--- Log opened Mon Dec 10 00:00:00 2012 |
--- Day changed Mon Dec 10 2012 |
00:00 | <~Vornicus> | I was thinking about tht sort of thing |
00:02 | | You're now known as TheWatcher[zZzZ] |
00:03 | <&ToxicFrog> | And then there's a few uber-powerful things that require one-time boss drops. |
00:05 | <&ToxicFrog> | The problem there is that you still get the perverse incentive to grind for them once they become grindable, but you could always drop that phase entirely. |
00:07 | <&ToxicFrog> | (oh yeah, there's also the DKS approach - for the first half, crafting ingredients are chest items. For the second half, you get pet NPCs you can tell what ingredients you want and they'll run off in the background and fetch them) |
00:07 | <~Vornicus> | DKS? |
00:07 | <&ToxicFrog> | Dragon Knight Saga. |
00:07 | <~Vornicus> | aha |
00:07 | <&ToxicFrog> | Divinity II. |
00:08 | <&ToxicFrog> | (there are also a few crafting items used for top-tier stuff that are chest items throughout the game and can never be gotten by your NPCs) |
00:08 | <&ToxicFrog> | (thus imposing a hard upper limit on, for example, the number of class 10 enchantments you can perform) |
00:18 | <&Derakon> | I guess the main thing I was trying to get at is that if your ingredients are rare random drops, then you have to grind for them; conversely, if they're common random drops then you might as well just give the player the crafted items directly. |
00:18 | <&Derakon> | I hadn't thought of the "they are handed out at fixed points" approach. |
00:19 | <~Vornicus> | My goal here is for Significant Objects to be the result of solving dungeons or defeating bosses |
00:20 | <&Derakon> | Right. |
00:22 | <&ToxicFrog> | With "common random drops" it's not quite equivalent, because a drop of a crafting item is the potential for a whole bunch of other things, and there might be tradeoffs (eg, you can turn five of these into a healing potion, or five + some other thing into a buff potion, or 50 into a permanent enchant for a weapon) |
00:22 | <&ToxicFrog> | This still means there's an incentive for the player to just grind until they have enough to make everything they want, though. |
00:24 | <~Vornicus> | The thing I want here is for the player's grind time to be limited and broken up into small chunks. |
00:26 | <~Vornicus> | "hm. Okay I want to improve my spear, that means I need feathers, feathers are dropped by dire crows, dire crows live here, let's go" and then five minutes later he's back at home base with all the crow feathers he needs and he won't find any use for more until after he's gotten another Significant Object. |
00:27 | <&Derakon> | I think it'd be better to do that by giving the player a Bag of Feathers when they complete the dire crow dungeon, which acts as an unlimited supply. |
00:28 | <~Vornicus> | And that might happen later in the game; at the moment of that discussion though dire crows are a sensible challenge and they feel like a fight instead of a crushing. |
00:35 | | himi [fow035@D741F1.243F35.CADC30.81D435] has joined #code |
00:35 | | mode/#code [+o himi] by ChanServ |
00:44 | <&ToxicFrog> | Hmm |
00:44 | <&ToxicFrog> | Other random thoughts, this is basically the Atelier (mainline) system broken down into its basic form - |
00:44 | <&ToxicFrog> | You have four actions you can take, Craft, Market, Explore, or Harvest. |
00:45 | <&ToxicFrog> | Craft turns items into other items. Market lets you exchange items and money. Both of these take one day. |
00:46 | <&ToxicFrog> | Explore is a dungeon crawl in which you tag resource points and takes several days. Harvest is slightly faster and gets you the items from all the tagged points in the area you're harvesting. Areas can be explored multiple times (for example, if you had to turn back due to lack of supplies, or if you've gotten new abilities since you last explored, you might be able to reach new areas and thus tag new resource points). |
00:46 | <&ToxicFrog> | The hard limit is time, since objectives must be accomplished within the time limit; this is what keeps the player from just exploring each area once and then hitting "harvest" a thousand times. |
00:47 | | Orthia [orthianz@Nightstar-6ca59a6f.callplus.net.nz] has quit [Ping timeout: 121 seconds] |
00:47 | | Orthia [orthianz@Nightstar-6ca59a6f.callplus.net.nz] has joined #code |
00:47 | | mode/#code [+o Orthia] by ChanServ |
00:48 | <&ToxicFrog> | If you need stuff in a hurry, you effectively trade money for time by buying stuff at the market; if you complete an objective with time to spare, you can "bank" that time by making extra items and either storing them for use in completing future objectives or selling them at the market. |
00:48 | <&ToxicFrog> | Not sure how relevant this is to a game that doesn't have that pervasive time pressure, though. |
00:52 | <&ToxicFrog> | And yeah, I'd agree with Derakon there; the crows shouldn't be grindable, they should be a challenge that, once overcome, gives you a feather supply. |
00:52 | <&ToxicFrog> | If there's only one thing to spend feathers on initially, and new things to spend feathers on don't appear until the point where crows are trivial, this is functionally equivalent but much less aggravating for the player. |
00:52 | <&ToxicFrog> | And gives a reason to complete the crow dungeon rather than just farming the first room for half an hour. |
01:06 | | Orthia [orthianz@Nightstar-6ca59a6f.callplus.net.nz] has quit [[NS] Quit: Going dooooown...] |
01:26 | | iospace is now known as io\PACKERS |
01:42 | | Derakon [Derakon@Nightstar-a3b183ae.ca.comcast.net] has quit [Client exited] |
01:49 | <@Reiv> | You could take that further, such that you have Tokens and you have Supplies: Tokens are what you kill a boss to get; there might be a couple dozen in the game. They're the Crimson Jewel you put into a spear/sword/staff/whatever to level up a weapon or whatever. Then you have Supplies, which are once-you-have-it-you've-got-it. |
01:50 | <@Reiv> | So once you kill the Ravens, you have Raven Feathers. You don't go back for more, but now you can make Swift Sabers with said Crimson Jewel, or whatever. |
01:51 | <@Reiv> | But you do need the Crimson Jewel /and/ to have beaten the crap out of the Ravens in order to get the Swift Saber. |
01:51 | | * Reiv ponders |
01:52 | <@Reiv> | Which is to say, I think, that you have finite tokens, and binary (Have v have-not) supplies. |
01:52 | <~Vornicus> | What I'd kind of like, thinking on it: |
01:53 | <@Reiv> | Then you scrap gold and loot-drops altogether, beyond maybe for consumable supplies (potions etc). Though even that feels a little off; almost as if it'd be better to scrap that concept entirely and go with cooldowns instead, with Tokens letting you pick whether you go for 6 Health 2 Mana or 3 Health 5 Mana or whatever. |
01:53 | <@Reiv> | Grinding thus gets cut out entirely. |
01:53 | <@Reiv> | ... unless you desire a respec. Haha. |
01:55 | <@Reiv> | Then you go back and grind if you want, and you get to re-select your upgrade point on said node. |
01:55 | <~Vornicus> | you should be able to get a resource to the point where it is trivially farmed or whatever by the civilians; this may however take "civilizing" the area. Think about, for instance, geneforge: when you kill a monster spawner, basically the area becomes safer. Find the thing that's turning crows into dire crows and suddenly you've got a basically unlimited supply of feathers because the fletcher |
01:55 | <~Vornicus> | goes "I need feathers" all by himself |
01:55 | <@Reiv> | Sure. |
01:55 | <@Reiv> | The Supply need not be an inventory slot, beyond the first (And even that is simply thematic plot coupon) |
01:56 | <@Reiv> | Insomuch as "Once you've killed the Ravens, you now have Feathers." |
01:56 | <@Reiv> | If you wish to change your mind as to whether you made a Swift Sword instead of a Sterling Sword, though, you still need to go back and kill Ssob again. |
01:56 | <~Vornicus> | What I mentioned the other day - you can carry as much crafting material as you want - may be counterproductive if I want the goal of the game to be "save the world" |
01:57 | <@Reiv> | Depends on the time pressure you wish to imply. |
01:57 | <~Vornicus> | On the other hand I do want it vaguely minecraftish in that one of your big tasks is to Build Stuff. |
01:58 | <@Reiv> | Build stuff in the sense of... hm |
01:58 | <@Reiv> | heh |
01:59 | <@Reiv> | Not quite sure how you'd manage it for fighter/wizard/rogue/archer or whatever |
01:59 | <@Reiv> | But you're a *Blacksmith* off to save the world. |
01:59 | <@Reiv> | You're crafting your tools and weapons as you go. |
01:59 | <~Vornicus> | What I've been looking at here, and this is one of the big ones, is that all your weapons are tools too. |
01:59 | <@Reiv> | Be these magic hammers that weild lightning and wind, or merely really awesome plate mail, is...~ |
02:02 | <@gnolam> | Vornicus: "Every tool is a hammer"? |
02:02 | <~Vornicus> | heh |
02:06 | | VirusJTG_ [VirusJTG@Nightstar-09c31e7a.sta.comporium.net] has joined #code |
02:07 | | VirusJTG [VirusJTG@Nightstar-09c31e7a.sta.comporium.net] has quit [Ping timeout: 121 seconds] |
02:07 | <~Vornicus> | But your sword gets you through underbrush and your axe hews both logs and foes and your Quake Medallion kills the shit out of ground enemies and reveals caves and... |
02:11 | <@gnolam> | The Quaker Medallion OTOH automatically multiclasses you with "Priest", but doesn't allow you to kill anyone. |
02:22 | | Thalass|slep [thalass@Nightstar-a93a3641.bigpond.net.au] has joined #code |
02:24 | | mac [mac@Nightstar-fe8a1f12.il.comcast.net] has joined #code |
02:31 | | VirusJTG_ is now known as VirusJTG |
02:46 | <~Vornicus> | arg. I need pills or something, seriously. |
02:46 | <@gnolam> | ? |
02:50 | <~Vornicus> | too many things I want to try and I keep bouncing my focus between them. |
02:52 | | * Alek patpats Vorn. |
03:17 | | VirusJTG [VirusJTG@Nightstar-09c31e7a.sta.comporium.net] has quit [[NS] Quit: good night all] |
03:17 | | * Vornicus had this crazy idea for doing pathfinding over a heightfield which would be a ridiculous calculus tour de force and is pretty sure it's not actually, you know, Possible, but |
03:20 | | Kindamoody[zZz] is now known as Kindamoody |
04:16 | <@Reiv> | "Microsoft Excel is waiting for annother application to complete an OLE action" |
04:16 | <@Reiv> | I was trying to copy+paste from one spreadsheet with filtered rows to a new fresh spreadsheet for dessemination. |
04:16 | <@Reiv> | Should I be waiting, pasting, or panicing? |
04:18 | | Orthia [orthianz@Nightstar-6ca59a6f.callplus.net.nz] has joined #code |
04:18 | | mode/#code [+o Orthia] by ChanServ |
04:18 | <&McMartin> | That other application is being slow and/or crashed |
04:19 | <@Reiv> | OK, cheers |
04:20 | | * Reiv shall wait it out. Is fairly used to it by now. |
04:21 | <@Reiv> | yep, slow |
04:21 | <@Reiv> | cheers; the error message was just a tad unnerving. |
04:22 | <&McMartin> | OLE is "Object Linking and Embedding", that is, somewhat more sophisticated Drag-and-Drop but not ActiveX. |
04:29 | | syksleep is now known as Syk |
04:29 | < Syk> | ok, time to call up a business and die of social anxiety! :D |
04:31 | <&McMartin> | I suggest hard drinking! |
04:31 | <&McMartin> | But after the call. |
04:35 | < Syk> | lols |
04:36 | < Syk> | ok... lets see how badly I fail here |
04:36 | <@io\PACKERS> | that's game |
04:37 | <@io\PACKERS> | oops |
04:37 | < Syk> | ffffuck sake why does nobody ever answer their fucking phones :| |
04:39 | | io\PACKERS is now known as iospace |
04:39 | <@iospace> | Syk: because |
04:40 | < Syk> | :| i might just have to go there physically and say hello |
04:42 | <@iospace> | do eeet |
04:44 | < Syk> | ugh i might sort out my broadband first |
04:44 | < Syk> | i have a horrible suspicion that Telstra might be closing up until Feb |
04:45 | | Derakon [Derakon@Nightstar-a3b183ae.ca.comcast.net] has joined #code |
04:45 | | mode/#code [+ao Derakon Derakon] by ChanServ |
04:51 | < Syk> | ughhhhh |
04:51 | < Syk> | :| nobody is there when I call anyone |
04:56 | <&McMartin> | OK, that is much better |
04:57 | | * McMartin gets his patterned-floodfill code from 7.5 minutes down to a little under 7 seconds. |
04:57 | <&Derakon> | How much area are you floodfilling? |
04:58 | <~Vornicus> | Not that much, iirc |
04:58 | <&McMartin> | I had originally been trying to make floodfill happen as an emergent property of other stuff, but this turns out to be a bad move for several reasons. |
05:02 | <&McMartin> | Before: https://hkn.eecs.berkeley.edu/~mcmartin/games/DD/zone_1.txt |
05:02 | <&McMartin> | After: https://hkn.eecs.berkeley.edu/~mcmartin/games/DD/zone_1_textured.txt |
05:03 | <&Derakon> | B and A are presumably left and right brick-ends, so what's C? |
05:03 | <&McMartin> | Symmetric half-brick |
05:04 | <&Derakon> | Ah. |
05:04 | <&McMartin> | (A is the left brick-end, actually) |
05:04 | <&Derakon> | So you could theoretically just use C everywhere and look rather terrible~ |
05:05 | <&McMartin> | That was not the problem I intended to solve~ |
05:05 | <&McMartin> | Anyway, given a repeated texture of tiles and an 'anchor point' I can do textured floodfill as far as it can go |
05:06 | <&McMartin> | The C stuff is a pair of additional passes that clean up loose ends. |
05:06 | <&McMartin> | And the real goal here was to be able to write: |
05:06 | <&McMartin> | (def brick (comp half-brick (fixpoint brick-fill))) |
05:07 | <&Derakon> | Buncha Lisp addicts~ |
05:07 | <&McMartin> | Pretty soon I'll have to actually start writing graphics code again. |
05:07 | <&McMartin> | I'd really prefer an infix operator for comp, but the Java libraries for image manipulation are way too convenient. |
05:07 | <&Derakon> | ...are you using Haskell to write DD? |
05:08 | <&McMartin> | No |
05:08 | <&McMartin> | I'm using Clojure to write the tools to generate the data for it. |
05:08 | <&McMartin> | DD is C++ |
05:08 | <&Derakon> | Ah. |
05:08 | <@froztbyte> | <Syk> i have a horrible suspicion that Telstra might be closing up until Feb |
05:08 | <@froztbyte> | ouch. |
05:08 | <@froztbyte> | telstra does actually sound worse than telkom |
05:08 | < Syk> | froztbyte: they close all works until feb, yeah |
05:08 | <&McMartin> | java.awt.image.BufferedImage turned out to be a whole lot easier to just directly use to make spritesheets programatically than anything else I had handy. |
05:08 | < Syk> | which might be frustrating if I want to get a new line in |
05:09 | < Syk> | or fix a line up |
05:09 | | * Syk is printing little 6x4 things for her business :D |
05:09 | <&McMartin> | (And the inability to do this kind of procedural tile selection is becoming a sufficient problem in the GameMaker DD code that I believe I will ultimately have to abandon GameMaker for it.) |
05:10 | <&McMartin> | (There are ways around it, but they're hacky enough that they make even me blanch a little) |
05:10 | <~Vornicus> | Verdict from Vash: "coolies" |
05:10 | <&McMartin> | That also reminds me, I need to do an art asset check to make sure I've actually got everything Vash has given me |
05:11 | <@froztbyte> | you know, I've seen the product of some GameMaker efforts |
05:11 | <@froztbyte> | but never actually used it myself |
05:11 | <&McMartin> | It's pretty good for a scriptable engine |
05:12 | < Syk> | lol i dont have any buisiness cards yet |
05:12 | <&McMartin> | I don't really buy the idea that it's for non-programmers |
05:12 | < Syk> | so i've printed out a little spiel and my contact information on a 6x4 bit of photo card |
05:12 | <&McMartin> | And it is a little weaker about certain kinds of resource creation than it could be |
05:12 | <&McMartin> | But it's not a toy, really. |
05:12 | < Syk> | it's just like a very big business card :D |
05:12 | <&McMartin> | The old flagships used to be Iji and Spelunky |
05:13 | <&Derakon> | I don't think you can reasonably call something a toy if Iji and ...yes. |
05:13 | <&McMartin> | I think Hotline Miami is probably the new flagship. |
05:13 | < Syk> | HM is made in gamemaker? |
05:13 | <&McMartin> | IT is. |
05:13 | < Syk> | well i guess that rules out a linux port in the future then |
05:13 | <&McMartin> | Or rather, so I hear |
05:13 | <&McMartin> | Well |
05:13 | <&McMartin> | It could get "ported" the way Psychonauts did |
05:14 | <&McMartin> | DX9 emulation is supposed to be pretty decent by now, I thought |
05:14 | < Syk> | ok... i need to probably go for a run around town, it looks like |
05:15 | <&McMartin> | Overall though, it seems to be a fairly well-populated continuum, and GM lies between RPG Maker on one side and Unity on the other |
05:15 | < Syk> | put up some fliers, go barge into some businesses, etc |
05:15 | <&McMartin> | Sounds like fun |
05:15 | <&McMartin> | Show 'em there's a new sherriff in town, or whatever it is I'm supposed to say here |
05:16 | <&Derakon> | I'm missing context here. What is Syk doing? |
05:17 | <@froztbyte> | she's taking over her town |
05:17 | <&McMartin> | Starting a new service business and trying to drum up some custom, AIUI |
05:17 | <&Derakon> | Ahh. |
05:18 | <@froztbyte> | McMartin: so, I'm guessing that GM might enable noobs to actually push out content, but the quality of said content will be much higher if you actually have code skills |
05:18 | <&McMartin> | froztbyte: Kiiinda |
05:18 | <&McMartin> | It's got a JS-like scripting language, but the support for complex data structures is very weak |
05:18 | <&Derakon> | As a general rule, the more specific a tool is, the easier it is to use and the less varied stuff you can do with it. |
05:19 | <&Derakon> | RPG Maker is a very easy-to-use tool for making specific kinds of RPGs. |
05:19 | <&McMartin> | There is also a Mindstorms-like interface to the scripting language which is less powerful and harder to use. |
05:19 | <&McMartin> | Yeah. |
05:19 | <&McMartin> | RPG Maker is more of a toy. |
05:19 | <@froztbyte> | hrm |
05:19 | <&McMartin> | GameMaker is a full-scale 2D engine |
05:19 | <@froztbyte> | oh, heh, Mindstorm |
05:19 | <@froztbyte> | now there's a throwback |
05:19 | <@froztbyte> | Dacta! |
05:19 | <&McMartin> | It assumes that there is a frame rate, and there will be objects with certain guaranteed fields, which can have collisions based on graphical resources |
05:20 | | * froztbyte actually got to play with Dacta some years ago |
05:20 | <&McMartin> | Having actually spent some time writing 2D engines in my day, I can say with some authority that GM's core assumptions are general enough to not be restrictive at the engine level |
05:20 | <&Derakon> | Wait, no separate hitboxes in GM? |
05:20 | <&McMartin> | Derakon: The hitboxes are part of the Sprite resource |
05:20 | <&Derakon> | Ah, okay. |
05:20 | <&McMartin> | You set them there instead of on the object |
05:21 | <&McMartin> | And it has rectangular/circular/pixel-perfect/mask image options there, too |
05:21 | <&McMartin> | So it's got well past the basics on that. |
05:21 | <&McMartin> | (pro-tip: please never use anything that isn't rectangular or circular, omg) |
05:21 | <@froztbyte> | haha |
05:22 | <&McMartin> | (I don't mean "in GM", I mean *anywhere*~) |
05:22 | <&Derakon> | Pixel-perfect is basically worthless unless combined with rectangular anyway, since you have no idea how to interact with terrain (i.e. what direction to eject in). |
05:22 | <&McMartin> | That |
05:22 | <&McMartin> | Star Control 2 (and UQM after it, since it's the same code base) had this in spades |
05:23 | <&McMartin> | You'd occasionally have a ship carom off an asteroid harmlessly, but suddenly moving at 175x their max speed |
05:23 | <&Derakon> | >.< |
05:24 | <&McMartin> | froztbyte: So, my experience with GM is that it might lull people into thinking they don't have to deal with all the fiddly bits of game physics and as a result write up some really shitty game physics. |
05:24 | <&McMartin> | OTOH, people who *are* good at design but don't have the background to write engines, it's fantastic |
05:24 | <@froztbyte> | hmm |
05:24 | <&McMartin> | And if you can write an engine but haven't yet (*ahem*) it's a pretty solid prototyping tool |
05:24 | <@froztbyte> | I guess I should actually poke at this thing sometime |
05:24 | <@froztbyte> | even just idly |
05:24 | <&McMartin> | If you're genuinely curious about it there's a free version on Steam |
05:24 | <&McMartin> | Grab it, run through some of the tutorials |
05:25 | <@froztbyte> | well, yeah, curiousity is about where this would end as far as I know |
05:25 | <&McMartin> | I forget if the demo version has the scrolling-shooter tutorial but it runs through a number of good things |
05:25 | <@froztbyte> | my tinker projects usually tend to be things in the demoscene sort of flavour |
05:25 | <&McMartin> | Also, I still haven't taken the necessary screencaps to put my one complete GM work up on Steam Workshop yet. -_- |
05:25 | <@froztbyte> | "abuse X for new purpose Y" |
05:25 | <&McMartin> | Yeah, GM is going to be bad at demosceney stuff |
05:25 | <@froztbyte> | McMartin: tsk tsk |
05:26 | <&McMartin> | And the closest I came to scening up GM was in that very work |
05:26 | <&McMartin> | Where I more or less implemented continuations and coroutines in GM's single-threaded fixed-frame-rate event model >_> |
05:26 | <@froztbyte> | you should totally upload for fame and notoriety ;P |
05:26 | <&McMartin> | Indeed |
05:26 | <@froztbyte> | haha |
05:26 | <@froztbyte> | that's....a pretty decent achievement, actually |
05:27 | <@froztbyte> | how well did it work? |
05:27 | <&McMartin> | Well enough for the intended purpose - an AI that can plan over multiple frames. |
05:27 | <@froztbyte> | heh |
05:27 | <@froztbyte> | I've never written an AI for any useful purpose |
05:28 | <&McMartin> | It wasn't tremendously ugly, either; I just gave the AI object a vector of state variables and it would think for awhile on its update routine, and once it decided that it had thought enough for that frame it would update that vector. |
05:28 | <&McMartin> | Once it reached a decision it fired an event to the controller object telling it to read out the answer and get to work |
05:28 | <@froztbyte> | think the closest I got was writing some stuff into a snake-alike that would intentionally spawn fruit in locations as hard as possible for the player to reach |
05:28 | <&McMartin> | Yeah, this is a board game |
05:28 | <&McMartin> | So I really just need to do this make sure the game doesn't become unresponsive on moves that require lots of cogitation |
05:29 | <@froztbyte> | (the frame could wrap, and some borders in the game acted as portals too. some only one way.) |
05:29 | <@froztbyte> | (<- dick) |
05:29 | <@froztbyte> | that was pretty popular in school, actually |
05:29 | <@froztbyte> | in the days before we got computers that could play CS1.6 |
05:30 | <@froztbyte> | McMartin: aha |
05:31 | <@froztbyte> | sigh, I crashed super early last night so I could be up in time for this call |
05:32 | <@froztbyte> | and now 30min later there's still nothing |
05:32 | <@froztbyte> | though looks like the guy just responded to my mail now |
05:32 | | * froztbyte holds thumbs |
05:45 | <&ToxicFrog> | <3 SUSE |
05:52 | | * Vornicus pokes vaguely at Galactic Vorntiers |
05:53 | | himi [fow035@D741F1.243F35.CADC30.81D435] has quit [Ping timeout: 121 seconds] |
05:55 | <@froztbyte> | ToxicFrog: that's a shooting offense |
05:56 | <@froztbyte> | good lordy, I just had the most retarded screening call of all time |
05:56 | <@froztbyte> | I may actually request another person to screen me if this guy doesn't pass me along the chain |
05:56 | <@froztbyte> | him: "okay so, what is a 169 address?" |
05:56 | <@froztbyte> | me: "that's an address in the range 169.254.0.0/16, used for IPv4 auto-assignment when there's no dhcp server presence" |
05:56 | <@froztbyte> | him: "no sorry, you don't hear me. what's a 169 address?" |
05:56 | <@froztbyte> | me: *raaaaaaaaaaaaaaaaaaaaage* |
06:07 | <&ToxicFrog> | froztbyte: bring it on, I just downloaded the installer, rebooted the system into an install livesystem, configured it, and it's now installing without ever physically touching the box. |
06:14 | | shawn-p1 [Shawn@Nightstar-4db8c1df.mo.charter.com] has quit [Ping timeout: 121 seconds] |
06:19 | | * froztbyte plugs things into the network and lets pxe take care of it |
06:19 | < Syk> | http://au.news.yahoo.com/technology/news/article/-/15593189/apple-maps-strands-m otorists-looking-for-mildura/ |
06:19 | < Syk> | for your daily lols |
06:20 | | * Vornicus grumps vaguely at game data unpacking. |
06:21 | | * Vornicus is pretty vague tonight apparently |
06:24 | <&ToxicFrog> | froztbyte: in this case it's already running a different distro. |
06:25 | < Syk> | time to go and purchase a router |
06:25 | <&ToxicFrog> | What should I name a small, local backup server? |
06:25 | < Syk> | or rather, go and look at routers |
06:25 | < Syk> | and then realise that theyre all Belkins |
06:25 | < Syk> | ToxicFrog: "atomicbutts" |
06:25 | < Syk> | :D |
06:25 | < Syk> | ToxicFrog: (or "bitbucket" if you're using Seagates in it) |
06:26 | <&ToxicFrog> | No |
06:26 | <&ToxicFrog> | You are a fountain of terrible ideas tonight~ |
06:26 | <@froztbyte> | 'drawer' |
06:26 | <@froztbyte> | ?* |
06:27 | < Syk> | "libraryofcongress" |
06:27 | < Syk> | then store everything, ever in it |
06:28 | <&McMartin> | extra-life |
06:28 | | * McMartin ponders |
06:28 | <&McMartin> | I don't recall, actually... |
06:29 | <&McMartin> | ... are there any famous AIs with backup personalities? |
06:29 | <&ToxicFrog> | The recurring theme for my computers is latin names, egyptian deities, and AIs |
06:29 | <&ToxicFrog> | (this computer was previously named Thoth. Thoth has now migrated to new hardware and its old body is being repurposed.) |
06:30 | <&jerith> | What's Holly's backup personality? |
06:30 | <&ToxicFrog> | Holly? |
06:30 | <&jerith> | Red Dwarf. |
06:30 | <&ToxicFrog> | Haven't seen it. |
06:30 | <~Vornicus> | schlock had a backup, for a very short time |
06:30 | <&jerith> | Holly doesn't actually have a backup personality, but faked one for an episode. |
06:31 | <&ToxicFrog> | Nothing in Marathon or System Shock did |
06:31 | <&ToxicFrog> | Or I mean, they did, but not as distinct, concurrent personalities |
06:31 | <&jerith> | Emergency Medical Hologram? |
06:31 | | shawn-p [Shawn@Nightstar-4db8c1df.mo.charter.com] has joined #code |
06:32 | <&Derakon> | The EMH was an AI itself; it did not have its own backup AI. |
06:32 | <&McMartin> | Osiris is the "obvious" name from Egyptian mythology |
06:32 | <&jerith> | Derakon: Yes, but it was an AI that as an emergency backup system. |
06:32 | <&McMartin> | Or possibly Anubis, the caretaker of the dead |
06:32 | <&Derakon> | Uh, there was Eddie from Hitchhiker's Guide. |
06:32 | <&jerith> | Queeg is Holly's backup. |
06:32 | <@froztbyte> | <Derakon> The EMH was an AI itself; it did not have its own backup AI. |
06:32 | <@froztbyte> | it did |
06:33 | <&Derakon> | It did? |
06:33 | <@froztbyte> | both as a fall-back state, and that little black-box unit that fell to another planet |
06:33 | <&Derakon> | (Eddie had his normal happy-go-lucky mode and also a prim and proper British mode) |
06:33 | | thalass [thalass@Nightstar-a93a3641.bigpond.net.au] has joined #code |
06:33 | <&Derakon> | I admit I haven't taken especially good care of my Voyager memories. |
06:33 | <@froztbyte> | arguably those count as both continuations and backups |
06:33 | < thalass> | greetings |
06:33 | <@froztbyte> | sup thal |
06:33 | <&McMartin> | Moving into less obvious ones, we have Kebechet |
06:33 | < thalass> | cursing nvidia |
06:33 | <&ToxicFrog> | McMartin: I was pondering both of those. |
06:33 | <@froztbyte> | Derakon: I've recently (last->this year) rewatched it all |
06:34 | <&ToxicFrog> | Anubis and Osiris, that is. |
06:34 | <@froztbyte> | or rather, rewatched some, and watched the rest |
06:34 | <&McMartin> | Kebechet is a daughter of Anubis, and is the deification of embalming specifically. |
06:34 | <@froztbyte> | doesn't Anubis have some function of memory/preservation along with the whole death thing? |
06:34 | <@froztbyte> | ah |
06:34 | <@froztbyte> | I might've been thinking of Kebechet then |
06:35 | <&McMartin> | Anubis did |
06:35 | <&McMartin> | Anubis's "children" are arguably subconcepts~ |
06:35 | <@froztbyte> | you know |
06:35 | <@froztbyte> | egyptians were the first hipsters. |
06:35 | <@froztbyte> | dressed in rags, wrote with pictures, meta before it was cool |
06:36 | <&jerith> | froztbyte: I'm pretty sure the Assyrians beat them to it. |
06:36 | <@froztbyte> | jerith: don't spoil my joke with fact :( |
06:36 | | * jerith queues up Babylon Battle of te Bands. |
06:36 | <&jerith> | *hte |
06:36 | <@froztbyte> | you're not winning against monday so far |
06:36 | | * thalass chuckles |
06:36 | <&jerith> | **the |
06:37 | <@froztbyte> | pointer resolution error |
06:37 | <@Azash> | t3h |
06:37 | <&jerith> | "Pleae use memory with a resolution of at least 1400x900." |
06:38 | <@Azash> | froztbyte: Should he try again 31.12. ? |
06:38 | < thalass> | quick question: I'm running a fresh install of Linux Mint 14, with the nvidia-experimental-304 driver for my graphics card. This works fine, but Steam bitches that it's not the latest (310) driver. That driver seems to break xorg.conf, and results in a maximum of 1024x768 screen resolution. |
06:38 | | Derakon is now known as Derakon[AFK] |
06:38 | <&ToxicFrog> | Anubis it is |
06:39 | < thalass> | If i then use the nvidia x-server settings program it claims there is no such xorg.conf file, and could i enter a command (nvidia-xorg-config or something, from memory) to generate one. This results in a maximum resolution of 640x480. Which looks hilarious on a 23" screen. |
06:40 | <&McMartin> | thalass: Steam is bitchier than it needs to be at present, I find. |
06:40 | <&McMartin> | Are you having problems with it with the 304 drivers? |
06:40 | < thalass> | Going back to 304 has fixed things, including xorg.conf. My question is, could i backup this xorg.conf, then after installing the newer drivers, copy it over to /ect/X11? The only difference seems to be the first few lines detailing the driver version, which are commented out anyway. |
06:41 | < thalass> | 304 works fine, other than steam being bitchy. |
06:41 | <&McMartin> | Yeah, I'd say "tell Steam to shut up with the checkybox or ignore the warning for now" |
06:41 | < thalass> | 310 fails to find my devices and breaks horribly. I thought maybe i could splice in a working xorg.conf file. |
06:41 | < thalass> | I'm re-installing steam now, but i think TF2 refused to work with 304. I could be wrong. |
06:42 | < thalass> | Either way, backing up xorg.conf is probably a good idea. I tend to break things without trying :P |
06:42 | < Syk> | yeah the steam recommended is 310 |
06:42 | < Syk> | also, Works For Me |
06:42 | < thalass> | woe. |
06:42 | < thalass> | Which card do you use? |
06:42 | < Syk> | 660 Ti |
06:43 | < Syk> | bbl, need to go visit places~ |
06:43 | < thalass> | ah. Mine is a 7600GT. I suppose i could always buy a newer card :P |
06:43 | < thalass> | laters. :) |
06:43 | < Syk> | thalass: uhhhhhhhhhhhh |
06:44 | < Syk> | thalass: I think that anything older than 9xxx is deprecated in the 310 driver |
06:44 | < Syk> | ...also I don't think a 7600GT would be able to even play TF2 owO |
06:44 | < thalass> | hrm. I thought the nvidia site said it should work, but i'll double check. |
06:45 | < Syk> | yeeeeah you might want to go get a better card |
06:45 | < Syk> | a cheap 460 or something would do plenty well |
06:47 | < Syk> | anyway... bbl, going to see businesses |
06:47 | <&McMartin> | Hee |
06:47 | <&McMartin> | So, poking around the mythology stuff, I come across this |
06:47 | <&McMartin> | "The brain was thought only to be the origin of mucus, so it was reduced to liquid, syphoned off, and discarded." |
06:47 | < thalass> | haha thanks Syk |
06:48 | < thalass> | Thats one big ol' mucus gland |
06:49 | <@froztbyte> | McMartin: oh if only they knew |
06:49 | < thalass> | Damn. Looks like Syk is right. |
06:50 | < thalass> | Actually. 310.19 certified is not compatible with the 7600 GT, but 310.14 beta is. hrm. |
06:52 | <&McMartin> | They're being persnickety, but ISTR that the 7600GT is still good enough to run standard Source stuff. |
06:52 | <&McMartin> | What does "glxinfo | grep -i version" say on your system, again? |
06:54 | <@Reiv> | McMartin: Where is this mythology I mean wut |
06:54 | <@froztbyte> | http://hackaday.com/2012/12/09/160-mac-minis-one-rack/ |
06:56 | < thalass> | McM: server glx version string: 1.4, client glx version string: 1.4, GLX version: 1.4, OpenGL version string: 2.1.2 NVIDIA 304.48, OpenGL shading language version string: 1.2 NVIDIA via Cg compiler |
06:57 | < thalass> | Anyway, the computer is working ok again, now. I'll have to try this specific driver tomorrow. Now i have to nap and then go to work for the night. |
07:06 | | thalass is now known as Thalasleep |
07:09 | <~Vornicus> | Reiv: that sounds like egyptian mythology |
07:09 | | You're now known as TheWatcher |
07:18 | <~Vornicus> | Populous: The Beginning is one of those games that pisses me off in that particular way |
07:19 | | mac [mac@Nightstar-fe8a1f12.il.comcast.net] has left #code ["Leaving"] |
07:50 | | himi [fow035@Nightstar-5d05bada.internode.on.net] has joined #code |
07:50 | | mode/#code [+o himi] by ChanServ |
08:10 | | You're now known as TheWatcher[afk] |
08:22 | | Thalasleep [thalass@Nightstar-a93a3641.bigpond.net.au] has quit [[NS] Quit: so much for sleeping] |
08:28 | | Thalass|slep is now known as Thalass |
08:53 | | ReivDriod [Reiver@Nightstar-2aaa792a.vf.net.nz] has joined #code |
08:53 | | Thalass [thalass@Nightstar-a93a3641.bigpond.net.au] has quit [Ping timeout: 121 seconds] |
08:58 | | Vornicus [vorn@ServerAdministrator.Nightstar.Net] has quit [Client closed the connection] |
09:07 | | Thalass [thalass@Nightstar-e52f9ff3.bigpond.net.au] has joined #code |
09:07 | | Thalass [thalass@Nightstar-e52f9ff3.bigpond.net.au] has quit [Connection closed] |
09:50 | | * Azash tries to do hangover debugging, cries |
09:57 | | You're now known as TheWatcher |
10:05 | | RichyB [richardb@Nightstar-86656b6c.cable.virginmedia.com] has joined #code |
10:21 | | You're now known as TheWatcher[afk] |
10:44 | | You're now known as TheWatcher |
11:04 | <@Azash> | Anyone here with js or node.js experience? |
11:05 | <@Azash> | How does this work? "var re = /\*.js$/;" |
11:06 | <@froztbyte> | I.....don't even want to know |
11:06 | <@froztbyte> | I know what each of the parts do |
11:07 | | * TheWatcher eyes that |
11:07 | <@froztbyte> | but do not want to know what it all does together. |
11:07 | <@TheWatcher> | Uh, it shouldn't work |
11:07 | <@Azash> | This is why I ask |
11:07 | <@Azash> | Right |
11:07 | <@froztbyte> | TheWatcher: hey, node.js! you never know! |
11:08 | <@TheWatcher> | What you're probably after is /.*\.js$/; (or just /\.js$/; should work, IIRC) |
11:09 | <@froztbyte> | they could do the perl thing where a match on the right-hand-side is implicitly running on the ... whatever-its-called |
11:09 | <@froztbyte> | next if (/^Current configuration\s*:/i); |
11:09 | <@froztbyte> | next if (/^:/); |
11:09 | <@froztbyte> | next if (/^([%!].*|\s*)$/); #blank lines |
11:09 | <@froztbyte> | ^ like so |
11:09 | <@froztbyte> | also, fuck this very shitty perl I have to deal with |
11:10 | <@froztbyte> | TheWatcher: so, an honest question |
11:10 | <@froztbyte> | why do you prefer perl over the other languages you write in? |
11:13 | <@TheWatcher> | Well |
11:13 | <@Azash> | TheWatcher: Yeah I was just surprised you can assign regexes like that |
11:13 | <@Azash> | The syntax is also off but for whatever reason it works |
11:13 | <@Azash> | Possibly something in the regex engine |
11:13 | <@TheWatcher> | It's a domain thing, really - I don't prefer it over c/c++, but then I don't use perl for the things I'd use c/c++ for anyway |
11:14 | <@froztbyte> | alrighty |
11:14 | <@froztbyte> | and are you basically use that family of languages for most of what you do? |
11:15 | <@Azash> | On a side note TheWatcher, it should be \. but because the rest is specific enough (js$) it won't match anything else anyway |
11:16 | <@Azash> | So yeah it's fucked |
11:16 | <@TheWatcher> | froztbyte: Pretty much. My 'most used' langauges tent to be perl (for text processing applications, sysadmin related stuff, web scripting), javascript (for clientside only), c/c++ for games/graphical applications, bash for smaller sysadmin stuff |
11:16 | <@TheWatcher> | the alternatives to perl for what I use it for? Well, there's PHP, for example. |
11:17 | <@TheWatcher> | I tend to rule out python because it fucks with my headbones |
11:17 | <@TheWatcher> | I can use it, but I don't like it |
11:17 | <@TheWatcher> | Ruby? Aahahehellno |
11:17 | <@froztbyte> | okay |
11:17 | <@froztbyte> | so you're very similar to RoDent then |
11:18 | | * TheWatcher is not familiar... |
11:20 | <@froztbyte> | one of my colleagues |
11:20 | <@froztbyte> | he very much works The UNIX Way in solving problems |
11:20 | <@TheWatcher> | Perl also gives me tools to write things in ways that closely reflect my thought processes for things, with a fairly small clean, mostly consistent core of built-in functionality. |
11:21 | < Syk> | :D i have stuff for my new place |
11:21 | <@TheWatcher> | ((it just has the downside that, unless you're actually making conscious, deliberate effort to write readable code, the stuff you produce is unreadable shit) |
11:21 | < Syk> | got a fridge, TV, couch, desks etc all good, since my parents are like SYKA HAVE THIS |
11:21 | <@TheWatcher> | ) |
11:22 | <@TheWatcher> | (but then, I find that in other languages too - some c++ I've dealt with has been horrifically nasty) |
11:23 | <@Tarinaky> | The big issue I have with C++ are the compiler errors the template system produces. |
11:23 | <@Tarinaky> | Really obsfucates the issue. |
11:23 | <@froztbyte> | the big issue I have with C++ is that you have those problems ;D |
11:23 | <@froztbyte> | anyway, cool |
11:24 | <@froztbyte> | it sorta boils down to what I guessed |
11:24 | < Syk> | also, has anyone used pygame? |
11:24 | <@froztbyte> | (that your model of thought for solving problems is in that sort of framework) |
11:29 | <@TheWatcher> | (although i's kinda sobering to realise that probably I should have put PHP in that list before c++, given how much I've had to tinker around with the innards of MediaWiki, and extensions for it, over the past year) |
11:30 | <@TheWatcher> | (s/sobering/depressing/) |
11:30 | <@TheWatcher> | (fuck PHP sidewards with a rusty corkscrew) |
11:30 | <@froztbyte> | yeah pretty much |
11:31 | <@froztbyte> | it's the lingua franca here |
11:31 | <@froztbyte> | it's also the rest I could never be a fulltime dev here |
11:32 | | TheWatch1r [chris@Nightstar-3762b576.co.uk] has joined #code |
--- Log opened Mon Dec 10 11:32:06 2012 |
11:32 | | TheWatch1r [chris@Nightstar-3762b576.co.uk] has joined #code |
11:32 | | Irssi: #code: Total of 37 nicks [26 ops, 0 halfops, 0 voices, 11 normal] |
--- Log closed Mon Dec 10 11:32:13 2012 |
11:32 | | TheWatch1r [chris@Nightstar-3762b576.co.uk] has quit [[NS] Quit: leaving] |
11:45 | <@Azash> | froztbyte: The REST? :p |
11:45 | <@Azash> | Think you've got web dev on your mind |
11:45 | <@froztbyte> | err, oops |
11:46 | <@iospace> | you know what program tends to mem leak that's not firefox? |
11:46 | <@Azash> | Most of them |
11:46 | <@iospace> | ha ha |
11:46 | <@iospace> | steam |
11:47 | <@Azash> | My answer was fairly serious though |
11:47 | <@iospace> | i know |
11:48 | <@froztbyte> | hahaha |
11:50 | | You're now known as TheWatcher[afk] |
12:01 | <@Tarinaky> | Bugger. I think this battery is totally shagged. :/ |
12:01 | <@iospace> | did Austin Powers have anything to do with that? ;) |
12:01 | <@Tarinaky> | Any suggestions? |
12:01 | <@Tarinaky> | No. I'm just really bad at looking after batteries. |
12:02 | <@Tarinaky> | Battery 0: Charging, 0%, 8703:00:00 until charged |
12:02 | <@Tarinaky> | Any suggestions? |
12:05 | < Syk> | Tarinaky: wait 8703 hours |
12:05 | < Syk> | then wait 8703 more |
12:06 | < Syk> | (also: replace the battery?) |
12:06 | <@Tarinaky> | Expensive though :/ |
12:06 | < Syk> | well if it's stuffed theres not much else you can do |
12:41 | <@Tarinaky> | for (int x=0;x<width;++x) for (int y=0;y<height;++y) { } is valid right? |
12:56 | <@Alek> | ahahahaa |
12:56 | <@Alek> | the zone_1.txt is apparently in Galician, according to Google Translate. |
13:02 | < Syk> | guys, question |
13:02 | < Syk> | I want to run PostgreSQL and a Python webapp on a server |
13:02 | < Syk> | not particularly heavy use |
13:03 | < Syk> | would 512MB 'do'? |
13:04 | <@gnolam> | Tarinaky: valid for what? |
13:04 | <@Tarinaky> | C/C++ |
13:04 | <@Tarinaky> | C-family. |
13:05 | <@gnolam> | As a general rule, you should use row-major order in C/C++. |
13:12 | < RichyB> | Syk: yeah, just don't tune PostgreSQL up to use huge amounts of RAM. |
13:13 | <@froztbyte> | Syk: pretty well, actually |
13:13 | < RichyB> | Syk: depends on what your python webapp is, really. |
13:13 | <@froztbyte> | the default debian postgres package is quite well-tuned for low memory, for some reason |
13:13 | < RichyB> | e.g. Plone4 will quite happily run in 256MB of RAM, Plone3 used to take more like 700MB. |
13:13 | <@froztbyte> | like 8MB cache or something silly |
13:13 | < RichyB> | I can think of 2 good reasons. |
13:13 | <@froztbyte> | RichyB: ....damn you |
13:13 | <@froztbyte> | I'd happily forgotten all about Plone :( |
13:13 | < Syk> | RichyB: custom written thing |
13:13 | < RichyB> | Firstly, all the tuning parameters were originally set on much smaller machines. |
13:14 | < Syk> | aw man plone |
13:14 | < Syk> | our old work website ran plone |
13:14 | < Syk> | it was running on apache 2.4.23 or something |
13:14 | <@froztbyte> | yeah, I'm also guessing it's just some hysterical raisins |
13:14 | < Syk> | outdated in late 2003 |
13:14 | <@froztbyte> | but it does /work/ |
13:14 | < Syk> | running in 2012 |
13:14 | < RichyB> | Secondly, it's safest to go small, and let people tune it up for bigger machines. That way everything works (albeit a bit slowly) on any machine, and can be tuned to run fast on big ones. :) |
13:14 | < Syk> | getting charged $3000/year for it, too |
13:14 | <@froztbyte> | we accidentally ran with those settings for quite some time on a few hosts |
13:15 | <@froztbyte> | because the package that got installed with it (and is supposed to overwrite configs) had a bug |
13:15 | <@froztbyte> | only noticed it the one day when we were doing /heavy/ lifting |
13:15 | <@froztbyte> | operations all the time through were quite fine |
13:15 | < Syk> | yeah |
13:15 | | * Syk working on this thing, hmms |
13:16 | < Syk> | it looks like I might be able to charge ~$490 or so for this little project i'm doing |
13:16 | < RichyB> | Syk: well, I have no idea how memory-hungry your own application is going to be. Try it and see, you'll probably be fine. :( |
13:16 | < RichyB> | s/:(/:)/ |
13:16 | < RichyB> | typo |
13:16 | < Syk> | it's basically domain + google apps email + more-or-less template'd website with contact information + me hosting it |
13:16 | <@froztbyte> | damn |
13:16 | <@froztbyte> | that's actually not bad |
13:16 | < Syk> | w/ $250 or so per year after that |
13:17 | < Syk> | sound like a fair enough price? |
13:17 | < Syk> | (this is assuming 1 Google Apps user) |
13:17 | < Syk> | work used to get charged $3500 for a hosted CMS + hosting, with nothing else |
13:22 | < Syk> | so I guess if I go to businesses and say "$490, you get shiny professional email addresses, show up in Google, and I take care of the rest' then yeah |
13:22 | < Syk> | oh man my mother gave me a box of DVDs to rip |
13:22 | < Syk> | poor 3770, you're going to be working overtime |
13:24 | <@EvilDarkLord> | You should probably try to make sure their expectations re:showing up in Google are realistic. |
13:24 | < Syk> | EvilDarkLord: yeah |
13:24 | < Syk> | EvilDarkLord: a lot of businesses here are named after local things |
13:24 | < Syk> | eg. "Argyle Engineering" |
13:24 | < Syk> | if theyre named like "bob's plumbing" then yeah :P |
13:27 | < Syk> | EvilDarkLord: but yeah, get what you mean |
13:27 | <@EvilDarkLord> | I haven't had a lot of direct exposure to pricing for non-nerds, but that pricing sounds like it's within the constraints of reason. |
13:28 | < Syk> | i should do what other tech companies do |
13:28 | < Syk> | and price it in 'equiv of cups of coffee' |
13:28 | < Syk> | every time I see that, it makes me cringe, as a cup of coffee in the Perth CBD is like $4.50 |
13:30 | <@Tarinaky> | I am going to stab Barry and Aled in a minute. |
13:30 | <@Tarinaky> | Mischan. |
13:30 | <@EvilDarkLord> | Syk: So what's your game plan if they decide they want a blog? |
13:31 | <@EvilDarkLord> | Is that gonna charge extra or be included in the 250? |
13:31 | < Syk> | EvilDarkLord: Install wordpress! :D |
13:31 | < Syk> | I have not thought much about that |
13:31 | < Syk> | since most businesses in town are like |
13:31 | < Syk> | ...well, a lot of them use Acers, let me put it that way |
13:31 | < Syk> | ...it might be a nice thing to offer, though. |
13:33 | < Syk> | but then again, I don't really want to use Wordpress, because I don't want to be constantly patching it :c |
13:36 | <@EvilDarkLord> | What's your server setup like? At home or rented somewhere? |
13:36 | < Syk> | EvilDarkLord: it'll be a VPS over in Sydney |
13:37 | <@EvilDarkLord> | So, pretty good uptime guarantees, right? |
13:38 | < Syk> | EvilDarkLord: there's more of a chance of the town's internet going than the datacenters :P |
13:40 | < Syk> | yeah, these guys host Telstra stuff |
13:40 | < Syk> | so I think that there's little chance of it going down |
14:05 | | RichyB [richardb@Nightstar-86656b6c.cable.virginmedia.com] has quit [Ping timeout: 121 seconds] |
14:53 | | RichyB [richardb@Nightstar-3b2c2db2.bethere.co.uk] has joined #code |
17:09 | <&McMartin> | Much belated: Yes, that was Egyptian mythology, more or less, but it was also their mummification practice. They thought that the heart was the seat of self, so they left that in the mummified body |
17:49 | <@iospace> | so, because i'm terrible, my code has the following two lines: |
17:50 | <@iospace> | #define CALIB "Calibrating" |
17:50 | <@iospace> | #define GARRUS "Hurry up Garrus" |
17:51 | < RichyB> | You ARE terrible. |
17:51 | < RichyB> | Where's the fucking punctuation? It should be "Hurry up, Garrus!" |
17:51 | <@iospace> | 16 characters per line |
17:53 | < RichyB> | Huh? |
17:53 | <@iospace> | RichyB: this is going on a 16x2 display |
17:54 | <@iospace> | i'd rather not have to impliment scrolling |
17:55 | < Syk> | iospace: make it print this |
17:55 | < Syk> | "FUCKING TELSTRA" |
17:55 | <@iospace> | nope :P |
17:56 | <@AnnoDomini> | "nope.jpg" |
17:56 | < RichyB> | iospace: ohhhh! Yes, I see. |
17:57 | < Syk> | today i had a telstra person |
17:57 | < Syk> | obviously from mumbai or wherever |
17:57 | < Syk> | tell me that google maps wasn't accurate |
17:59 | <@AnnoDomini> | #define CALIB "Melvin deleted" |
17:59 | < Syk> | i wanted to get the little (c) whereis thing |
17:59 | < Syk> | in the corner of Google Maps |
17:59 | < Syk> | print it onto a cluebat |
17:59 | < Syk> | and HIT THEM WITH IT |
17:59 | < Syk> | since WhereIs use LANDGATE DATA |
18:00 | < Syk> | LANDGATE HAVE THE OFFICIAL RECORD OF LAND PARCELS |
18:00 | < Syk> | THAT SHIT IS NOT WRONG, EVER |
18:00 | | * Syk explodes into treats |
18:02 | <&ToxicFrog> | I don't know about landgate specifically, but the official record can totally be wrong. |
18:02 | <&ToxicFrog> | Usually in ways that involve sewer lines. |
18:02 | < Syk> | LandGate administer land parcels |
18:02 | < Syk> | it's used by local govts for things like planning approvals |
18:03 | < Syk> | if that data was wrong, it would get fixed, because otherwise planning approvals wouldn't work |
18:23 | <@gnolam> | Hah! IN YOUR FACE, HUFFMAN! |
18:30 | < RichyB> | gnolam: how many bits did you manage to cram it into? |
18:30 | <@gnolam> | The correct number. |
18:30 | < RichyB> | Arithmetic coding? |
18:32 | <@gnolam> | JPEG. |
18:33 | <@gnolam> | A hardware instruction for the Huffman encoding/bit packing portion. |
18:34 | <@gnolam> | s/hardware/CPU |
18:37 | <@gnolam> | (The problem was a combination of Verilog spiders and incorrect handling of JFIF markers) |
18:42 | | You're now known as TheWatcher |
18:46 | <&McMartin> | Boo spiders |
18:53 | | * RichyB blinks. |
18:54 | < RichyB> | gnolam: you're designing a SoC with custom instructions to make the bit-packing bits of encoding JPEGs cheaper? |
18:54 | <&McMartin> | Presumably it is for bit-packing and/or huffman encoding generally, of which JPEG is a single application |
19:00 | <@gnolam> | To make everything about encoding JPEGs faster. 'tis a JPEG encoding accelerator. |
19:02 | <@auREAX> | libjpeg-ultraturbo |
19:02 | <@auREAX> | coming soon from gnolam(R) |
19:24 | < RichyB> | gnolam: oh! Is this the coursework you were talking about where the prof promised cake or something for whomever comes up with the best JPEG encoder? Where "best" means "fewest wires" or "fastest encode" or whatever? |
19:25 | <@gnolam> | Yes. |
19:25 | < RichyB> | Good, good. ? |
19:31 | < Syk> | man i hope some people actually call me tomorrow <v< |
19:32 | < Syk> | maybe Christmas isn't the best time to be looking for business, but hey |
19:56 | <@froztbyte> | it can be |
19:56 | <@froztbyte> | like this thing I'm hacking up atm |
19:57 | <@froztbyte> | this guy is leaving to some godforsaken shithole *tomorrow*, he completely forgot to send me the spec sheet over the weekend, and the deadline for when it's supposed to be live is also sometime tomorrow |
19:57 | <@froztbyte> | so the fact that I'm saving his ass is going to get me a /lot/ of repeat business |
20:04 | | celticminstrel [celticminst@Nightstar-e83b3651.cable.rogers.com] has joined #code |
20:04 | | mode/#code [+o celticminstrel] by ChanServ |
20:04 | | Kindamoody is now known as Kindamoody[zZz] |
20:09 | | Netsplit *.net <-> *.split quits: @Orthia, Syk, @Tamber, @simon`, @himi, RichyB, @Rhamphoryncus, @iospace, @rms, @froztbyte, (+5 more, use /NETSPLIT to show all of them) |
20:09 | | Netsplit over, joins: Tamber |
20:09 | | Netsplit over, joins: Thrae |
20:10 | | Vornicus [vorn@ServerAdministrator.Nightstar.Net] has joined #code |
20:11 | | iospace [Alexandria@Nightstar-e67f9d08.com] has joined #code |
20:11 | | froztbyte [froztbyte@Nightstar-dc394964.za.net] has joined #code |
20:11 | | simon`_ [simon@Nightstar-fe311ff3.pronoia.dk] has joined #code |
20:11 | | PinkFreud [WhyNot@NetworkAdministrator.Nightstar.Net] has joined #code |
20:11 | | himi [fow035@Nightstar-5d05bada.internode.on.net] has joined #code |
20:11 | | RichyB [richardb@Nightstar-3b2c2db2.bethere.co.uk] has joined #code |
20:11 | | Syk [the@Nightstar-7d752098.lnk.telstra.net] has joined #code |
20:11 | | rms [rstamer@genoce.org] has joined #code |
20:11 | | Rhamphoryncus [rhamph@Nightstar-cc6253d6.abhsia.telus.net] has joined #code |
20:11 | | Azash [ap@Nightstar-339920e6.net] has joined #code |
20:11 | | ServerMode/#code [+ooooooo iospace froztbyte PinkFreud himi rms Rhamphoryncus Azash] by *.Nightstar.Net |
20:11 | | mode/#code [+o Thrae] by ChanServ |
20:11 | | himi [fow035@Nightstar-5d05bada.internode.on.net] has quit [Ping timeout: 121 seconds] |
20:11 | | mode/#code [+qoo Vornicus Vornicus Tamber] by ChanServ |
20:11 | | rms [rstamer@genoce.org] has quit [Ping timeout: 121 seconds] |
20:11 | | Azash [ap@Nightstar-339920e6.net] has quit [Ping timeout: 122 seconds] |
20:12 | | rms [rstamer@Nightstar-e681a855.org] has joined #code |
20:12 | | mode/#code [+o rms] by ChanServ |
20:12 | | himi [fow035@Nightstar-5d05bada.internode.on.net] has joined #code |
20:12 | | mode/#code [+o himi] by ChanServ |
20:12 | | jerith [jerith@Nightstar-bf52129d.slipgate.za.net] has joined #code |
20:12 | | mode/#code [+ao jerith jerith] by ChanServ |
20:16 | | Orthia [orthianz@Nightstar-6ca59a6f.callplus.net.nz] has joined #code |
20:16 | | mode/#code [+o Orthia] by ChanServ |
20:18 | | Azash [ap@Nightstar-339920e6.net] has joined #code |
20:18 | | mode/#code [+o Azash] by ChanServ |
20:18 | | * Azash hails the channel |
20:19 | | * Tamber snows Azash. |
20:21 | | * froztbyte is just raining over here |
20:21 | | Syk is now known as syksleep |
20:21 | <@Azash> | Night Syk |
20:21 | < syksleep> | niniz~ |
20:42 | | Reiv [NSwebIRC@D4E70A.D52DB0.820B13.98C775] has joined #code |
20:42 | | mode/#code [+o Reiv] by ChanServ |
22:08 | | RichyB [richardb@Nightstar-3b2c2db2.bethere.co.uk] has quit [[NS] Quit: Leaving] |
23:09 | | himi [fow035@Nightstar-5d05bada.internode.on.net] has quit [Ping timeout: 121 seconds] |
--- Log closed Tue Dec 11 00:00:23 2012 |