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Comments:

<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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