaks down quickly |
10:09 | < Rhamphoryncus> | Okay, it is the wrong term |
10:09 | < Rhamphoryncus> | displacement map? |
10:09 | < Tarinaky> | Isn't that another word for height map? |
10:10 | <@TheWatcher> | yep |
10:10 | < Tarinaky> | Anyway. I'm trying to figure out 'Special Technology' for my game. |
10:10 | < Tarinaky> | So far I only have 8... |
10:10 | < Tarinaky> | Which isn't really enough :/ |
10:11 | < Tarinaky> | Ideally I probably need something like 10->20 to make it practically impossible to nab all of them. |
10:13 | <@TheWatcher> | Uh, whut? |
10:14 | < Tarinaky> | The notion is that instead of customising your race before the game there's a bunch of tech items that you can unlock. |
10:14 | < Tarinaky> | And that's your customisation. |
10:15 | < Rhamphoryncus> | According to wikipedia with displacement mapping "displacement direction is usually the local surface normal". I guess the "usually" is where I'm having trouble |
10:16 | < Rhamphoryncus> | I'm sure I've seen a form where you'd displace in arbitrary directions per-vertex |
10:17 | < Rhamphoryncus> | So you could take a face and have an actual nostril in the nose |
10:19 | < Rhamphoryncus> | hrm. Maybe I am confusing the mesh with the normal map :( |
10:19 | < Rhamphoryncus> | http://static.skyrim.nexusmods.com/mods/images/30-2-1321543235.jpg |
10:20 | < Rhamphoryncus> | Interesting that it implies the blockiness is purely from the normal, not the mesh |
10:23 | < Rhamphoryncus> | That does kinda explain why they still look like crap *g* |
10:26 | < Rhamphoryncus> | Triangles are a great primitive, but they'd be even better if I didn't see them. To quote futurama: "When you do things right, people won't be sure you've done anything at all" |
10:27 | < Rhamphoryncus> | Applies to many thing. Pretty sure I heard a similar comment years ago on chip foose's overhaulin' |
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--- Log closed Wed Jul 04 13:26:14 2012 |
--- Log opened Wed Jul 04 13:26:22 2012 |
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14:33 | < sshine> | it would be cool if there were an image format that allowed different screen resolutions of it by only downloading portions of the data and then antialiasing it. |
14:35 | < gnolam> | ? |
14:44 | < sshine> | sort of like those JFIF images that allow you to load itself with increasing precision / decreasing blur |
14:45 | < sshine> | it'd be neat if the information necessary to represent a 512x512 image as a 256x256 image was available in the first half of the file. |
14:46 | < sshine> | I suppose such a format would be easy enough if it were a bitmap, but adding compression, I don't know. |
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15:52 | < gnolam> | Descriptive naming FTW. |
15:55 | < gnolam> | Another guy's making a simulator (for Android) of the same radiac I implemented in my first iteration of the Half-Life 2 project. |
15:58 | < gnolam> | They asked how I created the sounds for it ("I recorded them. Good thing I have understanding neighbors.") and how they could get hold of them. |
15:59 | < gnolam> | Even though I haven't worked on it in two years, I could find the folder and just attach all the samples to an e-mail with one line of documentation: "file names should be self-explanatory". |
16:05 | | * Alek thumbs up. |
16:08 | < gnolam> | (And yes, the "understanding neighbors" thing is no joke. Most of the sounds are its various alarms. Which are LOUD. >_<) |
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--- Log closed Wed Jul 04 16:22:07 2012 |
--- Log opened Wed Jul 04 16:22:15 2012 |
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17:43 | <@rms> | sshine: You mean something like SVG or JPEG (which can store a thumbnail inside itself)? |
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17:58 | <~Vornicus> | progressive image storage |
18:01 | < sshine> | rms, something like that, yes, but at a fixed point at the beginning. |
18:01 | < sshine> | rms, and perhaps even at several resolutions. |
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18:16 | <~Vornicus> | I guess expecting my bug to get looked at overnight on a major US holiday actually is too much to ask~ |
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22:20 | <&McMartin> | Vornicus: Hey, they're primarily UK~ |
22:20 | <&McMartin> | It takes a few days, though. |
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22:57 | <&jerith> | https://speakerdeck.com/u/jerith/p/riak -- My slides about a database that makes me happy. |
23:03 | <&McMartin> | The slides or the db? |
23:04 | <&jerith> | The db. |
23:04 | <&jerith> | The slides aren't as good as I'd like. |
23:04 | <&jerith> | (Mostly because I suck at making slides.) |
23:05 | <&McMartin> | 08:07 < gnolam> (And yes, the "understanding neighbors" thing is no joke. Most of the sounds are its various alarms. Which are LOUD. >_<) |
23:05 | <&McMartin> | I have this mental image of you screaming "WOOP WOOP WOOP OH MY GOD WHAT ARE YOU DOING" in Swedish at a microphone here |
23:09 | < gnolam> | Heh |
23:09 | | * jerith grins. |
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23:28 | < gnolam> | It was actually mostly "beep, damn you, beep!". You can set the alarm limits pretty darned low, but you can't set them to zero. So I needed a bit of luck for the dose rate alarm and patience for the dose alarm. |
23:29 | < gnolam> | And it got interesting when I'd set it to accumulate dose and forgotten about it. |
23:29 | <&McMartin> | Oh, I see, you were recording the sounds made by a physical device for a virtual simulation of it? |
23:30 | <&McMartin> | Also, I've noticed that when I'm using a language like Python or a functional language, descriptive names take over most of what I use comments for in C++ or Java. |
23:31 | < gnolam> | Yep. |
23:32 | <&McMartin> | I have gotten... less of a handle on that in Clojure, it seems. |
23:32 | <&McMartin> | However, thanks to Swing bindings, I am *absolutely* going to be porting my Klotski AI to it. |
23:33 | <&McMartin> | (It's currently in Haskell) |
23:33 | <&McMartin> | (DEATH TO SLIDING BLOCK PUZZLES) |
23:46 | <&McMartin> | Oops |
23:46 | | * McMartin accidentally opens cmd.exe in Notepad++. |
23:47 | <&McMartin> | Vornicus: I forget, do you automatically monitor every bug you file? |
23:48 | <&McMartin> | Since I got an email reporting that I was watching your bug when I started watching it |
23:56 | < celticminstrel> | Uh, what? Why no descriptive names in C++/Java as well? |
23:56 | < celticminstrel> | Also, what's this about sliding block puzzles? |
23:56 | <&McMartin> | They aren't enough there. |
23:56 | <&McMartin> | Death to them |
23:57 | < celticminstrel> | Why? |
23:57 | <&McMartin> | The language primitives aren't rich enough to let you express everything in terms of your variable names and core functions. |
23:57 | < celticminstrel> | Okay... |
23:57 | <&McMartin> | A list comprehension is "self-documenting" in ways that a triply-nested loop is not. |
23:58 | < celticminstrel> | Ah. |
23:58 | <&McMartin> | There are some universal conventions that help |
23:59 | <&McMartin> | Naming a variable 'x' from a collection named 'xs' is the standard marker for 'this is a type-polymorphic function', for instance, in Haskell and Clojure. |
23:59 | <&McMartin> | That *is* self-documenting in C++ and Java in that doing that there involves template/generic syntax. |
--- Log closed Thu Jul 05 00:00:16 2012 |