code logs -> 2015 -> Tue, 05 May 2015< code.20150504.log - code.20150506.log >
--- Log opened Tue May 05 00:00:43 2015
00:01 Checkmate [Z@Nightstar-484uip.cust.comxnet.dk] has quit [Ping timeout: 121 seconds]
00:15 Meatyhandbag [sebastianfe@Nightstar-dk0.5eb.224.136.IP] has joined #code
00:17 catadroid [catalyst@Nightstar-bt5k4h.81.in-addr.arpa] has quit [Ping timeout: 121 seconds]
00:20 catadroid [catalyst@Nightstar-bt5k4h.81.in-addr.arpa] has joined #code
00:33 himi [fow035@Nightstar-v37cpe.internode.on.net] has joined #code
00:33 mode/#code [+o himi] by ChanServ
01:19 Vornicus [vorn@Nightstar-uhn82m.ct.comcast.net] has quit [[NS] Quit: ]
01:57 Vornicus [vorn@Nightstar-uhn82m.ct.comcast.net] has joined #code
01:57 mode/#code [+qo Vornicus Vornicus] by ChanServ
01:58 Alek [omegaboot@Nightstar-03ja8q.il.comcast.net] has quit [Ping timeout: 121 seconds]
02:00
<&McMartin>
Woot
02:00 * McMartin gets "click on object" working in Monocle.
02:00
<~Vornicus>
Woot
02:00
<&McMartin>
Now to do something with it beyond a unit test.
02:01
<&McMartin>
(Technically this is now enough to implement hex inverter)
02:02 Alek [omegaboot@Nightstar-03ja8q.il.comcast.net] has joined #code
02:02 mode/#code [+o Alek] by ChanServ
02:23
<&McMartin>
Hey
02:23
<&McMartin>
This can *also* be used to pre-test object locations for collisions
02:25
<~Vornicus>
Hooray
02:30
<&McMartin>
Now what I'm going to need are a way to make this be more "virtual"
02:30
<&McMartin>
so I can have different kinds of hitboxes with different kinds of collision algorithms and still have it work
02:30
<&McMartin>
Right now there is box-hits-box and point-in-box
02:31
<&McMartin>
I think I also want circle (hence the discussion a few days back) and pixel mask
02:32 Vash [Vash@Nightstar-uhn82m.ct.comcast.net] has joined #code
02:32 mode/#code [+o Vash] by ChanServ
02:35
<&Derakon>
Whyyyy are you doing your own physics ;_;
02:38
<&McMartin>
Because box2d is Wrong
02:38
< Reiv_>
Because not enough game engines implement their physics using pi as a constant
02:39
<&McMartin>
Because "being a cheap replacement for the basics of GameMaker" was the goal
02:39
< Reiv_>
Oh sure, they use it for circles and spheres and even the odd cone, maybe
02:39
<&McMartin>
I'm not doing my own physics
02:39
<&McMartin>
I'm doing my own geometry
02:39
<&McMartin>
Because getting that without getting a ton of bullshit I don't want was exactly the problem.
02:39
<&Derakon>
Does that somehow not imply doing your own collision detection and response?
02:39
<&McMartin>
Yes
02:39
< Reiv_>
But there's a whole world out there! Let's use it to measure distance, and describe momentum! We should track pixels and volume and weights as multiples of pi, too.
02:40
<&McMartin>
It implies in particular that "response" occurs nowhere in it
02:40
<&Derakon>
So how are you ensuring that your characters don't fall through the ground?
02:40
< Reiv_>
And then store it as a single float, because eh, close enough right
02:40
<&McMartin>
Monocle doesn't know what "characters" or "ground" are.
02:41
<&McMartin>
I mean, are you actually asking "why are not just using GameMaker or HaxeFlixel or" or are you asking something more specific
02:41
<&McMartin>
Because, well, both of those *also* require you to write your own collision response and physics because relying on computerized physics engines is made entirely of hilarious failure
02:41
<&Derakon>
Kind of? Redoing the whole "is this object intersecting this other object, and if so, what should be done about it" is something I have ultimately concluded is not a useful way to spend my time.
02:41
<&Derakon>
It's been solved hundreds of times by more qualified people.
02:42
<&Derakon>
And there are always annoying edge cases that have to be carefully handled. It took me something like a month before Jetblade's collision detection/response code was not routinely bugging out.
02:42
<&McMartin>
I'm solving an incredibly cheap subset that's good enough for the things I often want to do and reimplementation of the known-best solution is cheaper than integrating third party libraries
02:42 * Derakon shrugs. "Up to you."
02:42
<&McMartin>
Yes. Jetblade was solving a vastly harder problem than the one Monocle provides.
02:43
<&McMartin>
The answer for ensuring characters don't fall through the ground for Dapper Delver is "characters and ground components are axis-aligned bounding boxes of fixed proportions and larger than their maximum speed."
02:43
<&McMartin>
None of this "you would have clipped through convex polygons" stuff
02:43
<&Derakon>
No slopes?
02:43
<&McMartin>
Also, you may recall FallOver, which is also what you get when you just throw the stock physics solution at a platformer world
02:44
<&McMartin>
No, but slopes can be cheated too.
02:44
< Reiv_>
Is this a portion of Monocle that will have been written simplistically enough that you can tear it out and put your own in instead
02:44
< Reiv_>
Er, cleanly enough
02:44
<&Derakon>
Yyyyes, but FallOver was explicitly "you are controlling a box with all physics enabled and no constraints"
02:44
<&McMartin>
Right
02:44
<&McMartin>
So
02:44
<&McMartin>
Adding constraints
02:44
<&Derakon>
The only actual problem with it was that, well, you could fall over~
02:44
<&McMartin>
== "having to write your own collision responses"
02:44
<&McMartin>
No, the rest of the controls were also super-janky~
02:45
<&Derakon>
I never actually played it myself~
02:45
<&McMartin>
I've never actually seen the hairwalk rule written down but it is iron-hard in player expectations
02:45
<&McMartin>
Which is to say
02:45
<&McMartin>
If you are running, and jump, and bounce off the ceiling
02:45
< Reiv_>
hairwalk?
02:45
<&McMartin>
The rule is that you ascend to the ceiling and then slide along it the remainder of your horizontal motion
02:45
<&McMartin>
Otherwise the result is "obviously wrong"
02:45
<&Derakon>
Er?
02:45
< Reiv_>
... I've never seen that
02:46
<&McMartin>
Yes you have
02:46
< Reiv_>
I have?
02:46
<&McMartin>
Mario, Sonic, and Mega Man all do it
02:46
<&Derakon>
Many, many games just kill your vertical velocity when you bump your head.
02:46
<&McMartin>
Yes
02:46
<&McMartin>
s/just kill/kill just/, to be precise
02:46
<&Derakon>
And then you immediately start accelerating back down.
02:46
< Reiv_>
Yeah
02:46
<&Derakon>
Oh, you mean FallOver kills your horizontal velocity too?
02:46
<&McMartin>
It kills your velocity in your direction of travel.
02:47
<&McMartin>
This produces noticable animation hitches and it's a recognizable rookie mistake in a lot of platformers that weren't paying enough attention.
02:47
<&McMartin>
This almost certainly started out as a programming hack in the 8-bit era, but it is ingrained *incredibly hard*.
02:47
<&McMartin>
*and actually, in fallover you usually end up also picking up some rotational momentum from hitting the ceiling while moving horizontally~)
02:48
< Reiv_>
Do you mean the fact that when you hit the ceiling, you continue to move forward on the descent?
02:48
<&McMartin>
Almost but not quite
02:48
<&McMartin>
Which I mean is that if you run down a low-ceilinged corridor and keep jumping continuously and bouncing off the ceiling as you do
02:48
<&McMartin>
That the horizontal component of your speed never changes
02:48
<&McMartin>
That each frame you have moved the same number of pixels
02:49
<&McMartin>
If you do not ensure this - by killing only the vertical component of the velocity, which makes "move to point of collision" mechanics in stock engines like Box2d and GameMaker &c give the wrong answer - the animation visibly hitches when you hit the ceiling
02:49
<&McMartin>
So the real effect is that you have moved up to hit the ceiling and then slid along it.
02:50
<&McMartin>
(What you actually did back in Days Of Old was intersected a wall and then descended until you were no longer intersecting one)
02:51
<&McMartin>
Derakon: But yeah, my explorations into platformer design start from and went to a different place than JetBlade did, and thus reached nearly-opposite conclusions
02:51
<&McMartin>
To wit, that the physics of a 2D platformer *have* to be carefully designed by the designer in concert with the world they build
02:51 thalass [thalass@Nightstar-h1qmno.eastlink.ca] has joined #code
02:51 mode/#code [+o thalass] by ChanServ
02:51
<&McMartin>
But this isn't supposed to just be for that, either
02:52
<&McMartin>
It's also supposed to be a half-assed drop-in replacement for more heavyweight things like physicsfs
02:52
<&McMartin>
And bits of stuff like Flixel
02:52
<&Derakon>
physicsfs sounds like the worst possible file system.
02:52
<&McMartin>
The name is misleading
02:52
<@Namegduf>
s/worst/best/
02:53
<&McMartin>
It is in fact a filesystem library
02:53
<&McMartin>
It's a super-generic packaging system that presents everything to its clients as if they were files.
02:53
<@Namegduf>
Plan 9 called... they want to hang out sometime.
02:54
<&McMartin>
They're not a library you can just casually toss in to Dungeons of Dredmor and suddenly have modding support
02:54
<&McMartin>
Also, that particular insight is usually credited to Unix, not Plan 9~
02:54
<@Namegduf>
Hm, neat.
02:55
<@Namegduf>
Yeah, but Plan 9 actually tried to implement it.
02:55
<&McMartin>
Yeah, so, "I want to stick a zipfile in the install directory and have it be Full Of Stuff"
02:55
<@Namegduf>
Which was... interesting.
02:55
<&McMartin>
"And then have the game code just treat it like a directory"
02:55
<&McMartin>
This is where physicsfs Just Works
02:55
<@Namegduf>
That's pretty neat.
02:55
<&McMartin>
But it's also comically enormous overkill if you just want that
02:56
<&McMartin>
Monocle is both my reinvent-the-wheel-just-enough project, my learn-SDL2 project, and my design-sensible-APIs project.
02:56
<&McMartin>
While being written in C
02:56
<&McMartin>
That's a challenge~
02:56
<&McMartin>
But being a sensible C API means having your core operations be in forms that can be easily turned into whatever language is linking against you wants, by *that* language, instead of by you
02:57
<&McMartin>
So Monocle is based around configuring what you want an event stream to look like, and then consuming that event stream.
02:57
<&McMartin>
Maybe those will be callbacks. Maybe they'll be method invocations. That Isn't Monocle's Problem.
02:57
<&McMartin>
(In this, it actually follows SDL itself pretty closely.)
02:59
<&McMartin>
But yeah
02:59
<&McMartin>
The immediate, original impetus for Monocle was that I was trying to work on Dapper Delver and Every Single Full-Scale Game Engine available to me either assumed I was an actual studio, or made assumptions so inconvenient that I was going to have to reimplement the world in its own scripting language
03:00 thalass [thalass@Nightstar-h1qmno.eastlink.ca] has quit [Connection closed]
03:00
<~Vornicus>
"an actual studio" how?
03:00
<&McMartin>
So, Unity tutorials tend to handle graphics by having step 1 be "so, import your Maya atoms"
03:00
<&Derakon>
When I get back to working on Jetblade, my current plan is to use Unity but to do so by finding/buying a pre-existing 2D platformer framework.
03:01
<&Derakon>
Such things exist and aren't expensive.
03:01
<&Derakon>
And then I can basically just ignore 95% of Unity's widgets and just use its cross-platform build/deploy features~
03:01
<&McMartin>
Jetblade is trying to be more like Rochard than it is like VVVVVV though.
03:01
<&Derakon>
Ehh, not really.
03:02
<&McMartin>
(Also please don't be like Rochard)
03:02
<~Vornicus>
I keep reading that like it's french
03:02
<&Derakon>
The detailed collision stuff was mostly because I wanted to have smooth slopes and the ability to stand on enemies and so on.
03:03
< Reiv_>
Rochard?
03:04
<&McMartin>
(the cheat for slops is to correct the height if you're embedded in a slope after a tentative move, and to check to see if there's a slope within Y of you if you are in a ground-air transition and adjust if so)
03:04
<&McMartin>
Rochard was an incredibly uninspired platformer that was one of Unity 4's "launch titles", as it were
03:04
<&Derakon>
I enjoyed it.
03:04
<&Derakon>
It was basically a 2D action platformer with a gravity gun.
03:04
< Reiv_>
Idly, when did Maya become the main tool of choice; I had thought LightWave was the juggernaught
03:04
<&Derakon>
It wasn't art, but it was fun.
03:05
<&McMartin>
I think the large studios had been using it for basically forever
03:05
<&McMartin>
Since ISTR that Grim Fandango Remastered in fact just pulled in their old meshes and went to town
03:06
<~Vornicus>
yeah, maya's been around forever
03:07
< Reiv_>
Weird, I didn't know that Maya was The Game Modelling Software Of Choice when I was back at uni; there were a variety of pro/con style debates. I get the feeling it was Actually Photoshop?
03:07
< Reiv_>
In terms of 'this /is/ what you use', as it were
03:07
<&McMartin>
Photoshop is too, but that's for the 2D components >_>
03:07
<&McMartin>
And yeah
03:07
<~Vornicus>
note that unity can import lightwave and blender as well, as far as I am aware
03:07
<&McMartin>
The last time I looked at Unity's 2D features it was "start by getting all your photoshop stuff over here so we can import it and"
03:08
< Reiv_>
Vornicus: Right then
03:08
<&McMartin>
If I were to use Unity I would end up purchasing all the artwork~
03:09
<~Vornicus>
Straight up PNGs also import just fine
03:09
<&McMartin>
Yup
03:09
<&McMartin>
Which as a rule I'd be making in Game Maker's toolkit, because making pixel art in GIMP is kind of a royal pain especially when you aren't an artist to begin with
03:10
<&McMartin>
Oh hey, that would be a simple thing to implement
03:10
<&McMartin>
So, um
03:10
<&McMartin>
There's a puzzle sort where you have a grid of squares
03:11
<&McMartin>
Which all start out in the 'off' state
03:11
<&McMartin>
Selecting a square toggles its state, and the state of its NSEW neighbors
03:11
<&McMartin>
The goal is turn all the squares on
03:11
<&McMartin>
What is the name of this puzzle?
03:11
<&Derakon>
Certain levels of Q-BERT~
03:12
<&McMartin>
The topology's a little different~
03:12
<~Vornicus>
Lights Out
03:12
<&McMartin>
(Also, re: Box2D and friends in platformers; my favorite case of this was a case where the developer forgot to give the ground infinite mass)
03:12
<~Vornicus>
http://en.wikipedia.org/wiki/Lights_Out_%28game%29
03:13
<&McMartin>
(Which meant that when you jumped, the whole world started drifting down a bit because of Newton's Third)
03:13
<&Derakon>
Oh dear.
03:14
<~Vornicus>
Silly people, just don't give it a physics aspect
03:16
<~Vornicus>
gnarg! JS doesn't have keys other than numbers and strings. Angerface!
03:18
< [R]>
Vornicus: ?
03:20
<~Vornicus>
just as well anyway, everything else is mutable.
03:21
<~Vornicus>
Doing a thing where, in python, I'd be usingg a dictionary keyed by tuples
03:21 Meatyhandbag [sebastianfe@Nightstar-dk0.5eb.224.136.IP] has quit [Client exited]
03:21
<&Derakon>
It makes me sad how few popular languages have proper tuple support.
03:22
< [R]>
Why's that even important?
03:23
<&Derakon>
Because tuples are awesome and useful.
03:23
<&Derakon>
They're a lightweight way to group related items.
03:24 Meatyhandbag [sebastianfe@Nightstar-dk0.5eb.224.136.IP] has joined #code
03:24
<~Vornicus>
Tuples, frozensets, arbitrary objects with appropriately set __hash__ and __eq__ - the moment I can use a thing as a dictionary key it becomes infinitely more powerful.
04:16 * McMartin grumps
04:16
<&McMartin>
OK, I need to build a program to assist with this
04:16
<&McMartin>
Trying to run lights-out by hand is not working out for me
04:17
<&Derakon>
http://www.ueda.info.waseda.ac.jp/~n-kato/lightsout/
04:17
<&Derakon>
And I'm sure there are many more such puzzles online; this was just the first hit.
04:18
<&McMartin>
There we go
04:18
<&McMartin>
Now I can't figure out where my error was~
04:18
<&McMartin>
Other than "In transcription somewhere"
04:34 gizmore [kvirc@Nightstar-9t6vtg.dip0.t-ipconnect.de] has joined #code
04:34
<&McMartin>
OK, that is cool
04:35
<&McMartin>
So, the solution to a 5x5 lights-out puzzle where the start condition is "every light is lit"
04:35
<&McMartin>
Wiki gives two vectors that you can add to any solution, individually or together, that produce the other solutions.
04:35
<&McMartin>
Adding those in produces all the rotations of the solution.
05:03 GreenGuy [GreenGuy@Nightstar-fik25i.gnomino.eu] has joined #code
05:15 Derakon is now known as Derakon[AFK]
05:20 kourbou [kourbou@Nightstar-deqg8j.fbx.proxad.net] has quit [[NS] Quit: Don't think much of what others think of you. Think of what you think of others.]
05:20 kourbou [kourbou@Nightstar-deqg8j.fbx.proxad.net] has joined #code
05:40 kourbou [kourbou@Nightstar-deqg8j.fbx.proxad.net] has quit [Ping timeout: 121 seconds]
06:01 macdjord|wurk is now known as macdjord
06:05 Vornicus [vorn@Nightstar-uhn82m.ct.comcast.net] has quit [[NS] Quit: ]
06:07 Kindamoody[zZz] is now known as Kindamoody
06:23 celticminstrel [celticminst@Nightstar-md6f5v.dsl.bell.ca] has quit [[NS] Quit: And lo! The computer falls into a deep sleep, to awake again some other day!]
06:23 GreenGuy [GreenGuy@Nightstar-fik25i.gnomino.eu] has quit [Connection closed]
06:23 GreenGuy [GreenGuy@Nightstar-fik25i.gnomino.eu] has joined #code
06:24 Vash [Vash@Nightstar-uhn82m.ct.comcast.net] has quit [[NS] Quit: Quit]
06:43
<&McMartin>
It is the year 2015.
06:43
<&McMartin>
For the first time I have used the DEF FN command in the 1982 MS BASIC dialect.
06:47
<&McMartin>
0 DEF FNJ(P)=(NOT PEEK(56322-P))AND31:PRINT FNJ(1),FNJ(2):GOTO
06:48
<&McMartin>
A one-line program that dumps the joystick state continuously
06:56 gnolam [lenin@Nightstar-afpphi.tbcn.telia.com] has joined #code
06:56 mode/#code [+o gnolam] by ChanServ
06:59
< abudhabi>
Nice.
07:08 Meatyhandbag [sebastianfe@Nightstar-dk0.5eb.224.136.IP] has quit [Client exited]
07:21 Kindamoody is now known as Kindamoody|afk
07:38 gnolam [lenin@Nightstar-afpphi.tbcn.telia.com] has quit [[NS] Quit: Gone]
07:42 Kindamoody|afk [Kindamoody@Nightstar-180u8i.tbcn.telia.com] has quit [Ping timeout: 121 seconds]
08:19 macdjord is now known as macdjord|slep
08:45 AverageJoe [evil1@Nightstar-2ofrtr.ph.cox.net] has joined #code
08:54 catadroid [catalyst@Nightstar-bt5k4h.81.in-addr.arpa] has quit [[NS] Quit: Bye]
09:02 McMartin [mcmartin@Nightstar-rpcdbf.sntcca.sbcglobal.net] has quit [Ping timeout: 121 seconds]
09:15 McMartin [mcmartin@Nightstar-rpcdbf.sntcca.sbcglobal.net] has joined #code
09:15 mode/#code [+ao McMartin McMartin] by ChanServ
09:51 AverageJoe [evil1@Nightstar-2ofrtr.ph.cox.net] has quit [[NS] Quit: Leaving]
10:33 * Wizard finds himself using the debugger, tries to make seeing the program flow more efficient
10:33
<@Wizard>
yes "s" | rails server > ../debug.txt
10:33
<@Wizard>
I find myself doing this somewhat often and it's always equally great
11:11 catadroid [catalyst@Nightstar-vpjamj.dab.02.net] has joined #code
11:33 Orthia [orthianz@Nightstar-629.6n6.184.203.IP] has quit [Ping timeout: 121 seconds]
11:36 Orthia [orthianz@Nightstar-629.6n6.184.203.IP] has joined #code
11:36 mode/#code [+o Orthia] by ChanServ
11:55 catadroid` [catalyst@Nightstar-n2rav7.dab.02.net] has joined #code
11:55 catadroid [catalyst@Nightstar-vpjamj.dab.02.net] has quit [Connection closed]
12:59
<@Tarinaky>
https://archive.org/details/softwarelibrary_msdos_games?%2Fv2=&sort=-downloads This is cool.
13:13 GreenGuy [GreenGuy@Nightstar-fik25i.gnomino.eu] has quit [Connection closed]
13:13 GreenGuy [GreenGuy@Nightstar-fik25i.gnomino.eu] has joined #code
13:13 * abudhabi removes a console.log("LOL"); from production code.
13:18
<@Tarinaky>
You shouldn't be editing production code.
13:23
< abudhabi>
I'm not.
13:28
<@Tarinaky>
That's... not what you just said.
13:28
< catadroid`>
heh
13:29
< ToxicFrog>
Tarinaky: there is a difference between "editing production code" and "editing code in production".
13:30
<@Tarinaky>
And ad said the former.
13:30
<@Tarinaky>
Confusing.
13:31
< abudhabi>
There was a console.log("LOL"); in the production code. Now there is not. I have removed it, but I have never touched the production code itself, except to replace the whole thing.
13:32
< abudhabi>
I have technically, said neither.
13:32
< abudhabi>
+,
13:32
<@froztbyte>
-+,
13:32 * ToxicFrog pulls the eject handle, goes to get breakfast
13:32
<@froztbyte>
ToxicFrog: a marvellous idea
13:32
<@froztbyte>
ToxicFrog: bring me some
13:32 catadroid` is now known as catadroid
13:39
<@TheWatcher>
... aren't you in .za? Isn't it 14:40 there?
14:17
<@froztbyte>
yes
14:17
<@froztbyte>
correct on both counts
14:18
<@TheWatcher>
I see. So, uh, late breakfast then?~
14:18 * froztbyte isn't very good at this food thing
14:18
<@TheWatcher>
Fair enough!
14:18
<@froztbyte>
it's relatively common for me to forget to each for a day or two
14:18
<@froztbyte>
not that I'm not hungry or don't sense the hunger or whatever
14:19
<@froztbyte>
I just forget, or it's too much effort, or inconvenient timing, or ...
14:27 GreenGuy [GreenGuy@Nightstar-fik25i.gnomino.eu] has quit [Ping timeout: 121 seconds]
14:27 GreenGuy [GreenGuy@Nightstar-fik25i.gnomino.eu] has joined #code
14:39 BlueGuy [Greenguy@Nightstar-7tf.u76.253.193.IP] has joined #code
14:52 GreenGuy [GreenGuy@Nightstar-fik25i.gnomino.eu] has quit [NickServ (RECOVER command used by BlueGuy)]
14:52 BlueGuy is now known as GreenGuy
14:54 BlueGuy [GreenGuy@Nightstar-fik25i.gnomino.eu] has joined #code
14:57 kourbou [kourbou@Nightstar-l7e.ga3.162.37.IP] has joined #code
15:16 kourbou [kourbou@Nightstar-l7e.ga3.162.37.IP] has quit [Ping timeout: 121 seconds]
15:17 kourbou [kourbou@Nightstar-l7e.ga3.162.37.IP] has joined #code
15:25 RedGuy [Greenguy@Nightstar-7tf.u76.253.193.IP] has joined #code
15:25 GreenGuy [Greenguy@Nightstar-7tf.u76.253.193.IP] has quit [Connection closed]
15:26 RedGuy is now known as GreenGuy
15:29 Checkmate [Z@Nightstar-484uip.cust.comxnet.dk] has joined #code
15:29 mode/#code [+o Checkmate] by ChanServ
15:44 kourbou [kourbou@Nightstar-l7e.ga3.162.37.IP] has quit [Ping timeout: 121 seconds]
15:56 catadroid` [catalyst@Nightstar-amtka2.dab.02.net] has joined #code
15:57 GreenGuy [Greenguy@Nightstar-7tf.u76.253.193.IP] has quit [Ping timeout: 121 seconds]
15:58 catadroid [catalyst@Nightstar-n2rav7.dab.02.net] has quit [Ping timeout: 121 seconds]
16:25 kourbou [kourbou@Nightstar-deqg8j.fbx.proxad.net] has joined #code
16:42 GreenGuy [GreenGuy@Nightstar-fik25i.gnomino.eu] has joined #code
16:49 catadroid` is now known as catadroid
16:54 gnolam [lenin@Nightstar-afpphi.tbcn.telia.com] has joined #code
16:54 mode/#code [+o gnolam] by ChanServ
17:25 kourbou [kourbou@Nightstar-deqg8j.fbx.proxad.net] has quit [[NS] Quit: What does the 'x' do?]
17:33 macdjord|slep is now known as macdjord|wurk
17:37 BlueGuy [GreenGuy@Nightstar-fik25i.gnomino.eu] has quit [Ping timeout: 121 seconds]
17:37 BlueGuy [GreenGuy@Nightstar-fik25i.gnomino.eu] has joined #code
17:49 Meatyhandbag [sebastianfe@Nightstar-dk0.5eb.224.136.IP] has joined #code
17:52 gnolam [lenin@Nightstar-afpphi.tbcn.telia.com] has quit [[NS] Quit: Quit]
17:57 celticminstrel [celticminst@Nightstar-md6f5v.dsl.bell.ca] has joined #code
17:57 mode/#code [+o celticminstrel] by ChanServ
18:08 gizmore [kvirc@Nightstar-9t6vtg.dip0.t-ipconnect.de] has quit [[NS] Quit: KVIrc 4.3.1 Aria http://www.kvirc.net/]
18:59 GreenGuy [GreenGuy@Nightstar-fik25i.gnomino.eu] has quit [Connection closed]
19:21 catalyst [catalyst@Nightstar-bt5k4h.81.in-addr.arpa] has joined #code
19:23 catalyst [catalyst@Nightstar-bt5k4h.81.in-addr.arpa] has quit [[NS] Quit: ]
19:23 catalyst [catalyst@Nightstar-bt5k4h.81.in-addr.arpa] has joined #code
19:26 catadroid [catalyst@Nightstar-amtka2.dab.02.net] has quit [[NS] Quit: Bye]
19:36 gnolam [lenin@Nightstar-afpphi.tbcn.telia.com] has joined #code
19:36 mode/#code [+o gnolam] by ChanServ
19:37 ThisIsKourbou [NSkiwiirc@Nightstar-deqg8j.fbx.proxad.net] has joined #code
19:48
<&McMartin>
Tarinaky: Oh hey, are they actually providing downloads now? Neat. They only let you stream DOSBox-in-the-browser the last time I got bit by the Sorcerian bug
19:48 kourbou [kourbou@Nightstar-deqg8j.fbx.proxad.net] has joined #code
19:52 Kindamoody|autojoin [Kindamoody@Nightstar-180u8i.tbcn.telia.com] has joined #code
19:52 mode/#code [+o Kindamoody|autojoin] by ChanServ
19:53 Kindamoody|autojoin is now known as Kindamoody
20:18 ThisIsKourbou [NSkiwiirc@Nightstar-deqg8j.fbx.proxad.net] has quit [[NS] Quit: http://www.kiwiirc.com/ - A hand crafted IRC client]
20:20 kourbou|phone [kourbou@Nightstar-6qn.g6v.162.37.IP] has joined #code
20:22 kourbou [kourbou@Nightstar-deqg8j.fbx.proxad.net] has quit [NickServ (RECOVER command used by kourbou|phone)]
20:22 kourbou|phone is now known as kourbou
20:32 BlueGuy [GreenGuy@Nightstar-fik25i.gnomino.eu] has quit [Ping timeout: 121 seconds]
21:12 kourbou [kourbou@Nightstar-6qn.g6v.162.37.IP] has quit [Ping timeout: 121 seconds]
21:48 * TheWatcher rails at Irssi's shit API documentation
21:48
<@TheWatcher>
Should not need to RTFS to do this shit...
21:49
< abudhabi>
Is it shittier than the user manual?
21:49
<@celticminstrel>
What's the S mean?
21:49
< abudhabi>
Source.
21:49
<@celticminstrel>
Ahhh.
21:50
< abudhabi>
Because it is kinda annoying that I find it easier to edit the config files directly than to edit the settings with the commands provided at the frontend.
21:52 Omega [omegaboot@Nightstar-03ja8q.il.comcast.net] has joined #code
21:52 Alek [omegaboot@Nightstar-03ja8q.il.comcast.net] has quit [NickServ (RECOVER command used by Omega)]
21:52 Omega is now known as Alek
21:52 mode/#code [+o Alek] by ChanServ
22:16 Kindamoody [Kindamoody@Nightstar-180u8i.tbcn.telia.com] has quit [Connection closed]
22:16 Kindamoody|autojoin [Kindamoody@Nightstar-180u8i.tbcn.telia.com] has joined #code
22:16 mode/#code [+o Kindamoody|autojoin] by ChanServ
22:16 Kindamoody|autojoin is now known as Kindamoody
22:32 Kindamoody is now known as Kindamoody[zZz]
22:32
<@TheWatcher>
Fuckit, time to just experiment and hope I don't break something hilariously
23:11
< catalyst>
that's the spirit
23:18
<&McMartin>
Science!
23:23
<@TheWatcher>
Indeed.
23:23
<@TheWatcher>
And I haven't crashed it yet, so that's good.
23:28 Vornicus [vorn@Nightstar-uhn82m.ct.comcast.net] has joined #code
23:28 mode/#code [+qo Vornicus Vornicus] by ChanServ
23:33 Tamber_ [tamber@furryhelix.co.uk] has joined #code
23:35 Tamber [tamber@furryhelix.co.uk] has quit [Ping timeout: 121 seconds]
23:49 gnolam [lenin@Nightstar-afpphi.tbcn.telia.com] has quit [[NS] Quit: Z?]
--- Log closed Wed May 06 00:00:59 2015
code logs -> 2015 -> Tue, 05 May 2015< code.20150504.log - code.20150506.log >

[ Latest log file ]