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2002.10.18 ~01 Blender Open-Source

Blender Liberated

The Blender source code is distributed under a dual GPL/not-so-GPL license.
Reminds me a bit of Mozilla. Freed 13 October 2002.

Blender Autoconfiscating
http://www.linux.ucla.edu/~phaethon/blender/blender-autoconf.html

The initial build environment was heavily broken/undocumented. It didn't
"out-of-the-box", so on Sunday night (localtime) I started rearranging
directories and files, and autoconfiscating the tree. Started late 13
October 2002. Hacking at it since. First I got a modelling-only Blender.
Then GameBlender eventually fell into the autostream. Now it's mostly
cleanup and tweaks. Hoping for a pub CVS repository on www.blender.org.

Blender Publisher semi-freeware

The v2.25 that was previously off-limits to non-bondaged users was released
in limited "freeware" style, um... yesterday, I think. RE'ing and
decompilation are still forbidden, but at least the "common rabble" can take
a stab at 2.25 without trying to figure out the compile path.


2002.10.03 ~06 Ogg Vorbis 1.0 in Q3, cgame outline

So I took the plunge and snarfed Ogg Vorbis v1.0 (no shmamsy-pamsy rc
suffix), then untarred it to my working directory, then made the necessary
make-q3asm-happy patches. Vorbis decoding promptly b0rk3d. Oh well. I'll
keep it that way for the time being; no plans for serious cgame modding any
time soon.

In other non-news, http://www.icculus.org/~phaethon/q3mc/outline2.html

The cgame portion of an execution trace in outline form.


2002.10.03 ~03 Compiling Scheme to Q3VM bytecode

Right now, compiling Scheme directly to a Q3VM file is possible. The
opcodes for Q3VM are all laid out, the peculiarities of Q3VM are in the
q3lcc patch, the memory structure is not complex. A suitable halfway hack
is to compile for a SECD machine, then translate the SECD operations into
Q3VM opcodes. The SECD layer could be done away with entirely, but that's
an entire research project in of itself ("Optimized Scheme Compiler for
Quake 3 Virtual Machine").

Programs for compiling Scheme into SECD byteocde are already available, and
written in... Scheme. Well, C compilers are written in C, so that's not so
entirely weird :)

I'm wondering if it may be more worthwhile to try to hack one of the
existing Common Lisp compilers to target Q3VM, instead of trying to
compile Scheme via SECD.


2002.09.27 ~07 Another universe SIGSEGV

00:43 < Chunky_Ks> vogon: turn the computer off and leave the house
00:43 < Chunky_Ks> talk to a girl
00:43 < Chunky_Ks> I'm going to bed
00:43 -!- Chunky_Ks [chunky@gamehenge.icculus.org] has quit ["Leaving"]
00:43 < vogon> chu: I try, but the Universe always segfaults.

Maybe it really did raise signal 11. That timing is too eerie.


2002.09.24 ~08 Welcome to the City of Angels :)

(timestamps PDT)
00:56 <Chunky_Ks> and this is the most socially backward an uncivilsed place I've ever been
00:56 <phaethon> huh? California?
00:58 <Chunky_Ks> LA, specifically
00:58 <phaethon> yep. That's us.
00:58 <phaethon> :)


2002.09.17 ~19 Q3 mod commentary

http://www.linux.ucla.edu/~phaethon/q3mc/outline1.html

A few weeks ago, I decided to write out a "execution trace" description of
a Q3 mod, using baseq3 (the default Q3A game) as the example.

Next I plan on describing the "unchangeable" structs in q_shared.h, then
going on describing the gentity_t and gclient_t structs, then maybe bg_*
structs, maybe pmove, perhaps some cgame structs.

Other potential forks in efforts include commenting on functions themselves
or doing an outline, of this style, for cgame and/or ui.


2002.09.16 ~05 Road trip to Mexico

Family trip to Mexico (Baja California) over Labor Day weekend. Note for
future: if planning a trip for Labor Day weekend to anywhere, make
reservations at least a week in advance. More is better. Even then, the
hotels in Mexico aren't that great. First hint of a bad night: the
beddings reek of the insect repellent in which it's been doused. Just
about the only thing in favor of a road trip passing through Tijuana,
Rosarito, and Ensenada is cheap food. Dual-currency economy (peso &
dollar) is kinda nice too... saves a trip to the currency exchange.


Life: No Life found.

Project:
1. Project FI, Quake 3 mod (http://www.icculus.org/fi/)
 a. provide an extensible environment for a Q3 mod. The intended notion is that of "mutators" in Unreal Tournament.
 b. FI:WFC, a more faithful reproduction of Q2WF for Q3 than WFA.

2. QuakeScheme
 * Extensible language for Project FI.
 * Builds on TinySCHEME (http://tinyscheme.sourceforge.net/)
 * Deal with idiosyncrasies of Q3VM not handled by most other Scheme impls.

3. QS GUI/widget set
 a. Need to research advanced OO and GUI of Scheme derivatives and Common Lisp.
 b. Replication/extension of boxy widgets in Q3TA (Q3 PR 1.27+).
 c. Pie menus -- just to annoy theoddone33.

4. PalmOS stuff
 a. PiNGer (gfx viewer)
  * generalize interface to a "any-gfx" viewer (libpnm?)
 b. ZBoxZ (file manager)
  * beef up its appness: menus, dialogs, pen actions


When this .plan was written: 2002-10-17 22:53:32
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