September 14, 2006

For my work I got to make a lot of documentation in typo3.
I usually do all the stuff in pod, because you can export that to almost every other format, but you get it, not to typo3.

Typo3 inputs normal HTML like that one exported from the TinyMCE, FCKWEditor or whatever they are using on that site. The normal pod2html won’t put out the nice and easy HTML. It uses dd and dt tags, which Typo ignores.

Long story short: I was annoyed by that and wrote a small pod2typo script and a Pod::Typo module, that uses Pod::Parser to read the files.

get it from http://www.maluku.de/pod2typo.zip

Licensed under the MIT license.



September 12, 2006
  • Baka(jap): Idiot, stupid, moron

Many have thought about the meaning of the life, sadly there is none. Blessed are those, who can believe in an almighty god, so they can sacrifice their live by worshipping him. I rather doubt anything one does in life does change the outcome, it only gives one a false feeling of security.

I really can’t say if there is a god or anything else waiting for men in the end. Is there one for the animals as well? Do they even bother? No they don’t and men should neither. Only because humans got bigger brains, laws of physics, entropy, doesn’t bind for them?

How would you rather die: “I had a good and fulfilled live, got a great family, served well my god and now he is awaiting me in the afterlife” or: “I had my fun. Now its over. Was getting boring anyway”.

I don’t encourage you to commit any sins or so, those are great fundamental laws for human society and so, wise men must have then thought out. But stop getting all spiritual and so everywhere. If you need a god to give you hold and strength, you should check a therapist.

Lets look at two possibilities of death:

Church is right:

True believers get fun in afterlife, but a lot of restrictions and no fun in life.

Agnostics get the fun now and propably a litte burning in the afterlife, as long as they don’t broke any of the laws of being a good human (Which I encourage) and then fun in the afterlife after the punishment.

Physics is right:

True believers get no fun.

Agnostics get all the fun.

Someone else is right:

True believers worked for nothing and got no fun.

Agnostics got at least some of the fun.

Which leads us to one consequence, get some fun here then you did got at least something.

Have your fun, go to work, to get some more money, which will give you the ability to get more fun, but don’t work to much or it will be cutting in your fun time. If you got more money then you can spend, stop working and try to spend it.

Don’t commit crimes, either you get caught, which means no fun. Or you live on the run, which means also no fun or you will at least feel bad, which is also no fun.

Always play games for fun, never for winning. Winning is like a drug, it will leave you wanting more and more. You will get very upset and angry if you will stop winning, so don’t even try to start. You will be then very unhappy. It has absolutely no meaning to rub your opponents in the dirt and take there fun away, no meaning to feel better than somebody else. You will always find someone better than you, which will take your fun away. Always play games to improve yourself, if you can’t improve anymore, help others improving and build up some other skills.

Friends are always fun as long as you not try to abuse them.

Drugs, alcohol and cigarettes are easily proven to be no fun at all. They will cut in your fun time, your money and your social life.

Help the poor and helpless, makes them feel better and you will also be feeling better.

In the case everyone will live those guidelines on a straight egoistic way, they will start to help each other, because it will result in more fun for themselves. But don’t give too much, it will strongly reduce your own fun.

Oh and if you already live according to these guidelines, like many people do without knowing it, be happy and don’t bother.

Plasma – CPAN Modules

September 12, 2006

Going to make all modules Plasma uses available on CPAN, but under different names because I neither want or need to have them all as a single name module.

I gonna sort them all into the Games::Freelancer tree.

  • FLBini ->  Games::Freelancer::Data::Bini (Bini reading and writing)
  • FLResource -> Games::Freelancer::Data::StringResource (Getting names from the .dlls)
  • FLUtf -> Games::Freelancer::Data::UTF (Reading and writing UTF-files (.cmp, .3db, .ale, .utf …))
  • FLCodec -> Games::Freelancer::SaveGame::Codec (reading and writing FLS1 files)
  • FLPlayer-> Games::Freelancer::SaveGame::Multiplayer (Oo) (manipulation of server side savegames)
  • FLPlayer::Cargo -> Games::Freelancer::SaveGame::Multiplayer::Cargo (Oo) (Cargo manipulation)
  • FLPlayer::Character -> Games::Freelancer::SaveGame::Multiplayer::Character (Oo) (Character look manipulation)
  • FLPlayer::Houses -> Games::Freelancer::SaveGame::Multiplayer::Houses (Oo) (Reputation manipulation)
  • FLPlayer::Name -> Games::Freelancer::SaveGame::Multiplayer::Cargo (Oo) (Name functions (decoding / encoding)
  • FLPlayer::Position -> Games::Freelancer::SaveGame::Multiplayer::Position (Oo) (Position in space or on base)
  • FLHash -> Games::Freelancer::Utils::Hash (CRC and CMP hashing)
  • INIARRAY -> Games::Freelancer::Utils::IniArray (Oo) (Ordered and structered hash-like data with multiple keys)

All at CPAN, as soon as I get the final proof read done.

FMS – Homepage killed…

September 11, 2006

I killed the FMS Homepage, because I tried to write me a Online-TODO list, which is quite easy in FMS, but as I tried to put it into the menu I forgot the create a text for it, so an exception arises and I can’t even get to the frontpage anymore. I fixed it already in the new version, but there are still some other spots where the same might happen.

Exceptions are now caught and the MainPage is printed anyway.

Didn’t upload the new version, so you may get a nice view of an exception on the Homepage…

Plasma, soon finished

September 11, 2006

Plasma, the alternative Freelancer Server Manger (alternative to IONCROSS) of course, is soon finished.

It keeps the server alive, saves all the playerfiles into a database (MySQL) and reads commands from it.

By accessing the database many things can be scripted, like changing equibment, reputation and money. Save ship changes (without screwing all the hardpoints) will also be included. One goal is for example to let people buy/sell things on a webfrontend, so shops can go around the 90 items limitations. Banking and Web-Storage of stuff is also possible. To give a player 2 station torpedos and take 300 Millions for it the Frontend will put in the plasma-queue the following:

modify, playername(encoded), -300000000, +2:<StationTorpID>, NULL

These commands will only be run if all the items, money, rep (-) could be removed, otherwise the file is not saved.

playername, their cargo, rep and money can be found in the database of course, along with some more information. (Usefull for flstat, which should be VERY fast then, just ask the DB).
Plasma-Init collects now all the information for your mod (it even parses TNG without errors), collect all the IONCROSS gamedata information and some more:

  • good->equipment relations. Goods are not mounted and equipments are, they mostly got the same name, but not allways, so if you unmount an equipment by just moving the HASH to the cargo entry in the savegame-file you will corrupt it or loose the good. Plasma moves gets the real hash for the good and writes that.
  • hardpoint-list from the shiparch and the model:
    If you change the ship in IONCROSS you will most certainly corrupt the file, because there are few ships in the new mods with the same hardpoints. So everything mounted will be mounted to unknown slots. Plasma keeps only the eqiubment mounted on hardpoints of the new ships shiparch entry. The rest is converted to goods. If something has no good (like lights), it will be kept only if the cmp-file has a hardpoint of the same name. Otherwise it is discarded.

Of course parsing all the cmps takes a while, but it has only be done once by plasma-init.


September 11, 2006

Am trying to eat no meat and fish for one year, starting at 01.01.2006.

Update: Its hard….

FMS – Mysql module, caching of scripts and syntax highlighting

September 11, 2006

Finished the mysql.pm data interface for FMS and its fast.

No more files will be needed to be created on the Webserver. Of course the nfile and locking nfile are still included, but letting MySQL do the parsing is faster.

For people who want to do some other SQL server interface the module is easy to rewrite, because it uses DBI and all Queries are easy to change.

If some script is called twice or more (or recursive) the compiled version is kept in memory to reduce the parse time. Still found no use for recursion in Website creation, but someone might.

FMSCode also got some nice highlighting funktions, everytime it finds a … it gives the module <module> the contents of the tag, so the module can do the syntax highlighting and escaping of the special chars. The content is then parsed again by FMSCode so it will produce nice colored output. (Used, of course, very excessivly in the Help-Files)

FMS – Current status

September 11, 2006

FMS is running well finally.

But currently I got no XAMPP to test it, will install one in my a VMWare later, the one running on the Website is still an old version. The new one got all the help textes done. Even though I fear noone is gonna understand them and I’m the only one who can understand the web compiled FMS-programming-language at all.

Talking about ‘web-compiled’: The interpretor got a brand new precomplier now, which speeds up loops very hard:

foreach(1,100000) {$a = 1}

That one won’t take 100msec anymore but only one, because the interpreter has not to parse ‘$a = 1’ a million times. I don’t think anyone will need statements evaluated millions times or more.

The new version is in the SVN and CVS at the moment, but not released.