code logs -> 2013 -> Sat, 26 Jan 2013< code.20130125.log - code.20130127.log >
--- Log opened Sat Jan 26 00:00:02 2013
--- Day changed Sat Jan 26 2013
00:00 * TheWatcher blink
00:00
<@froztbyte>
(it's mounted on a frame that's pulled by a bicycle)
00:15 You're now known as TheWatcher[T-2]
00:21
<~Vornicus>
there's not likely to be any sort of pattern tothe lottery thing
00:22 You're now known as TheWatcher[zZzZ]
00:23
<@TheWatcher[zZzZ]>
Well, there shouldn't be
00:23
<@TheWatcher[zZzZ]>
If there is, something dodgy is going on
00:35
<@celticminstrel>
Okay, yay, ranged monsters work.
00:35
<@celticminstrel>
Maybe I can almost call this done...
00:37 * Vornicus makes celmin a level made of purest explodium
00:37 Vornicus [vorn@ServerAdministrator.Nightstar.Net] has quit [[NS] Quit: Leaving]
00:38
<@celticminstrel>
Though I should probably track down why thieves seem to make my weapons vanish.
00:39
<@celticminstrel>
Or why I occasionally get errors about map locations being undefined.
00:39 ErikMesoy is now known as ErikMesoy|sleep
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01:03
<@celticminstrel>
Aha, somehow things are trying to get NaN coordinates.
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01:26
<@Alek>
well, there may be a long-term pattern to whatever RNG they're using. XD
01:27
<@celticminstrel>
?
01:31
<@celticminstrel>
Okay, so... the only way to get a NaN by dividing is 0/0, right?
01:33
<&McMartin>
inf/inf is also NaN
01:36
<@celticminstrel>
But it's not possible to get inf from subtraction, so that's fine.
01:36
<@celticminstrel>
Well, assuming you didn't have it to begin with, which is a reasonable assumption.
01:37
<&McMartin>
NaN operating with various things is also NaN
01:38
<@celticminstrel>
Yeah, doing anything to NaN just returns NaN again.
01:38
<@celticminstrel>
The issue seems to be fixed, though. It was definitely a 0/0 thing.
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02:00
<&ToxicFrog>
celticminstrel: subtracting sufficiently large numbers using ieee floats will in fact get you -inf.
02:00
<&ToxicFrog>
Eventually.
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02:01
<@celticminstrel>
I guess when the exponent overflows or something?
02:02
<&McMartin>
Yes
02:02
<&McMartin>
The danger is that the amount you subtract may end up becoming underflow first.
02:05
< mac>
ok any one here very very familiar with phpmyadmin and sql?
02:07
<&ToxicFrog>
Not since 2005 or so.
02:09
<@Rhamphoryncus>
inf - inf -> nan
02:14
<@Alek>
"My friend yesterday ordered a new work computer. With 64GB RAM. I told him, 'You'll be the first to keep your porn not on the hard drive, but in memory.'"
02:15
<@Azash>
Alek: Streaming has existed for some years now :P
02:16
<&ToxicFrog>
Rhamphoryncus: -2^1023 - 2^1023 == -inf
02:17
<@Namegduf>
Alek: Just use a UPS and install the OS to a RAM disk (then chroot into it)
02:17
<@Namegduf>
SSDs? Psh.
02:17
<@Namegduf>
Don't need a hard drive!
02:19
<@Rhamphoryncus>
ToxicFrog: (-inf) + (-inf) -> inf. Ditto inf + inf -> inf
02:19
<&ToxicFrog>
...yes...
02:19
<@Rhamphoryncus>
So you can add them together, you just can't negate them in hopes of getting 0
02:20
<&ToxicFrog>
Yes...
02:20
<&Derakon>
As a general rule, if you're manipulating inf or NaN then you'd better know what you're doing.
02:20
<&Derakon>
It's usually easier to just avoid them.
02:21
<@Rhamphoryncus>
Yeah, I just brought it up as an example
02:21
<&ToxicFrog>
The question I was originally answering was "can you get +/- inf using nothing but subtraction"
02:21
<@Rhamphoryncus>
And a counter is <celticminstrel> But it's not possible to get inf from subtraction, so that's fine.
02:21
<&ToxicFrog>
(and the answer is "yes, you can")
02:21
<@Rhamphoryncus>
yeah
02:22
<@Rhamphoryncus>
You can do it with addition, of course, so naturally subtraction works as well
02:22
<@celticminstrel>
And I have moved way beyond this already. :P
02:23
<@Rhamphoryncus>
details ;)
02:23
<@Rhamphoryncus>
I'd be bored if I didn't have something to argue
02:24
<@Alek>
that was a quote. >_>
02:24
<@Rhamphoryncus>
Not intentionally
02:25
<@Rhamphoryncus>
But it's be reiterated in a thousand different forms
02:25
<@Alek>
no, what I said, earlier. XD
02:27
<@Rhamphoryncus>
oh, sorry :)
02:27
<@Rhamphoryncus>
I'm doing a backup right now. Taking forever. Fucking porn x_x
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02:37
<@Alek>
ahaha
02:37
<@Alek>
speaking of backups.
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02:39
<@Alek>
bro brought a small raidbox last night. presumably from work. 2 sata drive bays, usb or esata connection, raid0/1/something/something selector switch. only the switch is below panel level for some reason, and the latchtooth on one of the drive bays is broken, so it won't hold the drive in against the spring. guess I know why it was available. >_>
02:40
<&ToxicFrog>
...I have no idea what you would select other than 0 or 1 with only two drives.
02:40
<&ToxicFrog>
Normally it would be 0/1/5/6.
02:41
<@celticminstrel>
I seem to have crashed Firefox somehow...
02:41
<@celticminstrel>
Twice now..
02:42
<@Alek>
er, the other selectors weren't raid.
02:42
<@Alek>
lemme check.
02:43
<@Alek>
JBOD and BIG.
02:43
<@Alek>
pretty nice, hefty box, too.
02:43 Kindamoody[zZz] is now known as Kindamoody
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02:56
<&ToxicFrog>
I wonder what BIG is.
02:57
<&ToxicFrog>
JBOD is generally just concatenation.
02:57
< Syk>
yaaay its strayaday
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03:31
<@celticminstrel>
So, how does one centre a div with position:fixed?
03:43
< Syk>
you don't
03:43
< Syk>
because the... position is fixed
03:43 harlow [mac@Nightstar-fe8a1f12.il.comcast.net] has joined #code
03:43
< Syk>
...so therefore you can't center it
03:43
<@celticminstrel>
Fixed with respect to the viewport, yes...
03:45
< Syk>
celticminstrel: you don't directly center a fixed div
03:45
< Syk>
celticminstrel: you create a fixed div that is 100% width and height, set to fixed
03:45 mac [mac@Nightstar-fe8a1f12.il.comcast.net] has quit [Ping timeout: 121 seconds]
03:46
< Syk>
then you make a child div which is centered vertically somehow (i forget) and uses margin-left and -right as auto
03:46
< Syk>
you can't directly center a position:fixed div without using CSS math
03:46
< Syk>
wait maybe
03:46
< Syk>
hmm wait
03:47
< Syk>
celticminstrel: i suppose you could do it with %ages?
03:47
<@celticminstrel>
What's that?
03:47
< Syk>
celticminstrel: your fixed div has to be sized by percentages
03:48
< Syk>
if your fixed div is static sized it wont work
03:48
< Syk>
but x: 40%, y: 40%
03:48
< Syk>
and then your height is 20% and your width is 20%
03:48
< Syk>
that will make a box in the middle of the screen
03:48 * Vornicus pokes at this thing to see if there's some way to make it not require conditions in two places.
03:49
< Syk>
but if your content has to be statically sized, you have to do the child div trick, which works the same but adds one more div
03:49
< Syk>
because margin: auto works it out for you
03:50
<@celticminstrel>
I'll probably go with the two-div version in this case.
03:50
< Syk>
yeah it generally works better
03:58
<@celticminstrel>
...now I have to remember how to actually centre it within the fixed div...
03:58
<@celticminstrel>
Oh wait.
03:59
<@celticminstrel>
I forgot to set width to 100%. Maybe that's the problem.
03:59
<@celticminstrel>
Okay, works.
03:59
<@celticminstrel>
Yay.
04:01
< Syk>
yay
04:02
<~Vornicus>
okay. differences between the default selection and non-default options: 1. the default selection has a "selected" attribute; 2. the default selection has some stars added to the end of the name.
04:03
<@celticminstrel>
I think next will be making items stack...
04:03 * Vornicus does some fiddling, gets his answer.
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04:05
<~Vornicus>
okay. One condition, now it makes sense.
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04:11
<@celticminstrel>
...now I need to clone an object.
04:15
<~Vornicus>
language? and why do you need to clone it?
04:16
<@celticminstrel>
Because when combining item stacks I would simply discard the one on the ground and increment the count in the inventory, but when throwing them I need to re-split them so you only throw one. (And language is JavaScript.)
04:18
<~Vornicus>
How much data is in the stack that needs to be duplicated?
04:19
<@celticminstrel>
Everything is the same except the count.
04:19
<~Vornicus>
what everything is there.
04:19
<@celticminstrel>
I don't think that's even a constant, because in various places I add properties just by assigning to them.
04:20
<@celticminstrel>
I found a page contrasting "clone" and "copy".
04:20
<@celticminstrel>
I was looking for what they call "copy", but now that I think of it, what they're calling "clone" would probably suffice.
04:20
<@celticminstrel>
ie, create a new object with the old one as its prototype.
04:24
<~Vornicus>
this seems like unfortunate design.
04:24
<~Vornicus>
How do you tell whether two stacks are identical
04:25
<@celticminstrel>
I was just going to compare the IDs, since that should be good enough...
04:25
<~Vornicus>
what's the difference between a stack of sling stones and a stack of fire-enchanted slingstones.
04:25
<@celticminstrel>
...but...
04:25
<~Vornicus>
the IDs of what?
04:25
<@celticminstrel>
I just remembered that the so-called IDs are actually arbitrary strings that can be changed at whim.
04:25
<@celticminstrel>
Maybe I'll give each one a specific stacking-ID.
04:26
<@celticminstrel>
I don't think there are any cases where the "same" item will in fact be different in ways other than the name.
04:26
<@celticminstrel>
Alternatively, I can disable renaming of stackable items.
04:27
<@celticminstrel>
(The main reason I even introduced renaming is so that you can name your sacks as a reminder of what's in them.)
04:38 Kindamoody is now known as Kindamoody|nap
04:39
<~Vornicus>
I still don't like this plan.
04:39
<@iospace>
welp! Bricked chip. :<
04:39
<@celticminstrel>
What don't you like?
04:40
<~Vornicus>
Okay, so, your stacking appears to work off of, what, the printed name of the object?
04:40
<@celticminstrel>
Pretty much!
04:40
<~Vornicus>
what's to stop me from renaming my Glamdring "stone" and then picking up a whole bunch of rocks and ending up with a stack of glamdrings.
04:41
<@celticminstrel>
...good point.
04:41
<@celticminstrel>
So I need to make sure the item being combined with is also stackable, just in case.
04:41 * celticminstrel has already disabled renaming of stackable items.
04:42
<~Vornicus>
What else works off the printed name of the object? How does it know what glamdring does, how valuable it is?
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04:42
<@celticminstrel>
The properties of the item specify what it does.
04:42
<@celticminstrel>
For example, item.power is its attack power.
04:43
<@celticminstrel>
I don't think anything currently works off its printed name... let me check quickly...
04:43
<~Vornicus>
So, what you're actually saying is, you're including rules information in the objects themselves.
04:43
<@celticminstrel>
Something like that?
04:45
<~Vornicus>
Which means that all the hundreds of bows and thousands of arrows that show up when you fight the elf lords, they all have all their rules information stuffed in there instead of looking that up in the equipment table in the rulebook.
04:46
<~Vornicus>
and if one of those arrows gets enchanted, you can't tell the difference between it and a normal arrow.
04:46
<@celticminstrel>
If the arrow gets enchanted, I would change its name.
04:47
<@celticminstrel>
I do change names in one place (uncursing items).
04:53
<~Vornicus>
What I'd actually do is have every object have an immutable ID that you can look up in your equipment tables in the rulebook, and a list of affixes (also immutable IDs or straight bonus numbers). when deciding to stack something, you check ID against the rulebook for stackability and then against the other objects and for each object it matches check the affix list for equality
04:54
<@celticminstrel>
The funny thing is that I actually have something that almost qualifies as a rulebook -- a set of factory functions, one for each item that can exist, which I use to create all items in the game.
04:54
<~Vornicus>
This gives you a few tricks:
04:54
<@celticminstrel>
So, I might actually be able to change it to do as you say.
04:55
<@celticminstrel>
Only minor caveat is that a few of the functions don't always return identical items (keys and sacks mainly).
04:55 * celticminstrel waits for the list of tricks.
04:55
<@celticminstrel>
Perhaps I'll temporarily revert the stacking support though.
04:56
<~Vornicus>
one, you can change the name of particular object types globally, allowing you to convert "bubbling red potion" to "potion of lava walking" once the player has identified the potion.
04:57
<@celticminstrel>
Ah, identification. That's something I vaguely considered.
04:57
<@celticminstrel>
I do want to avoid player renaming of stackables though. It would make some things simpler, I think.
04:57
<~Vornicus>
And that will work no matter how stackable they are or whether or not the player has any or even if any are currently in the game view.
04:59
<@celticminstrel>
Okay, so, I think I'll make a backup before doing this in case I irreparably break stuff.
05:00 * celticminstrel assumes more is coming on that list?
05:01
<~Vornicus>
Second, it lets you duplicate stacks by copying only the ID and affixes.
05:03
<~Vornicus>
This is a lot easier and a lot less fragile than a generic object cloning device.
05:04
<&ToxicFrog>
"make a backup"
05:04
<&ToxicFrog>
that sounds almost like you aren't using version control
05:04 * ToxicFrog eyes celticminstrel
05:04
<~Vornicus>
oh, yes. For shame, for shame
05:04 * celticminstrel was too lazy to set it up this time.
05:04
<&ToxicFrog>
...
05:05
<&ToxicFrog>
It's ONE COMMAND!
05:05 * ToxicFrog foams at the eyes
05:05
<~Vornicus>
yeah, that... isn't much of an excuse
05:05
<~Vornicus>
That's a neat trick
05:05
<&ToxicFrog>
I've had lots of practice when I was a TA~
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05:12 * ToxicFrog wobble wobble wobble celticminstrel
05:13
<@celticminstrel>
?
05:15
<~Vornicus>
Third: you can change the rules -- for patches or for Crazy Physics Effects -- without changing the objects on top or their representation, and those rulebook changes affect the existing objects.
05:18
<&ToxicFrog>
celticminstrel: control your versiiiiioooooooooooons
05:18
<@celticminstrel>
Contemplating what I'd need to do to change it to work that way makes me think it might not be worth it.
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05:53
<@celticminstrel>
...heh, I just got a sack in a sack in a chest.
05:53
< Syk>
i should really use version control
05:53
< Syk>
but
05:53
< Syk>
i cbf
05:54 * ToxicFrog weeps
05:55 * Syk collects ToxicFrog's delicious tears
05:55
< Syk>
i have been using sublime text 2's 'make a copy every time you hit save' feature which syncs to dropbox
05:56
<~Vornicus>
While not quite as good, you get to live.
05:56
< Syk>
yaaaay
05:56
< Syk>
but
05:56
< Syk>
really
05:56
< Syk>
i sort of cbf gitr
05:57
<&ToxicFrog>
gitr?
05:57
< Syk>
git
05:57
<&ToxicFrog>
So use hg
05:57
< Syk>
except that's worse
05:57
< Syk>
thats like 'i don't want to use weed' 'use meth instead!'
05:59
<&ToxicFrog>
why
06:00
< Syk>
cos it's still distributed which i know is better but makes my head hurt :<
06:06
<&ToxicFrog>
why
06:08
< McMartin_>
Because almost all the documentation assumes you are the worst-managed project ever and that this is a feature
06:08
< McMartin_>
We've been over this several times now~
06:08
<&ToxicFrog>
McMartin_: for git specifically or for DVCS in general?
06:08
<&ToxicFrog>
Also
06:08
<&ToxicFrog>
I'm talking just about the single-user case here
06:09
< McMartin_>
I know.
06:09
< McMartin_>
Nobody else ever does.
06:09
<&ToxicFrog>
Where I will not concede there is even room for rational debate on whether it's easier than CVCS
06:09
< McMartin_>
It took me two weeks of headbanging and a like 14-step process to get something that worked like a simple CVCS setup
06:09
< McMartin_>
It turns out you can do it in, IIRC, 4.
06:10
<&ToxicFrog>
o.O
06:11
<&ToxicFrog>
(I'm not even talking "I want personal version control with a central server", I'm talking "I want a version-controlled directory")
06:11
<&ToxicFrog>
(which is still hugely superior to "I copy-paste the entire project whenever I want a backup", which is what cm is doing)
06:13
< McMartin_>
(Yeah, I don't consider a version-controlled system without an offsite backup actually version controlled. One HDD crash later and you're just as fucked as if you were simply not deleting your ~ files)
06:13
< McMartin_>
But seriously, we've had this conversation something like six times.
06:14
< McMartin_>
Once you decide to try to make your directory more meteor-proof, you have to dick around with editing remotes post-facto and generally getting into weeds.
06:14
<&ToxicFrog>
Yeah, that's a completely separate thing from what I'm talking about.
06:14
<&ToxicFrog>
Version control is not backups.
06:14
<&ToxicFrog>
I'm not sure that's actually a conversation we've had.
06:15
< McMartin_>
Well, version control without backups is about as useful as a code editor without parenthesis matching, imo, so.
06:15
<&ToxicFrog>
I do not consider something in version control "backed up", even if it's also pushed to a central server, any more than I consider the stuff in my obnam pathlist "version controlled" even if obnam stores multiple versions of it in the backup.
06:15
<&ToxicFrog>
The advantages of version control are branching and merging and diffs and bisections and reverts, not the ability to get the project back if the cat finally realizes her life-long goal of murdering my laptop.
06:16
< McMartin_>
Yeah
06:16
< McMartin_>
It's too easy to wreck your local copy of the repo metadata, though, so I don't consider myself to *have* merge/revert/etc. capability except in the most tenuous sense until it's been pushed to a machine that never does any edits ever.
06:17
<&ToxicFrog>
This has not been my experience, and even in cases where it is I would argue it's still superior to just editing from the hip.
06:18
< McMartin_>
Perhaps
06:18
< McMartin_>
It sets off my "false sense of security" alarms.
06:21
< McMartin_>
Also, note that a lot of my more drastic refactorings tend to involve a lot of find/xargs action, which if it goes horribly wrong tends to also trash your metadata.
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07:38 * Vornicus grumps, thinks he should be able to do this without a closure.
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07:41 Kindamoody|nap is now known as Kindamoody
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08:21 * Vornicus makes it work without a closure.
08:24 * Vornicus now sets about de-fuxxoring the ability score permuter code, which is currently terribad.
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09:22 * Vornicus actually isn't sure how he wants to do this.
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15:52
<@celticminstrel>
Okay, you can now return to previous levels.
15:52
<@celticminstrel>
This is important, since I want to start adding items that you must obtain in order to win.
16:22
< Shellninja>
Is Windows 8 good?
16:24
< ErikMesoy>
Only if you have a touchscreen.
16:37
<@TheWatcher>
Not even then, arguably
16:39
<@TheWatcher>
http://www.youtube.com/watch?v=WTYet-qf1jo for example
16:53
<@celticminstrel>
Oh hey, JavaScript packs/unpacks arrays?
16:53
<@celticminstrel>
Is this standard?
16:53 * celticminstrel googles.
16:54
<@celticminstrel>
Aw, not supported in WebKit browsers. :/
16:54
<@celticminstrel>
Or IE, but I don't care about IE.
17:13 Kindamoody|out is now known as Kindamoody
17:21
<@celticminstrel>
...okay, I really need to figure out why items occasionally just vanish.
17:21
<@celticminstrel>
It seems to be related to thieving monsters...
17:21
<@celticminstrel>
And it only seems to happen to equipped items, which is particularly odd since thieves are supposed to be unable to steal them.
17:26
<@celticminstrel>
Of course, it's entirely possible that the link to thieving monsters is a red herring...
18:02 Bullfrog [Bullfrog@Nightstar-b4e68036.pa.comcast.net] has quit [Ping timeout: 121 seconds]
18:24
<@celticminstrel>
Turns out it is related to thieving monsters, but not quite how I thought it was.
18:24 RichyB [richardb@Nightstar-21b12075.dip.t-dialin.net] has quit [Ping timeout: 121 seconds]
18:35
<&ToxicFrog>
What was it?
18:48 Kindamoody is now known as Kindamoody[zZz]
19:43
<@RobinStamer>
celticminstrel: JSON.stringify/JSON.parse?
19:55
<@celticminstrel>
ToxicFrog: When looting the corpse of a thief, I was removing items from the player's inventory instead of the corpse's inventory.
19:55
<@celticminstrel>
RobinStamer: Huh?
19:55
<@celticminstrel>
(So basically, whatever was at the same index in the player's inventory would disappear.)
19:55
<@RobinStamer>
<celticminstrel> Oh hey, JavaScript packs/unpacks arrays? <celticminstrel> Is this standard? <RobinStamer> celticminstrel: JSON.stringify/JSON.parse?
19:55
<@celticminstrel>
Oh, I was talking about "[x,y] = [1,2]".
19:55
<@RobinStamer>
Oh
19:56
<@RobinStamer>
That's a 1.8.5 feature IIRC
19:56
<@celticminstrel>
Oh, so it will be standard once browsers support it?
19:56
<@RobinStamer>
Yes
19:56
<@RobinStamer>
Also, note that "WebKit browsers" can have different JS engines. Notably Chrom{e,ium}
19:59
<@celticminstrel>
...having spells ignore defense is probably not a good idea...
20:00
<@RobinStamer>
lulz
20:00
<@celticminstrel>
That's probably why they seem a little overpowered.
20:01 * celticminstrel just implemented a "lift fog of war" spell. It works!
20:02
<@celticminstrel>
...except not quite. Bah.
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20:50
<@celticminstrel>
Alright, the game is beatable! Now I just have to add more spells, monsters, and maybe items.
20:51
<@celticminstrel>
And maybe tweak a few things and fix some bugs.
20:51
<@celticminstrel>
Still at http://celmin.pwcsite.com/roguelike/rogue.html for the curious.
20:51
<&jerith>
\o/
20:52
<&jerith>
I almost have load and save working in my adventure game engine.
20:52
<@celticminstrel>
Before I do all that though, I should work on my homework....
20:53
<@celticminstrel>
Oh, yeah, I'd like to implement saving somehow, probably using the browser local storage feature...
20:53
<&ToxicFrog>
Blargh. I think it's time to start work on the config file overhaul.
20:53
<&ToxicFrog>
(kill me)
20:53
<@celticminstrel>
Never!
20:53
<&jerith>
Loading and saving *works*, it's just loads and saves a hardcoded filename in /tmp.
20:54
<@celticminstrel>
Ah. That doesn't sound good.
20:54
<@celticminstrel>
Those are deleted on shutdown, right?
20:54
<&jerith>
Nah, I did it that way to get all the internals right.
20:54
<@celticminstrel>
Okay...
20:55
<&jerith>
Hooking up a real save location is straightforward but tedious.
20:55
<&jerith>
I just have to steal the code from one of my other games which already does it.
20:55
<@RobinStamer>
celticminstrel: how does one pick up items?
20:55
<@celticminstrel>
G
20:55
<@celticminstrel>
Press / for help
20:56
<@celticminstrel>
But I need to go now.
20:56 celticminstrel [celticminst@Nightstar-e83b3651.cable.rogers.com] has quit [[NS] Quit: And lo! The computer falls into a deep sleep, to awake again some other day!]
20:58 Bullfrog [Bullfrog@Nightstar-b4e68036.pa.comcast.net] has joined #code
20:58
<&jerith>
And on that note, sleep time.
21:19 celmin [celticminst@1AB00B.855209.68E340.C39D71] has joined #code
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21:22 * celmin is sorta-here, working on homework.
21:22
< ErikMesoy>
celmin: it seems somewhat unintuitive that one letter is a monster (s) but another letter is an item (e).
21:23
< ErikMesoy>
And / for help isn't working, possibly because the key is stolen by Firefox to activate find.
21:23
<@celmin>
Mm, I suppose I can see that. I mostly chose symbols arbitrarily, except when I could find what that actually looks like the object.
21:24
<@celmin>
Slash worked for me despite Firefox's find thing.
21:24
<@celmin>
But I should probably change it, yeah.
21:25
<@celmin>
Maybe... H.
21:25
< ErikMesoy>
Trying to do single-character ASCII art sounds very dubious to me.
21:25
< ErikMesoy>
I'd prefer predictability in "is that a monster ahead?"
21:26
< ErikMesoy>
and why the heck is (t) a gremlin?
21:27
<@celmin>
I don't remember the logic for that one...
21:27
<@celmin>
So basically you'd suggest a scheme where (for example) letters are monsters and symbols are items?
21:27
<@celmin>
^find one
21:27
< ErikMesoy>
Yes. Or uppercase letters are monsters and lowercase letters are items while symbols are special terrain features.
21:28 * celmin nods.
21:31
< ErikMesoy>
Yay, cleared the first level. Where are stairs?
21:31
< ErikMesoy>
There's only a (v) left on map, and pressing (.) there yields "There are no stairs here".
21:32
< ErikMesoy>
(?) is another candidate for help button
21:32
<@celmin>
(.) is "go up" and (,) is "go down"
21:32
<@celmin>
I was intending to merge those though.
21:32
<@celmin>
So basically... go to the (v) and press (,).
21:33
<@celmin>
I didn't really consider (?) a candidate because it involves a shift key, but maybe.
21:33
< ErikMesoy>
So there are stairs there! :p
21:33
<@celmin>
...oh hey, I just tried (?) and it actually worked.
21:33
<@celmin>
And yes.
21:34
< ErikMesoy>
Color-coding blue ~ for raven and purple
21:34
< ErikMesoy>
and purple ~ for bat is neat.
21:35
< ErikMesoy>
Color-coding green . for an item and black . for unseen floor tile, not so much. >_> I have the assumption that the same character is generally the same sort of /thing/ when it's in another color.
21:35
<@celmin>
Hm, good point.
21:35
< ErikMesoy>
Is there some way to pick up items that doesn't autoequip them?
21:35
< ErikMesoy>
I think I made a mistake now that my monk wandered onto [, pressed g, and equipped a cursed shield.
21:36
<@celmin>
There isn't, which is why cursed items can be dequipped.
21:38
<@celmin>
Cursed items have two uses that I can think of. 1) If you can get a gremlin to steal them, it'll equip it. 2) If you can uncurse them, they're better than the normal variant.
21:39
< ErikMesoy>
How do I dequip?
21:39
<@celmin>
Use the item with (U).
21:42
< ErikMesoy>
Death by goblin darters, which somehow lagged?
21:42
< ErikMesoy>
Reached floor 3.
21:42
<@celmin>
The "lag" is animation delay; you can't move until the thrown item comes to rest, because the game is turn-based.
21:43
<@celmin>
I could reduce the animation delay though.
21:43
< ErikMesoy>
Well, now you have my first impressions.
21:44
< ErikMesoy>
It was rather optimistic of a raven to make a grap for my /robe/ along the way.
21:44
< ErikMesoy>
*a grab
21:44
<@celmin>
Yeah, heh. Especially since that's an automatic fail.
21:45
<@celmin>
Assuming it's equipped.
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--- Log closed Sun Jan 27 00:00:25 2013
code logs -> 2013 -> Sat, 26 Jan 2013< code.20130125.log - code.20130127.log >

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