--- Log opened Sat Jul 26 00:00:27 2014 |
00:19 | <@Alek> | frozt: I wouldn't say no to Lara Croft. :D |
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01:42 | <&McMartin> | Guardian of Light is a super-weird game; it's basically what you'd get if you tried to cross Diablo with Tomb Raider. |
01:43 | <&McMartin> | It's also funny because with the camera that far out, Lara looks way less bizarrely proportioned and more "we have to exaggerate physical features for the viewer to be able to notice them at this distance" |
01:43 | <&McMartin> | And on a more #code-sided thing, it did an amazing thing |
01:43 | <&McMartin> | When I played it, I had a powerfailure halfway through the final boss fight |
01:43 | <&McMartin> | And when I powered back on, chkdsked, etc, and fired it back up, it somehow *picked up right where it left off* |
01:44 | <&McMartin> | I must assume I had hit a secret checkpoint mere seconds previously |
01:44 | <&McMartin> | But that was a very nice "yay software" moment |
01:52 | < macdjord> | McMartin: Does it support quicksave/load? |
01:53 | <&McMartin> | macdjord: My vague memory is "no" because ISTR it's possible to trap yourself in "you are doomed by the traps you mis-disarmed" so it is thus checkpoint-based. |
01:53 | <&McMartin> | You can get into lots of trouble because one of the key powers is to throw a spear into a wall to make a platform. |
01:54 | < macdjord> | Ah. Cause if it did, then it could just lazily saving the quicksave data in the background every few seconds. |
01:55 | <&McMartin> | Yeah |
01:55 | <&McMartin> | It may actually be doing that anyway as a crash recovery measure. |
01:56 | <&McMartin> | There's nothing *stopping* it from being quicksave-capable but I don't recall that being a thing, and my memory of a lot of the setpieces is that they would be ill-served by quicksave. |
01:56 | <&McMartin> | I can't call it a good game, but it's one of the most competent mediocre games I've ever played. |
01:57 | <&McMartin> | Ha, checking my notes I compared it not to Diablo but Magicka |
01:57 | <&McMartin> | In part because the main menu sequence is hilariously similar to Magicka's. |
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02:06 | | * Alek has actually been playing Diablo the past couple hours. |
02:07 | <@Alek> | Hellfire expansion, in fact. |
02:07 | <@Alek> | funny thing. the install I got enabled the Bard and the two secret quests, by default, but not the Barbarian. |
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02:07 | <@Alek> | although it was the patched version, which supported Barbarian. |
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09:29 | < luke> | So, I'm looking at a lump of C code, and every function has every variable declared static, when they're clearly not used across calls (even temporary/increment variables). Does anyone have any idea why this has been done? |
09:40 | <&jerith> | Bad code? |
09:41 | < luke> | That's the most obvious explanation. |
10:08 | | * macdjord obviously hadn't coded in C for too long; he'd forgotten you could /do/ things like that. |
10:09 | <@macdjord> | I dummied up a Conway's Life simulator in C today, as an exercise. It was a remarkably /primal/ experiance, after so long using only high-level and interpreted languages. |
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13:03 | < Syka> | macdjord|slep: related https://github.com/ivan/conway-bench |
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13:09 | <&McMartin> | luke: I'm going to go with "translated from FORTRAN or similar languages where there wasn't actually a call stack with local variables on it" |
13:10 | <@Tamber> | Or "Written by someone who mostly wrote FORTRAN, and knew enough C to be dangerous"? :p |
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15:37 | < [R]> | luke: possibly to intentionally make it unthreadable? |
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19:48 | <@Tarinaky> | Given KSP-er's tendency to simulate various weapon systems I wonder where I should go to suggest a challenge along the lines of an a-sat weapon capable of eliminating a target satelite within a certain time-to-target. |
19:48 | <@Tarinaky> | I think it'd be an interesting challenge for people |
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--- Log closed Sun Jul 27 00:00:43 2014 |