--- Log opened Sat Dec 25 00:00:46 2021 |
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00:57 | <@celticminstrel> | Yes and no? |
00:58 | <@celticminstrel> | In common usage, “acronym” is inclusive of initialisms. |
00:58 | <@celticminstrel> | …oh, I just noticed gnolam isn’t even here anymore. |
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08:45 | <~Vorntastic> | https://en.wikipedia.org/wiki/HAZWOPER hazardous waste operations and emergency response |
08:46 | <@ErikMesoy> | Sounds like a pokemon |
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08:59 | <&McMartin> | definitely Poison type |
09:00 | < catalyst_> | sounds like an Australian named it |
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09:01 | <~Vorntastic> | It's not an early 2000s meme that's for sure |
09:28 | < catalyst> | hm? |
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09:54 | <~Vorntastic> | That's has cheeseburger |
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18:49 | | * abudhabi_ plays Surviving Mars and thinks their solutions to pathfinding loads are pretty cool. |
18:50 | < abudhabi_> | For one, the game basically has 2D-like 3D, ie. elevation varies, but you can't go arbitrarily high into the air, and you can't dig tunnels. |
18:51 | < abudhabi_> | For another, the ground-level workers are limited to reasonably sized areas of hexes they are allowed to path within, justified in-game as battery and radio control constraints. |
18:51 | < abudhabi_> | Colonists are even more limited in their movements. |
18:52 | < abudhabi_> | Overall, it's an elegant solution to what makes computers cry when they run Dwarf Fortress. |
18:55 | < abudhabi_> | Is there a name to the "I can't believe it's not 3D" kind of map? |
18:56 | <@celticminstrel> | So when you say elevation varies, it’s like each hex has a set elevation, right? |
18:56 | <@celticminstrel> | Like in the Avernum series. |
18:57 | <@celticminstrel> | But what’s that about going arbitrarily high in the air? |
18:57 | <~Vornicus> | "heightfield" |
18:58 | <@celticminstrel> | Yes. |
18:58 | < abudhabi_> | celticminstrel: Yeah, just like that. |
18:58 | <@celticminstrel> | That would be the name for what the Avernum series does. |
18:58 | < abudhabi_> | Vornicus: Thanks! |
18:59 | <~Vornicus> | heightfields are pretty common: OTTD, SMAC, Supreme Commander, Factory Town |
18:59 | <~Vornicus> | technically System Shock used a crazy version of a heightfield |
18:59 | <@celticminstrel> | Crazy how? |
19:00 | <~Vornicus> | Each cell had two floor heights and a "shape" and then it matched that with the ceiling |
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19:01 | <~Vornicus> | and then in some areas in order to make over/under corridors it added plate entities you could walk on |
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20:11 | <&[R]> | Gotta love hacky map systems |
20:43 | <@sshine> | did anyone here try Lutris for gaming on Linux? |
20:46 | <&ToxicFrog> | I've used it |
20:46 | <&ToxicFrog> | (I'm actually using it right now to run EGS) |
20:46 | <&ToxicFrog> | It's alright |
20:47 | <&ToxicFrog> | Re the SS1 heightmap -- it also didn't have a fixed height resolution; instead you set the height scale factor in the map header, so if you wanted a taller map you had to settle for larger steps between heights |
20:56 | <@sshine> | I'm running the official Battle.net client after having typed a few commands. I'm not sure who is driving the effort at making games this convenient on Linux, but it's impressive. |
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--- Log closed Sun Dec 26 00:00:47 2021 |