Slashdot Mirror


User: tcopeland

tcopeland's activity in the archive.

Stories
0
Comments
1,760
First seen
Last seen
Profile
(view on slashdot.org)

Comments · 1,760

  1. Re:Building a mod inside a level editor... on NYT on Game Mods · · Score: 1

    > They already use vertexes and chords (paths)

    Really? Cool. It seems like there are a lot of file formats and structures and such that could be automagically "transformed" if you will into a DOOM map. Just need some scripting glue.

    > Use groups of paths of different colors
    > to define different elevations

    Cool, yup. So a stairwell would look like a little spectrum-ish sort of thing. Neat.

  2. Re:Thats absolutely retarded on NYT on Game Mods · · Score: 1

    > There's just no way you can script
    > in all the detail

    True, most maps will probably be pretty light on details, winding staircases, flicking light sources, and so forth.

    > Noone would ever want to play
    > in your lame-ass uber-elite-hand-coded maps

    Right, they won't be good for deathmatching. But they'll be good for a little demonstration, or for another way of visualizing a structure, or for... etc.

  3. Re:Building a mod inside a level editor... on NYT on Game Mods · · Score: 1

    > Omgifol

    Very nice! I notice that wad.py is only 21 KB. Interpreted languages are great, huh?

    I'm looking through your WAD parsing code now... very helpful, thanks!

  4. Re:Building a mod inside a level editor... on NYT on Game Mods · · Score: 1

    > Only THING, LINEDEFS, SIDEDEFS, VERTEXES,
    > and SECTORS.

    Sweet. Thanks for the info. Right now I'm not that far along - mostly spending time understanding how Ruby's bit-packing methods work. But this is definitely helping.

    > The rest are generated by the BSP builder

    Cool. Yeah, I downloaded and compiles doombsp yesterday; it processes the few small WAD files that I have very quickly. I suppose I could wrap it with a Ruby d/l API... not sure how much benefit that would give over just invoking it as an external process, though.

  5. Re:Building a mod inside a level editor... on NYT on Game Mods · · Score: 1

    > you dont have to build just the tree, but
    > other data like the REJECT and BLOCKMAP data
    > as well

    Hm. So when generating a level, I have to fill in the following directory entries : THING, LINEDEFS, SIDEDEFS, VERTEXES, SEGS, SSECTORS, NODES, and SECTORS - is that right?

    > just to generate a WAD without the data

    Yup, that does seem to be the first goal to reach.

    > as much as I love Ruby, it might be a bit
    > slow for this purpose

    Probably for large maps, but for small maps it might not be too noticeable. Point well taken, though.

  6. Re:Building a mod inside a level editor... on NYT on Game Mods · · Score: 2, Insightful

    > it might be a good application for a
    > genetic algorithm. You could evolve
    > the (near-)perfect level.

    The difficult part might be coming up with a good fitness algorithm. I mean, a perfect level for one person may be a lousy level for another.

    I'm hoping to come up with something that could be used to generate a level from, say, a building floor plan, or a Visio diagram of something - stuff like that. It would be nifty to run around inside of a Cougaar agent community, for example.

  7. Re:Building a mod inside a level editor... on NYT on Game Mods · · Score: 1

    > SLIDGE

    Nifty! I notice that Slidge requires that the generated map be run through a BSP calculator. Not a big deal, but maybe I can write/port one of those to Ruby, to make a all-in-one package. We'll see.

  8. Re:Building a mod inside a level editor... on NYT on Game Mods · · Score: 2, Interesting

    > a scripting language for building Doom levels

    Nifty! That should be helpful for figuring out how to write out the files, thanks much! I need a general purpose scripting API to Doom maps, so I'll keep plugging away on Ruby-DOOM. Thanks for the pointer, though.

  9. Building a mod inside a level editor... on NYT on Game Mods · · Score: 4, Interesting
    ...is great and all, but it'd be nifty if a level could be built using a script. Like this:
    map = Map.new
    level = Level.new(10,10)
    level.add_sector(0,0,5,5)
    level .set_spawn_point(2,2)
    map.add(level)
    Or something to that effect.

    I've poked around a bit trying to find a way to generate DOOM PWADs using a script... but I can't see a way to build a map outside a level editor. It seems like there are two components necessary - a sector layout thingy and a binary space partition calculator.

    At any rate, I've started a little project to generate DOOM levels via a Ruby script. And if it turns out this is already possible via other means, I'll shut the project down :-)
  10. An older thread about outsourcing experiences.... on MIT Students Get an Education in Software Development · · Score: 2, Informative

    ...is right here.

    Lots of familiar points are made - timezone differences impede voice communications, geography impedes physical communications, "fire and forget" projects are not very common, etc. Seems like it can be made to work, though, if folks on the project take the time to keep the communication lines open.

  11. Re:Decent code, a couple of duplicate chunks... on Get to Know GnomeMeeting · · Score: 1
    > Just keep banging out those
    > karma-lovin' CPD posts
    [tom@revelation tom]$ tail -1000 /var/log/httpd/infoether.com-access_log | grep gnome | wc -l
    96
    [tom@revelation tom]$
    Popular stuff!
  12. Decent code, a couple of duplicate chunks... on Get to Know GnomeMeeting · · Score: 3, Interesting

    ...as reported by CPD.

    Here's the report.

  13. Re:similar programs out there? on Kurzweil Gets A Patent For Poetic Software · · Score: 1

    That sounds a lot like Markov chains and bigrams (or trigrams). Build a table of words, put together some "this follows that x% of the time", and off we go.

    Here's some Ruby code that implements a simple bigram model - it forms sentences using some quotes from C. S. Lewis as a corpus. It's based on examples from M. Tim Jones' excellent book AI Application Programming.

  14. Pretty clean code, too... on p2psim: Roll Your Own P2P Protocol · · Score: 2, Interesting

    ...at least, in terms of duplicated code clumps as reported by CPD.

    Here's the report... not bad at all.

  15. Props to NAH6... on Encrypted Cell Phone Hits the Market · · Score: 3, Interesting

    ....for doing a PGP extension to Mailman.

    The patch file alone is 56 KB... looks like they put in some effort on that one. Pretty cool.

  16. Re:Yummy, or about time. on PostgreSQL 7.4 Released · · Score: 1
    > IN/NOT IN subqueries are now much
    > more efficient.

    That'll make RubyForge (and other GForge installations) a bit faster, since GForge has a fair number of IN clauses:
    [tom@hal gforge]$ grep -rn " IN (" gforge/ | wc -l
    34
    [tom@hal gforge]$
    Looks like the survey and the searches should both benefit. Sweet.
  17. Re:The patent license terms seem reasonable... on Microsoft Word Document ML Schemas Published · · Score: 1

    > you can't be sure they'll continue in the future

    Right, certainly. However, damning Microsoft now for things they might do in the future seems a bit harsh.

  18. Re:The patent license terms seem reasonable... on Microsoft Word Document ML Schemas Published · · Score: 1

    > documents can last hundreds or thousands of years

    Right, but they can be converted from one format to another.

    > they don't take into account the documents
    > that will eventually be lost

    Why? Just because Microsoft release v2.0 of the spec doesn't mean you can't keep your v1.0 reader around.

    > It's not an open spec.

    Right, but it's a public spec, which is at least a step in the right direction.

  19. Re:The patent license terms seem reasonable... on Microsoft Word Document ML Schemas Published · · Score: 1

    > Therefore, the changes that Microsoft will
    > make the the XML schema have a high liklihood
    > of being advantageous to Microsoft.

    Right... that certainly makes sense. However, those changes are necessarily detrimental to anyone else. I mean, Microsoft keeps improving DirectX, and if I write a game, I benefit from their improvements. I guess I'm still not sure why this would be a bad thing.

    > We're going to be plowing a field that
    > we don't own,

    Right, we don't own the field, but at least we'll be able to look at it and add things to it via an public specification. Or something to that effect.

    I guess one reason why I like this open spec is that I've been through the pain of reverse engineering extended MAPI symbols, and this public spec seems like a step away from that.

  20. Re:The patent license terms seem reasonable... on Microsoft Word Document ML Schemas Published · · Score: 4, Insightful

    > They don't allow any modifications or
    > derivatives of the schema without permission

    Hm. I guess I'm not sure what would be gained by doing that - i.e., changing the spec and republishing it. Why would that be a good thing to do, even if you could?

    > Microsoft will be free to continue
    > changing their format with each new
    > release, breaking all the open source
    > programs for a time

    Right... but couldn't the same be said of any API? I mean, if the Apache plugin API changes, I'll need to rewrite my mod_foo module to use the new API.

  21. The patent license terms seem reasonable... on Microsoft Word Document ML Schemas Published · · Score: 3, Informative

    ....seems like all you have to do is put a notice in the code about using the spec. Sounds kind of like the original BSD license - i.e., with the advertising clause.

  22. Sun has released an open source implementation.... on Liberty Alliance Completes Phase 2 · · Score: 2, Informative

    ...called the Interoperability Prototype for Liberty.

    Just to see what would turn up, I ran PMD over the source code - it came out pretty clean.

  23. Re:wxWindows not terribly reliable - but Tk is on Borland Uses (And Supports) wxWindows · · Score: 1

    > There's also bindings to [...] Ruby

    Yup, it's on RubyForge - WxRuby.

  24. For a rebuttal of the claimed similarities... on JBoss Queries Apache Geronimo Code Similarity · · Score: 4, Informative

    ...see this post to TheServerSide. A lot of these look like common design patterns and standard Java/J2EE naming conventions.

    You can also see Jim Jagielski's response to some questions here about this issue. Sounds pretty reasonable.

  25. Macromedia is already killing itself... on Longhorn's Flash Killer? · · Score: 4, Insightful

    ...with its product activation gibberish as described in this tale of woe.