code logs -> 2015 -> Tue, 07 Jul 2015< code.20150706.log - code.20150708.log >
--- Log opened Tue Jul 07 00:00:13 2015
--- Day changed Tue Jul 07 2015
00:00
<@ErikMesoy>
http://dungeonsofdredmor.wikia.com/wiki/Potion_of_Radiance I think this was it!
00:00
<@ErikMesoy>
"The fluid in this flask shines brightly and is difficult to look at directly. You're in for a flash." <-- illumination was an effect I associated more with scrolls than potions, mentally.
00:01
<@ErikMesoy>
That description did not tip me off about the fact that it would issue AOE damage on use, thereby pissing off shopkeeper.
00:01
<&ToxicFrog>
...huh. I knew that that potion buffed you, I didn't realize it also blinded everything around when you drunk.
00:03
<@ErikMesoy>
Right. So that gets back to my original suggestion: make descriptions more explicit about effects.
00:03
<@Reiv>
But then you lose the lolz
00:04
<@Reiv>
right
00:04
<@Reiv>
Suggestion: Keep the lame jokes. Have an "Info" button. :p
00:04
<@ErikMesoy>
Lolz from unwisely using an unidentified item are cool.
00:04
<&ToxicFrog>
Hmm.
00:04
<&ToxicFrog>
Need more fuel for my Minmus station.
00:04
<@ErikMesoy>
Unwisely using an item that POSES as identified and actually has secret effects which you can't discover because there is no identify system that will warn you... meh.
00:05
<@ErikMesoy>
Also! A rest command!
00:05
<@ErikMesoy>
All my complaints about early Dredmor are coming back to me. Walking back and forth in place to recover over time.
00:06
<@Reiv>
... pretty sure tehre was a button that let you wait
00:08
<@ErikMesoy>
Might have been patched in after I played it. If not already done, patch it further with "Rest until fully recovered or monster moves in sight".
00:08
<&ToxicFrog>
There was a "pass one turn" button from the beginning.
00:08
<@ErikMesoy>
(You could also have rest take more input like rest N turns, rest for health, rest for mana, etc. but those seem like unnecessary clutter of the sort that should be streamlined away)
00:08
<&ToxicFrog>
There wasn't "rest until healed" on release, I know the devs were talking about adding one but I don't know if it actually made it in.
00:10 * ToxicFrog slaps together a simple fueling drone and sends it up on a Freya 10 lifter
00:11
<&ToxicFrog>
...
00:11 * ToxicFrog rolls it back into the VAB to add telemetry
00:12
<@Reiv>
pft
00:12
<@Reiv>
Oh hey
00:12
<@Reiv>
I've been fuckin' about with spaceplanes recently
00:13
<@Reiv>
My greatest joy of recent was a VTOL cargo plane
00:13 * ToxicFrog rolls it back out to the launchpad and lights that candle!
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00:13
<@Reiv>
Er, STOVL cargo plane when it's packing cargo, rather~
00:13
<@Reiv>
Still v. handy when experimenting with ground-based comms systems
00:14
<@Reiv>
Take off, fly around, drop the package, inevitably come back round and do a hover-landing so you can investigate what caused the explosion ¬¬
00:14
<@Reiv>
(Turns out the action group was firing the parachutes, but /not/ the landing legs, which was... unfortunate.)
00:15
<&ToxicFrog>
...wow, the F10 may have been overkill for this payload.
00:16
<@Reiv>
Needed more fuel tanks?
00:16
<&ToxicFrog>
On the payload, maybe
00:16
<&ToxicFrog>
It's called the Freya 10 because it's rated for 10 tonnes to LKO; this payload is 12 and it looks like it's going to circularize with fuel to spare in stage 2.
00:16
<&ToxicFrog>
Possibly it should be renamed the Freya 15 or similar.
00:17
<@Reiv>
Sound like it! A useful measure of capability.
00:18
<@Reiv>
(Oh, final quirk of the CARGVL: The cargo bay opens downwards, of course. Deployments come with either pre-extended landing gear, or a bunch of parachutes, the latter being preferable~)
00:18
< catalyst>
It amuses me when you talk about the Freya rockets, since I've a friend by that name, so I assume she's involved xD
00:19
<&ToxicFrog>
All of my rockets are named after gods whose domain is death~
00:21
<@ErikMesoy>
s/domain is/domains include ?
00:21
<&ToxicFrog>
Er. Yes.
00:21
<&ToxicFrog>
Freya is a goddess of many hats.
00:22
<@ErikMesoy>
And cats.
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00:24
< catalyst>
I believe that may also be why she chose that name, heh
00:24
< catalyst>
(Also, rocket hats are dangerous :d)
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07:08
< abudhabi>
Hmm. Cross-platform mobile development (Android, iOS, Windows). What do?
07:10
<@macdjord>
Succumb to the madness.
07:16
<~Vornicus>
Phonegap
07:16
<~Vornicus>
Problem over
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07:49
< catadroid>
use the browser? :3
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08:27
< abudhabi>
How the fuck do I even install phonegap properly?
08:28
< abudhabi>
I mean, I got to the part where I can install the software, but it appears that I won't be able to develop anything, because I don't meet all these fancy requirements for Android, iOS and Windows.
08:57
< ASCII>
'fancy'?
09:02
< abudhabi>
It seems to want third-party software, like the Android SDK... but I installed Android SDK, and this thing apparently can't find it.
09:25 Kindamoody is now known as Kindamoody|afk
09:29
<@simon>
any Linq hackers? http://stackoverflow.com/questions/31263260/equivalent-of-outer-join-with-non-eq uals-predicate-in-linq
09:29
<@simon>
abudhabi, when I played with PhoneGap, I went with an online build service.
09:29
<@simon>
abudhabi, it'd automatically package my app for each OS, too.
09:30
<@simon>
abudhabi, I don't remember what the service was called, but it could've been Adobe PhoneGap Build. at least that looks quite good.
09:31
<@simon>
abudhabi, only annoying thing is I have to wait for the service to schedule my compilation whenever I'm debugging stuff.
09:31
<@simon>
(and since it was a free plan, it could take a little while.)
09:31
< abudhabi>
Yeah, I don't think that'll work for us here.
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13:01
<@simon>
abudhabi, that's a pity!
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13:08
< abudhabi>
I've managed to get this stuff set up for Android, at least, and it works after a fashion (have to build from commandline).
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14:53
<@simon>
hmm.
14:54
<@simon>
my roomie called me yesterday and complained about something, I gave some advice and she told me "not to fix her". today she called me and complained about something else, I just listened, and eventually she said "well, aren't you going to give some advice? that's why I called you!"
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15:04
< ErikMesoy>
sounds like she wants you to *fix things for her*. but could we have her side of the story?
15:06
< abudhabi>
simon: Next time, don't answer the phone.
15:06
< catadroid>
context seems important here
15:35 * TheWatcher eyes the web designers in work
15:36
<@TheWatcher>
Their idea of how to build a responsive website? Multiple style rules per element based on page width
15:37
<@TheWatcher>
There are /thousands/ of these things
15:38
<@TheWatcher>
Over a meg of stylesheet, when it could be done in a fraction of it, wtf
15:52
<@gnolam>
>_<
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15:57
<@simon>
abudhabi, I have explored that path before. it is generally more painless.
15:57
<@simon>
abudhabi, although it doesn't work indefinitely.
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21:35
< starkruzr>
what do you do when your boss demands you do something the wrong way because he thinks it'll be faster but you know a) you're about two hours away from fixing the right way and b) his wrong way is going to break sixteen ways down the line
21:35
<@Tamber>
Document, leave a paper-trail.
21:36
<@Tamber>
Oh, and let him know up front -- in the paper-trail -- your concerns. :)
21:36
< starkruzr>
he's going to consider that to be passive aggressive
21:37
<@Tamber>
*shrug*
21:38
< starkruzr>
for reference: we are building an inventory/provisioning database. I have already set up DeployStudio to talk to it nicely. SCCM requires some prodding; the PowerShell script that does it currently writes to a CSV. I want to make it write to a database directly. he wants to make it so that every machine adds a line to this CSV, and then we have to wipe the table containing the info and import the CSV. fres
21:38
< starkruzr>
h. every night.
21:38
< starkruzr>
the problem is only figuring out why the Invoke-WebRequest line in the Powershell doesn't work right yet.
21:39
< starkruzr>
"this will take you too long, start scheduling the CSV imports"
21:39
< starkruzr>
dfasdfhasldkfalsjkhaljfdsjkadlk'
21:41
<@[R]>
<starkruzr> he's going to consider that to be passive aggressive <-- do it anyways.
21:42
<@[R]>
Had a boss like that myself. Just fricking do it.
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21:42
<@[R]>
Yeah, his method is ill advised.
21:43
<@[R]>
Anything that requires scheduled jobs instead of altering the live data is silly.
21:44
< starkruzr>
I know this intuitively, but it's hard for me to explain why.
21:44
<@[R]>
Like the mysterious account-system maintenance my cellphone provider does every night. Six hours of scheduled maintenance daily is absurd.
21:45
< starkruzr>
wow
21:45
< starkruzr>
That is... REMARKABLY terrible.
21:45
<@[R]>
Err, four hours. But still. That's an excessive /daily/ window.
21:45
<@[R]>
Weekly? Sure, still a PITA, but reasonable.
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22:02 * ToxicFrog rocks out with his version control system out
22:12
< catalyst>
subversive git~
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23:01 * ToxicFrog thinks out loud for a bit
23:02
<&ToxicFrog>
A game, fundamentally, is just a set of entities.
23:02
<&ToxicFrog>
Each entity is uniquely identified by its ID.
23:02
<&ToxicFrog>
An entity consists of an id and zero or more components, each one of which consists of a type and then an arbitrary block of key-value data.
23:03
<&ToxicFrog>
(and some message handlers lying around in game code)
23:03
< ErikMesoy>
"game" in any particular context?
23:03
<&ToxicFrog>
This roguelike I'm working on.
23:03
<&ToxicFrog>
In particular, the player and maps are also normal entities.
23:03
< ErikMesoy>
Ok, then it's reasonable. For a wider definition of "game" I would have objected that entity-centrism is a computer modeling tool which poorly captures how people think about and describe games.
23:04
<&ToxicFrog>
This means that saving just consists of writing out the entire entity table, and loading, evaling it.
23:04
<&ToxicFrog>
If cross-entity references are done exclusively by ID, no further work needs to be done.
23:05
<&ToxicFrog>
If direct references are permitted, additional work is needed; xrefs need to written out with some form of annotation to distinguish them from ordinary numbers, and then resolved lazily at load.
23:06
< ErikMesoy>
Let's try a concrete example. Character is poisoned. Poison lasts X turns and deals Y damage over time. Presumably poison is recorded as key-value data for the player. Duration and damage separately, or subattributes of a "poisoned" value object, or what?
23:09
< ErikMesoy>
Is poison perhaps an entity of its own, doing things to the player character entity?
23:09
<&ToxicFrog>
Player has a "damage-over-time" component with properties { turns = X; damage = {...damage type => amount mapping...}; name = "Poisoned!" }
23:10
<&ToxicFrog>
Each tick() it applies the listed damage and decrements turns; once turns hits 0 it removes itself.
23:11
<&ToxicFrog>
It could also be implemented as a separate entity, but this feels better to me.
23:12
<&ToxicFrog>
Saving it consists of writing out that table with an additional key, 'type = "damage-over-time"', which the loader can then use to hook the event handlers back up to it
23:13
<&ToxicFrog>
Or even annotated directly: component "damage-over-time" { ... }
23:36
< ASCII>
I'd not have the dot be a single entry in the player, unless you never will have more than one dot and there will be no overlapping dots.
23:42
<&ToxicFrog>
ASCII: why?
23:42
<&ToxicFrog>
An entity can have multiple components of the same type with different data.
23:47
<@celticminstrel>
Dot?
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23:56
< ASCII>
damage over time
23:56
<@celticminstrel>
Oh.
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--- Log closed Wed Jul 08 00:00:00 2015
code logs -> 2015 -> Tue, 07 Jul 2015< code.20150706.log - code.20150708.log >

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