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<0> BinGOs: did you add a filter for dcc...? <1> Doesn't DOS have some sort of memory limitations that might make mplayer tough to run? <0> dabreegster: not if you go into protected mode while in DOS <2> Who needs more than 640k? <0> ew73: with a 1Gb hd i do <2> simcop2387: Look, up there. In the sky. Way over your head. It was the joke. <0> and you missed mine too <2> I think they're mutually exclusive. <1> Woo, it actually looks like I got a tan today until I turn the lamp on the high setting. <0> well i'm off for the night <1> Goodnight <1> I hate it when it's 1:30, but I'm so close to fixing this stupid dungeon generator <0> dabreegster: still working on it eh? <2> Dungeon generator? <1> simcop2387: Yes. The connection code for rooms is failing mysteriously. <1> ew73: For a roguelike. A Perl roguelike!
<0> odd <2> I made one of those in like 8th grade in Hypercard. <1> Not really, with my skills. At least I had the sense to set up a way to serialize random numbers so I can see if I fixed a bug or not. <2> May have been 6th grade. The teacher had the awesome Mac Performa. <1> ew73: Hey, s/Hypercard/Perl/ and that statement is true <2> I miss hypercard. <1> ew73: Nice. Were they just plainish rooms and hallways? <1> Wasn't that a macro language or something for Mac? I'm way too young to remember that. <1> No, that's ActionScript or something. <2> If I recall, the rooms were "3d" (in the same way Myst is "3d"), and I had a bunch of doors and whatnot that were visible or not based on a complicated thing I can't recall. <3> it was a language and a basic gui toolkit <0> sounds like hunt the wumpus ew73 <2> Hypercard was kind of like .. Hm. It was kind of like a GUI-maker with a basic scripting language. <1> ew73: Point-and-click roguelike? <2> dabreegster: Sort of. <2> simcop2387: It is very dark here. There is a breeze to the North. <1> Sounds like The Games Factory, which was actually a decent little thing back in my Windows days. <4> shoot. how do I make an array print with \n after each value? <0> print join '\n', @array <5> print join('\n', @arr); <1> print join "\n", @array <5> heh <2> Don't you mean to use ""'s? <6> dabreegster++ <1> Hah, lag hinders me, but I remembered the doubles <6> I used a PC-based HyperCard ripoff when I was in grade school. Man, that thing ****ed. But it supported Mode X graphics! <4> hobbs: was it a macromedia tool? <4> hobbs: was it called director? <2> I miss hypercard. :( I got my parents to buy me a Mac Cl***ic so I could play. <6> jrsims: no and no <0> ew73: no why <0> oh **** thats why <3> director rocked. <0> i need sleep <2> I reccomend alcohol and caffinated beverage instead. <3> that company has been milking director ever since <4> jpeg: that company is now owned by Adobe <1> OH, that's not part of the hallway. Dangit. It's not a bug then, the halls just need to be longer. <6> jrsims: http://elab.eserver.org/hfl0139.html <3> director =~ shockwave =~ flash <4> jpeg: no, they're all different <3> not significantly <4> yes they are <1> swf ne flash? <0> dabreegster: sounds like a bug to me, an off by one bug i'm guessing <3> no they aren't. (we can play this all night) <4> yes they are <3> yes they are <7> they are different <4> good job <4> **** <0> no they aren't <4> yes they are <7> they are :) <1> simcop2387: Yeah. All because I make my rooms jut out in particularly interesting ways, <0> heh <1> simcop2387: If placing a new room on the current map collides with something, it just fails. It'd be neat if I could conjure up a thing to see how close it is and magically expand the hallway, or mod the room. <8> what're you arguing about? <3> stupid ****
<7> Pete_I: whether or not shockwave, flash and director are different <1> The difference or lack thereof between Flash, Shockwave, and Director <0> dabreegster: just use an OR style placement of them, theres only two basic states when laying out the rooms/hallways <3> i say director begat shockwave which begat flash and it's essentially the same product <1> Woo! Too excited now to sleep. <9> i think Flash is a type of shockwave thingy <3> jrsims is smoking crack and disagrees. we're trying to get him worked up <0> dabreegster: got a screenshot of a room like that? <1> simcop2387: I don't understand what you mean. If two things collide, mix them somehow? <1> simcop2387: Hangon, yes <4> shockwave != flash <0> dabreegster: yes mix them, overlay them <6> Shockwave is heavier than Flash <0> oh just read wikipedia it explains of the Shockwave, Shockwave Director, and Shockwave Flash stuff <1> simcop2387: I might try something like that <10> has anyone had success having SOAP::Lite talk with non-perl clients? <0> dabreegster: then you end up with merged rooms/hallways + nonconvex rooms! <6> And Director writes Shockwave files (while Flash writes Flash files) <1> simcop2387: It'll look cool, but I'll probably have a hard time making it unbuggy. The whole point of storing coordinates of walls/exits was to avoid this sort of thing. <7> http://www.adobe.com/products/director/resources/integration/flash/quick_comparison.html <11> jink's url is at http://xrl.us/ndto <2> Myself, when I was doing the layout, just ***umed a huge grid, and had various types of rooms, some were long and narrow, like hallways, and some were big and square, like rooms, and each had at least 1 connection point. <12> Someone at 216.77.203.181 pasted "Now I doubt my sanity. It should fit. (The upper one is moved up for debugging purposes)" (11 lines, 180B) at http://sial.org/pbot/17725 <6> ew73: IOW a roguelike level :) <6> ew73: in geometry, anyway <0> dabreegster: well its your algorithm, use what you like <2> Then, while( percent_full( $dungeon ) < $arbitrary_number ) { add_a_****ing_widget(); } <1> ew73: Yeah. Connection is the tough bit. <1> simcop2387: I'll definitely try it out. If it works, it'll save me a lot of trouble. <6> 2D BSP! <0> hobbs: hehe <2> Basicly! <0> well i sleep now <1> Night simcop2387 <0> i out of alcohol and bawls <1> Time for me to. Bye. <4> ok, so now I have my regex capturing matches to $1. But how would capture multiple matches? <4> I don't just do $1, $2 do I? <2> Geez. Someone has spent far too long thinking about this stuff: http://en.wikipedia.org/wiki/593_%28number%29 <13> how would i parse a pstring out of a filehandle (streaming one)? i know i can read a byte, unpack, then read() again, but surely perl has a nifty thing for it <6> Is that a silent p? <14> On-line Encyclopedia of Integer Sequences.. wow.. how.. wonderful <6> better known as Sloane's <4> for regex, how do I say "foreach (/match/) { store each unique occurrence in @array } ? <15> while (($abc,$def,$ghi) = /match/g) { push @array, [$abc,$def,$ghi] } <15> or if you're only capturing one thing <15> @array = m/match/g; <4> ok <16> GumbyBRAIN: dcc <17> cock badger cock badger. <16> \o/ <4> Botje: what's that /g do? <18> GumbyBRAIN: I missed you most of all, scarecrow! <17> All of you. <16> GumbyBRAIN: dcc <17> Also she will or will we go out then, else il never get an error which they begin to do some dcc checking. <16> he shall never utter d c c s e n d ever again <15> perldoc perlreref knows <19> perlreref - Perl regular expressions quick reference. To access this perldoc please type, at a command line, 'perldoc perlreref'. You may also find it at http://perldoc.perl.org/perlreref.html <15> HELO BINGOS <20> 250 Stevie-O <15> hello, all of you <16> Hello, nice belgish. <21> hello <15> it's raining <15> wheeee <15> no more 30+ temps <16> You scared away the high pressure <15> yay me! <16> Or was it perl 6 ? <16> wankit <19> Perl 6 crossed the road. Nobody has ever dared question its motives. <16> heh
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