Posts for Tub


Tub
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Joined: 6/25/2005
Posts: 1377
well quake 1, 2 and 3 are open source now, but the half-life-engine isn't. The largest obstacle in q3's demo files is figuring out the compression, which is a custom huffman encoding with hard-coded frequencies, and I doubt that hl's demos are easier to figure out. LagDotCom, if you're saying the demo specs are known, can you provide a link? I did some googling, but it didn't turn up anything useful.
m00
Tub
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Joined: 6/25/2005
Posts: 1377
wouldn't it be great if those could be auto-generated and were linked from every movie-page? That'd need two changes though: a) consistent game names b) splicing off the game names into a seperate database table I had started the required database-changes months or years ago on a local test-server, but somehow the project was lost in time and never finished. Has any of the new overlords taken a deep dive into the source code yet? Anyone interested in reviving this?
m00
Tub
Experienced Forum User
Joined: 6/25/2005
Posts: 1377
int a, b = 1
this sets b to 1 and leaves a uninitialized. You want:
int a=1, b=1
hint: in such cases, it's often useful to use a debugger that allows you to view variable contents, or to sprinkle some printf's inside your program so you can see how the loop progresses.
m00
Tub
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Joined: 6/25/2005
Posts: 1377
heh.. just when I saw new posts in this thread, I thought I should ask a question. Then I read that Ferret had already asked exactly the question I wanted to pose. nice one :)
m00
Tub
Experienced Forum User
Joined: 6/25/2005
Posts: 1377
pirate_sephiroth wrote:
The difference, dudes, is that Sephiroth is a player.
I always thought he was a Non-Player Character. Besides, he's emo (go play FF7 again and listen to his drivel!) Last I checked, emo and manly are mutually exclusive.
m00
Tub
Experienced Forum User
Joined: 6/25/2005
Posts: 1377
This run finally demonstrates why Richter is considered a key figure in the Castlevania storyline. *falls over dead*
m00
Tub
Experienced Forum User
Joined: 6/25/2005
Posts: 1377
TasVideoMoogle <3
m00
Tub
Experienced Forum User
Joined: 6/25/2005
Posts: 1377
All Hail the new Overlords! *kneels down*
m00
Tub
Experienced Forum User
Joined: 6/25/2005
Posts: 1377
let's see what'll fit..
Long story short, I
_____ ___ __________ ____
fried the Yappingmaw tail ?
found out Ki-hunters suck ?
fixed the bombtorizo skip ?
could use gamesharks code ?
hadnt cut sporespawn back ?
might not illuminate more ?
shall eat vegetables soon ?
m00
Tub
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Joined: 6/25/2005
Posts: 1377
yeah, just run out of town and watch a firewall materialize below your feet. instant damage. there's also my favourite damage type, which cannot miss, cannot be blocked, cannot be dodged/evaded/weapon blocked, cannot be absorbed and cannot be reduced: a simple poison cloud.
m00
Tub
Experienced Forum User
Joined: 6/25/2005
Posts: 1377
meh. I love castlevania and all, but this run didn't offer much I could enjoy. I don't really know why. I usually love Glitchfests. I rarely mind weird movements, even if they make terrible sounds. Nothing wrong with boring parts in an otherwise interesting run, either. But this one? Meh. The combination of endless menu screens, long shopping sprees and a long sequence that sounds and looks like a wall having sex was a bit too much. Where other runs make up for such sequences, this one only offered two boss battles that were neither short enough nor varied enough to keep me interested. To me, this run looked like a combination of a lame save glitch and the abuse of a terribly noisy character switch. Both interesting glitches, but not enough to fill 11 minutes. Maybe this run just fails on timing. For a simple glitchfest, it was too long and showed too few glitches. For a speedrun, it was too short and failed to show the interesting parts of the game. Or maybe I should have played the game to appreciate this run.. probably as good as PoR gets, but any other castlevania game makes for more interesting runs.
m00
Tub
Experienced Forum User
Joined: 6/25/2005
Posts: 1377
yeah, bisqwit has an awesome way of learning new languages. that particular piece of xslt isn't that complicated either, 30 lines of setup, another 30 just to iterate over the screen "pixels" (xslt 1.0 is VERY verbose on function calls, 2.0 at least made recursion simpler) and the rest is a simple recursive mandelbrot calculation. but it's still way more awesome than all my test-code combined. ;) oh yeah, this is a good read on abusing XSLT. It's proven to be turing-complete and there are quite some papers about it. This one tries to implement a full-featured functional language on top of it: http://www.topxml.com/xsl/articles/fp/
m00
Tub
Experienced Forum User
Joined: 6/25/2005
Posts: 1377
not sure what kind of complicated backup solution you need, but mine is a simple bash-script build like this. It'll first create snapshots of databases and emails to new directory on hard drive #1. Then it'll mirror the newly created snapshots and other important files to hard drive #2, using rsync.
#!/bin/bash

DESTINATION=/backups/$(date +%Y-%m-%d)/
mkdir -p $DESTINATION
cd $DESTINATION

MIRROR=/home/backups/

echo "Making a backup of all databases.."
for db in database1 database2 database3 ; do
        echo "$db.."
        mysqldump -uroot -pMyPassword $db | gzip >mysql_$db.sql.gz
done

echo "Making a backup of all emails.."
logger -p mail.warn "Shutting down dovecot for backups."
/etc/init.d/dovecot stop
tar cpvjf ./dovecot.tar.bz2 -C /var/mail/ dovecot
/etc/init.d/dovecot start

echo "Done, mirroring to $MIRROR."
logger -p user.notice "Weekly backups created. Mirroring.."

echo "backups.."
rsync -rltv --delete /backups/ $MIRROR/mysql_and_dovecot/
echo "audio.."
rsync -av --delete /home/shared/audio/ $MIRROR/audio
echo "storage.."
rsync -av --delete --exclude=_unsorted /home/shared/archives/ $MIRROR/archives
# further directories to mirror go here

logger -p user.notice "Important files mirrored to $MIRROR."
exit
my real setup is a bit more complicated, because it has to manage three computers with 8 hard drives, and my policy is to have all important data backed up on two different physical machines. So there are additional scripts mirroring the files across computers (rsync + nfs-mount) as well as doing daily manual synchronisation of work data between notebook & workstation using unison. I guess you could solve most of your problems by looking at rsync (unidirectional synchronisation) and unison (bidirectional synchronisation), and writing some very simple scripts around them. No idea why you should need to launch XLS files for that..
m00
Tub
Experienced Forum User
Joined: 6/25/2005
Posts: 1377
Tub wrote:
~> du -sh ~/files/video/speedruns/ 90G /home/tub/files/video/speedruns/ ~> du -sh ~/emulation/ 40G /home/tub/emulation/
update time! ~> du -sh ~/shared/video/speedruns/ 152G /home/tub/shared/video/speedruns/ ~> du -sh ~/shared/azureus/ 25G /home/tub/shared/azureus/ (contains mostly seeded speedruns) ~> du -sh ~/emulation/ 84G /home/tub/emulation/ (roms/isos, savegames and emulator movies) so glad there are fileservers.
m00
Post subject: Re: GW-BASIC fun
Tub
Experienced Forum User
Joined: 6/25/2005
Posts: 1377
Bisqwit wrote:
Can anyone make this program perform faster?
sure, translate to C ;) I did a similar 3D-renderer back during school days, but instead of graphics mode I used the 80x25 text mode terminal (1 character = 1 pixel) and pushed the image data via ANSI sequences over a phone line - the 3D renderer was a plugin to a BBS system. I later ported it to TurboPascal during school (we had to use TP there) to pass time during boring CS lessons. However, I used basic raycasting and immediately rendered one column of the wall, instead of adding the tiles to a renderlist and using a zbuffer. Worked well for walls and kept the algorithm simple, but didn't allow floor/ceiling textures or consistent wall outlines.
m00
Tub
Experienced Forum User
Joined: 6/25/2005
Posts: 1377
VB6 and BATCH files. Two of your problems right there :p do you make sure that the current directory is set correctly before launching the batch file? you can also try to add a PAUSE command to the end of your batch file to keep the window open, allowing you to see the error messages.
m00
Post subject: Re: Self-modifying C code
Tub
Experienced Forum User
Joined: 6/25/2005
Posts: 1377
Bisqwit wrote:
Well, deterministic random factors.
If the address of s happens to equal a valid opcode that's used inside gruu(), it'll break. If you're using a more complex gruu() function, a simple search/replace won't do. For example, these won't work (though the second might if you disable compiler optimisations):
int gruu() { return sizeof(s); }
bool gruu() { return (s[3] == 'u'); }
m00
Post subject: Re: Self-modifying C code
Tub
Experienced Forum User
Joined: 6/25/2005
Posts: 1377
Bisqwit wrote:
It works on Linux and Windows. (32-bit only)
s/works/depends on random factors/ I just hope you're not planning to use it for something serious :)
m00
Tub
Experienced Forum User
Joined: 6/25/2005
Posts: 1377
Bisqwit wrote:
Ich sprechen nein doits, sorry.
Let me say this in the name of all of my countrymen: AAAARRGGH! (even though you were quite effective in proving your point, you could have googled it)
m00
Tub
Experienced Forum User
Joined: 6/25/2005
Posts: 1377
3520x1200. My e-penis is bigger than yours. (would love to replace those two with a single 30" 2560x1600 though, but they're damn expensive. Maybe at half the price.)
m00
Tub
Experienced Forum User
Joined: 6/25/2005
Posts: 1377
that's a pretty interesting route you took there..
m00
Tub
Experienced Forum User
Joined: 6/25/2005
Posts: 1377
adelikat wrote:
Another thought would be to weight peoples ratings based on their average rating. So if someone rated all 10's, then a 10 is an average rating and would be weighted as a 5. Then the average rating would truly reflect which movies people thought were awesome.
So what if I don't like watching crappy movies on obscure, unsuitable games, and hence never have to vote low? Averaging a user's votes is only valid if the user watched an standard distributed set of movies. It's also doesn't hurt to have our top movies actually display a 9.x on the front page. Promotion and stuff. If we wish to avoid abuse, we could employ a rating bias metric: Calculate how close a user's ratings were to the public opinion, i.e. the difference between his rating and the total average. For example, I rated 8 on movie A and 4 on movie B, while the average rating is 6 on A 4 on B. My opinion is on average ((8-6) + (4-4))/2 = 1 above the popular opinion. I'm a high-voter, reduce all my ratings by 1 point. (there are some corner cases that need to be taken into account to avoid unwanted side-effects, though. Like users with only 1 vote.) Of course, any form of normalization can be manipulated by placing a few strategic votes to shift your average. But I feel that my suggestion will give better results than just setting the rating's mean to 5. That being said, I have an unnatural fear of voting/rating systems. Not knowing whether a 7 or 8 is fair (or rather 7.3?), I often prefer not to vote at all, to prevent giving a "false" vote. Choosing between Yes and No was easy, and for the few cases where it wasn't, there was still a friendly Meh.
m00
Tub
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Joined: 6/25/2005
Posts: 1377
petrie911 wrote:
Metroid Prime--Sub-hour, anyone? [..] Also, a 21% TAS might be possible, as it seems the people at m2k2 were close.
Less should be possible abusing the "secret worlds" (or whatever they call OOB travel). Why should a TAS subject itself to unassisted speedrunner's restrictions?
petrie911 wrote:
Twilight Princess--Lots of neat glitches here and skippable cutscenes. Wind Waker's lack of these will probably make it less suited to TAS.
I'd bet that WW has it's own share of glitches. It's just that the game is too crappy for anyone to bother looking for them. Resident Evil 4 largely depends on the RNG. If you can manipulate consistent fatal headshots and blaze through the game using your trusty starter pistol (+RL for bosses), that'd be cool.
m00
Tub
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Joined: 6/25/2005
Posts: 1377
loved the run, going to watch it again soon :)
petrie911 wrote:
There wasn't an obvious intended order for SM? It seemed fairly clear the intended order was getting everything up to bombs in the usual manner, getting supers from Spore Spawn, getting High Jump, then Varia, then heading through east Norfair for Wave and Speed Boost, then going through west Norfair to get to Crocomire, the Power Bombs, and Grapple. You get the Ice beam now if you didn't get it before west Norfair, then head up to the Wrecked Ship for Gravity, through Maridia for the Space Jump, giving you access to Lower Norfair. The Screw Attack is supposed to get you through the room full of bomb blocks, getting you to Ridley. Then, obviously, Mother Brain.
Funny enough, IMHO this is wrong. You need walljumps to get the wave-beam w/o grapple. ball -> missiles -> bombs -> super (spore spawn) -> [maybe charge beam] -> high jump -> varia -> speed booster -> ice -> power bombs (red brinstar) -> to crocomire via the PB blocks before ice beam -> grapple -> [maybe wave] -> Grav Suit -> space jump -> ridley -> done. Not sure if wave is actually needed for WS or anywhere later. Edit: oops :)
m00
Tub
Experienced Forum User
Joined: 6/25/2005
Posts: 1377
I win.
<?php echo basename(__FILE__);
works for any properly named file. :p got my php version down to 74 with the full <?php open tag, so it's 71 or 70 with <? (do you need a space after the short opening tag?) still, there seems to be a smarter way.. edit: bingo.
 ~/files/source/codegolf> php primes.php | md5sum ; wc -c primes.php
e5520566aa3e1456e05d1f17d91ab9d4  -
66 primes.php
m00