--- Log opened Sun Dec 16 00:00:07 2018 |
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03:29 | | * McMartin catches up on AoC. |
03:30 | <&McMartin> | Day 15's problem is possibly my least favorite kind of AoC problem, where he has some vision of what he wants the program to do but then in order to shoehorn it into the puzzle format he has to basically write out the entire program in pseudocode and then say "make this actually run" |
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06:39 | <&McMartin> | Day 16's on the other hand is a huge specification but it's a neat puzzle. |
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22:10 | <&McMartin> | This is an excellent thread |
22:10 | <&McMartin> | https://twitter.com/fullbright/status/1073624811107016704 |
22:10 | <&McMartin> | I just got to INVISIBLE WASHING MACHINES IN THE SKY |
22:12 | <&[R]> | "Did you know that if there’s enough Z-fighting, it happens so fast you can’t see it anymore?" |
22:14 | <&McMartin> | Persistence of vision, boyo |
22:14 | <&McMartin> | https://pbs.twimg.com/media/Duiem4MVsAc1KaO.jpg is also a classic |
22:14 | <&[R]> | FPS being limited probably helps a little too |
22:16 | <&[R]> | WTF |
22:16 | <&McMartin> | And, in reverse, Fallout 3's trains are actually helmets of NPCs that you ride around in. https://pbs.twimg.com/media/DuffkKFU8AEIdtI.jpg |
22:21 | < Mahal> | That thread is a delight |
23:16 | <@Reiv> | McMartin: ... is that a stupid mod or is that How They Actually Did Trains |
23:17 | <~Vornicus> | That is How They Actually Did Trains |
23:17 | <~Vornicus> | a relatively common technique really |
23:17 | <@Reiv> | oh my gosh |
23:17 | <@Reiv> | That is the *best* hat |
23:21 | <~Vornicus> | I remember -- uh |
23:21 | <~Vornicus> | One of the Marathon games has a level where there's a big explosion a certain amount of time in |
23:22 | <~Vornicus> | Such that if you complete the rest of the level before the explosion you succeed and if you don't then you fail. |
23:22 | <~Vornicus> | This is done by having: |
23:22 | <~Vornicus> | 1. a "kill" goal that only counts one type of monster |
23:22 | <~Vornicus> | 2. an unreachable room with that monster in it |
23:24 | <~Vornicus> | 3. that monster has a "nuclear hard death" flag, so when it dies in lava (or of explosions or of certain other things) it causes an explosion that is visible everywhere as a whiteout and makes a noise audible everywhere |
23:24 | <~Vornicus> | 4. a very slowly rising liquid in the unreachable room. |
23:28 | <~Vornicus> | So at the appointed time, the lava reaches the monster, the monster dies loudly, the level's goal flag is set, and the terminals get changed to the "success" state which is, as far as the plot is concerned, the fail state, which then sends you along a different path of levels. |
23:31 | <~Vornicus> | There's other levels that use 2, 3, and some variant of 4 for different effects - random explosions where they move around randomly in some unreachable rooms and one place tehy can go kills them; rooms with triggered liquid so doing a thing makes explosions happen... |
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23:39 | <@Reiv> | Marathon had branching levels based on whether or not you exploded? |
23:40 | <~Vornicus> | yes, though it wasn't much used in the first-party scenarios |
23:40 | <~Vornicus> | The level I'm thinking of is early in the finest third-party campaign, Rubicon |
23:40 | <~Vornicus> | Which is so good that I forget it's not canon sometimes. |
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--- Log closed Mon Dec 17 00:00:08 2018 |