code logs -> 2013 -> Wed, 27 Feb 2013< code.20130226.log - code.20130228.log >
--- Log opened Wed Feb 27 00:00:21 2013
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00:29
<&McMartin>
Pretty much
00:29
< ShellNinja>
What was the command to take ownership of all files and folders within a folder?
00:29
< ShellNinja>
Uploaded some stuff to a server, and can't access it because permissions.
00:29
<&McMartin>
chown?
00:29
<&McMartin>
chmod is the one you want for that though
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00:36
< ShellNinja>
Okay, now I don't know what the hell. I've changed the owner to the proper user on the server, I applied 775 permissions, but it is still forbidden.
00:36
<&McMartin>
Is a parent directory not 775'd?
00:36
<&McMartin>
I forget how this works in webservers
00:36
< ShellNinja>
I can access other files with similar permissions in that folder.
00:37
<&McMartin>
That's kind of boggling, then, yes. -_-
00:37
<&McMartin>
Group?
00:37
<&McMartin>
(chgrp)
00:37
<&McMartin>
Would be odd if groupness mattered
00:37
< ShellNinja>
They seem to all be in 'users'.
00:37
<@TheWatcher[zZzZ]>
What sort of file is it?
00:38
<@TheWatcher[zZzZ]>
Because, unless it's a cgi file or something that should be being executed, you want it as 664/644
00:38
< ShellNinja>
HTML document.
00:39
<@TheWatcher[zZzZ]>
Yeah, try it as 644 and see, the webserver may be objecting to the execute
00:39
< ShellNinja>
Current ls -al:
00:39
< ShellNinja>
-rwxrwxr-x 1 abudhabi users 46052 2013-02-27 wires.html
00:39
< ShellNinja>
-rwxrwxr-x 1 abudhabi users 28969 2008-05-23 Zlad.html
00:40
< ShellNinja>
I cannot access wires.html. I can access Zlad.html.
00:40
<@celticminstrel>
Oh, ShellNinja = AbuDhabi?
00:40
< ShellNinja>
That's me.
00:41
<@celticminstrel>
You're getting 403 forbidden?
00:41
<@TheWatcher[zZzZ]>
Wait, tried a force reload? The browser may have cached the permission denied
00:41
< ShellNinja>
celticminstrel: Yes.
00:41
< ShellNinja>
TheWatcher[zZzZ]: Tried in another browser. Same.
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00:43
< ShellNinja>
644 gives the same result.
00:44
<@TheWatcher[zZzZ]>
Only other thing I can suggest is check /var/log/httpd|apache2/error_log and see if that has anything useful, but now I must slep
00:44
< RichyB>
You're using apache?
00:44
<@Rhamphoryncus>
Did you restart the server after changing the permissions?
00:44
< RichyB>
You're sure that you've got <Directory /wherever/your/files/are> Allow from all </Directory> set if your files aren't in the default location?
00:45
< RichyB>
You don't need to restart httpd after changing file permissions; only its configs.
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00:46
< ShellNinja>
I don't run this server. I just have an account here.
00:46
< ShellNinja>
I'll have to poke the admin for bug fixing.
00:47
< RichyB>
The first common confusing permission-denied error that everyone runs into with Apache is that the default config ships with something like "<Directory /> \n Order deny,allow \n Deny from all \n </Directory>" as a safety measure in case you accidentally chmod something readable by the httpd that shouldn't be.
00:47 * ShellNinja finds the error.
00:47
< RichyB>
and that ? needs to be overridden on a per-directory basis.
00:47
<&McMartin>
Do tell
00:47
<&McMartin>
(@SN/AD)
00:47
< RichyB>
SNAD?
00:48
<&Derakon>
Shell Ninja / Anno Domini.
00:48
<&McMartin>
Abu Dhabi, not Anno Domini
00:48
<&Derakon>
Ah, whups
00:48
<&McMartin>
That would be AD SN, after all! >_>
00:49
< ShellNinja>
Some months ago, we had an aborted server move. Now there are basically two servers up, on similar, but separate URLs. This IRC instance is on the 'temporary' server, as was where I had been sending files.
00:49
< ShellNinja>
However, my shorthand links all point to the 'primary' server.
00:49 * ShellNinja files this under 'user error'.
00:50
<&McMartin>
Well, setting those files world-readable was probably a good idea anyhow~
00:52
<@gnolam>
McMartin: SN/AD/AD? :)
00:52
< ShellNinja>
SN/AD/AD/AD/AD. :P
01:14 Thalass|omgwhee [thalass@Nightstar-23c59d3f.bigpond.net.au] has joined #code
01:25 * ToxicFrog tries to work out how 3d positioning angles work
01:25
<&ToxicFrog>
...this actually looks pretty straightforward
01:26
<&ToxicFrog>
It's stored as yaw/roll/pitch, 8 bits per, 256 is one complete rotation.
01:26
<&McMartin>
I guess when placing individual static objects gimbal lock is less of an issue
01:27
<@Reiv>
gimbal lock?
01:27
<&McMartin>
Why you should use quaternions instead of Euler angles to store your rotations
01:27
<&McMartin>
(wiki it, the article is good)
01:27
<&ToxicFrog>
At the moment I'm mainly interested in it for door positioning.
01:27
<&McMartin>
Yeah, that seems like euler angles will be fine~
01:27
<&ToxicFrog>
For most objects I can get away with just drawing a dot at COG and ignoring angles, for doors it actually affects how they're drawn.
01:28
<&McMartin>
Reiv: But in short, at certain settings of yaw and pitch, roll doesn't change where you point, and for other settings, it does
01:28
<&McMartin>
(Or, if not roll, one of the others, depending on the precise order you apply the transforms in)
01:28
<@Reiv>
... oh yes, quite right.
01:28
<&McMartin>
(Combining rotations is obnoxious)
01:31
<@Reiv>
Yeah I know the one
01:31
< RichyB>
I think that Shattered Horizons uses Euler angles when you're free-floating and yaw/pitch when you're standing on a surface. It's neat.
01:32
< RichyB>
er, Shattered Horizon.
01:37
<&ToxicFrog>
Wait, under what circumstances does roll change where you're pointed?
01:38
<&McMartin>
TF: I was interpreting yaw/pitch/roll as "rotation around the Y/X/Z axes"
01:38
<&McMartin>
In which case, rolling changes your pointed direction when you don't do it first.
01:39
<&McMartin>
If you define rolling as rotation around the axis defined by your primary viewing ray, then yes, it will never change which way you are pointed.
01:39
<&ToxicFrog>
Oh, I think I see what's happening
01:39
<&ToxicFrog>
I'm assuming the axes rotate with the object
01:39
<&McMartin>
Right
01:40
<&McMartin>
Which, in many circumstances, is the correct thing to do
01:40
<&McMartin>
IIRC, if you do that, then applying your transforms in the wrong order causes you to be hurled wildly through space
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01:49
<&ToxicFrog>
Check it: http://funkyhorror.ancilla.ca/toxicfrog/projects/shockmap2/maps/01.html
01:49
<&ToxicFrog>
Doors!
01:50
<&ToxicFrog>
Some doors appear to be floating in midair because slope wall inference isn't implemented yet.
01:52 * Vornicus is red-green blind and has a bit of trouble distinguishing the doors.
01:53
<&ToxicFrog>
Some doors appear to be floating in midair because slope wall inference isn't implemented yet.
01:53
<&ToxicFrog>
Er.
01:53
<&ToxicFrog>
The doors are bright yellow lines.
01:53
<~Vornicus>
Right.
01:53
<~Vornicus>
Compared to bright green lines.
01:53
<&Derakon>
Man, that's a lot of map.
01:54
<&ToxicFrog>
I thought RG colourblindness meant that you couldn't distinguish red and green from each other, but could from other colours
01:54
<~Vornicus>
where's Y in the RGB color wheel?
01:54
<&ToxicFrog>
(also, this would mean that the SS1 in-game map, which uses the same colour scheme + red for cameras, is pretty much incomprehensible if you're colourblind)
01:54
<&ToxicFrog>
....right
01:54 * ToxicFrog headbonks
01:55
<&ToxicFrog>
Derakon: that is roughly 10% of the game, not counting cyberspace.
01:55 * celticminstrel has no idea what it is.
01:55
<@Haeroe>
Out of curiosity, if you don't mind the question, Vorn
01:55
<&ToxicFrog>
Or the Groves.
01:55
<~Vornicus>
For these purposes, the confusion only really happens with very bright things that tend toward yellow.
01:55
<&ToxicFrog>
celticminstrel: deck 1 of Citadel Station, from System Shock 1, annotated with various item types.
01:55
<~Vornicus>
If the green edges toward blue, then I'd be fine.
01:55 * celticminstrel doesn't know what those are either. :/
01:55
<@Haeroe>
Is it more common for games to take care with colour blindness or to not pay it heed?
01:56 * celticminstrel suspects the latter.
01:56
<&ToxicFrog>
Haeroe: the latter. Likewise hearing-impairedness.
01:56
<~Vornicus>
Haeroe: I find that i only really /notice/ when games don't pay heed.
01:56 * Haeroe nods
01:56
<~Vornicus>
Or rather, don't pay heed in some important way.
01:56
<&ToxicFrog>
celticminstrel: ok, not having played System Shock is forgiveable. Barely.
01:56
<&ToxicFrog>
But you've never even heard of it?
01:57
<@Haeroe>
celticminstrel: Well, I figured it would be something that graphic designers would be aware of, so I thought I'd ask
01:57
<~Vornicus>
So for instance: Super Mario Galaxy has a magikoopa boss on the haunted ship.
01:57
<~Vornicus>
He has two attacks: he'll fire a koopa shell, or he'll fire a fireball. Which one he fires is important; you dodge the fireball and hit the shell back at him.
01:58
<@Haeroe>
And the shell is green?
01:58
<~Vornicus>
it's got a tell, too -- his wand, and the pre-landing projectile, will change color accordingly: red for fireball, and green for koopa shell.
01:58
<&ToxicFrog>
Vornicus: how much blue?
01:58
<@celticminstrel>
It's possible I may have heard the name somewhere.
01:58
<~Vornicus>
But they both verge toward yellow, and so I need Vash to tell me which is coming next.
01:58
<@celticminstrel>
Probably, even.
01:58
<@celticminstrel>
But I still don't know what it is.
01:59
<~Vornicus>
TF: not much is needed; I
01:59
<@celticminstrel>
^probable
01:59
<~Vornicus>
'll poke it in PS and find out.
02:00
<@Haeroe>
Vornicus: Ah, I see. That sounds pretty bothersome
02:00
<&ToxicFrog>
celticminstrel: System Shock was Looking Glass's first FPS and was hugely ahead of its time in both design and technology. System Shock 2 was a sequel using the Thief engine and was nearly as good (and a good deal scarier). Both were hugely influential (Deus Ex and Bioshock are probably the most closely related descendants) and critical successes to the nth power, but commercial failures.
02:01
<~Vornicus>
Other games are fine for me but not for others.
02:01
<@Haeroe>
I remember at least WoW having a mode that circumvented it
02:02
<@celticminstrel>
First Person Shooter? That's probably why I don't know it. >_>
02:02
<~Vornicus>
Metroid Prime for instance has four types of space pirates that are vulnerable to different weapons. You can tell by the color of parts of their armor One former user of this network and channel couldn't tell between the "power beam" (yellow) and "ice beam" (white) troopers.
02:02
<&ToxicFrog>
SS2 has also topped GOG's community wishlist for as long as GOG has existed by a wide margin, with SS1 consistently being in second or third place.
02:02
<&ToxicFrog>
(at least until GOG secured the rights to SS2 earlier this month and released it)
02:03 * celticminstrel is waiting for them to post more Apogee games.
02:03
<&McMartin>
I'm honestly somewhat surprised that SS2 outstripped PS:T so heavily.
02:04
<@celticminstrel>
They've put up Duke Nukem and Hocus Pocus already.
02:04
<&McMartin>
IIRC the CK games are on Steam.
02:04
<@celticminstrel>
I got them from iD.
02:05
<&ToxicFrog>
McMartin: Torment has been available more recently in hardcopy, IIRC; as late as 2005, at least, I think you could order it from Interplay.
02:05
<&McMartin>
Aha
02:05
<&McMartin>
Yeah, I guess I started looking in '08 or so
02:05
<~Vornicus>
TF: you used #0f0; #0f3 is sufficient difference.
02:06
<&ToxicFrog>
On the other hand, LGS went under in 2000 and it became impossible to get copies of SS2 pretty much immediately.
02:06
<@celticminstrel>
Of course, they list the Apogee games as 3DRealms. No surprise there.
02:07
<&ToxicFrog>
Thief and Thief 2 were slightly easier to find because they were much more commercially successful and had more print runs; Strike Force Centauri was somehow fairly obscure and you can still order it from CD Access.
02:08
<&ToxicFrog>
Looking around, yeah, PS:T got a shitload of reprints even before it hit GOG.
02:08
<&ToxicFrog>
New in box copies of PS:T go for $15-$20 on ebay.
02:09
<&ToxicFrog>
Copies of SS1 or SS2 in the same condition go for $150-$200.
02:09
<&McMartin>
Egad
02:10
<~Vornicus>
The worst I've found are certain puzzle games, where they use red and orange as rules-significant different colors.
02:11
<&ToxicFrog>
Strike Force Centauri goes for about $50, Ultima Underworld up to $100.
02:11
<&ToxicFrog>
There's also the fact that PS:T is merely a very good RPG, whereas basically everything LGS invented a new genre and was then imitated by other, vastly more successful games.
02:11
<&ToxicFrog>
*everything LGS made.
02:12
<@Reiv>
Hey now
02:12
<@Reiv>
Some of them were sequels!
02:12
<&ToxicFrog>
Ok, every new IP LGS made.
02:13
<@Reiv>
Heh. :P
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02:13
<&McMartin>
Sometimes the imitators beat them to market. =P
02:14
<@Reiv>
Has !LGS launched a Kickstarter yet?
02:14
<&ToxicFrog>
(Ultima Underworld - Elder Scrolls and the entire FPS genre; System Shock - Deus Ex and other "FPS with RPG elements" hybrids; Thief - most modern stealth games; Strike Force Centauri - Starsiege Tribes)
02:15
<&ToxicFrog>
Which !LGS? There's like six.
02:15
<~Vornicus>
The funniest one though was Professor Layton, where the puzzle itself didn't need the colors, but the walkthrough used them.
02:17
<&ToxicFrog>
Vornicus: are the ledges (the darker green lines) sufficiently distinct as is?
02:17
<~Vornicus>
TF: yes.
02:19
<&McMartin>
If you follow up !LGS, you also get games like Guitar Hero and Rock Band.
02:21
<&ToxicFrog>
They kind of went off in all directions.
02:21
<&McMartin>
Right
02:21
<&ToxicFrog>
Most of the Thief guys ended up at Arkane working on totally-not-Underworld-3 Arx Fatalis (and more recently, totally-not-Thief-3 Dishonoured)
02:22
<&ToxicFrog>
Some of them were poached by Bethesda to do lighting and stealth mechanics for Elder Scrolls.
02:22
<&McMartin>
Dan Schmidt is the one who went on do to Guitar Hero and Rock Band, and I don't recall his role at LGS, just that he was there.
02:22
<&McMartin>
(He's also somewhat active amongst the IF guys)
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02:23
<&McMartin>
And he is Honest Bob, of Honest Bob and the Factory-to-Dealer Incentives.
02:23
<&ToxicFrog>
His role was basically everything.
02:23
<&ToxicFrog>
Programmer, project manager, game designer, music composer...
02:24
<&McMartin>
I mention this mainly as an excuse to name-check "Honest Bob and the Factory-to-Dealer Incentives"
02:24
<&ToxicFrog>
He was one of the first LGSers, back when it was called Blue Sky.
02:24
<&ToxicFrog>
Left sometime around Thief.
02:24 * McMartin nods
02:24
<~Vornicus>
I love that name.
02:25
<&McMartin>
Yeah, I recall his warstories mostly involved UU1 and some mech game that I'm guessing was Strike Force Centauri?
02:25
<&ToxicFrog>
A bunch of them also ended up at Ion Storm Austin, including Warren Spector, and made Deus Ex.
02:25
<&ToxicFrog>
It's power armour, not mechs or robots as sometimes reported, but yes.
02:25
<&McMartin>
Oop, wait, no, this was Terra Nove
02:26
<&McMartin>
*Nova
02:26
<&McMartin>
http://dfan.org/writing/coding.html
02:26 * McMartin found it~
02:26
<&ToxicFrog>
The full title is "Terra Nova: Strike Force Centauri".
02:26
<&McMartin>
Oh, well then.
02:28
<&McMartin>
Also: http://dfan.org/writing/comment.html
02:29
<&McMartin>
Less relevant to #code but involving Honest Bob and the Factory-to-Dealer Incentives: http://dfan.org/writing/bands.html
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02:30
<&ToxicFrog>
It is never inappropriate to namecheck Honest Bob and the Factory-to-Dealer Incentives.
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02:32
<@Reiv>
Except, perhaps, in your wedding vows.
02:33
<&ToxicFrog>
Vornicus: try it now
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02:34
<&ToxicFrog>
celticminstrel: so, do you just not play FPSes?
02:35
<~Vornicus>
TF: Much better. Thank you!
02:35
<~Vornicus>
Minor thing: if you could cause ledges to render /before/ walls that would be a good idea.
02:36
<~Vornicus>
(see in particular the northwesternmost corridor on deck 1)
02:36
<@celticminstrel>
Pretty much. I do play Portal though.
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03:06
<&ToxicFrog>
Vornicus: easy enough to do.
03:13
<~Vornicus>
yay
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03:20
<&ToxicFrog>
everything has gone horribly wrong
03:20
<~Vornicus>
Uhoh
03:20
<&McMartin>
THE FROG FORM IS DEAD, INSECT
03:25 RichyB [richardb@Nightstar-228a334c.plus.com] has quit [[NS] Quit: >:3 This is BunThulhu. Copy him into your quit message to help him take over the Internet.]
03:26
<&ToxicFrog>
Hmm.
03:27
<&ToxicFrog>
Ok, everything is no longer horribly wrong, but consistently outputting ledges before walls may require two entire passes.
03:38
<&ToxicFrog>
Vornicus: ok, check it out.
03:39
<~Vornicus>
TF: very nice, thank you.
03:39 Kindamoody[zZz] is now known as Kindamoody
03:43
<&ToxicFrog>
The next step, I think, is object info
03:43
<&ToxicFrog>
Unfortunately this requires object namesb
03:43
<&ToxicFrog>
And the mapping from object IDs to object names is, well
03:43
<&ToxicFrog>
Not good
03:46
<&ToxicFrog>
(specifically, object IDs all consist of a (class, subclass, type) triple - e.g. an energy grating door is (10, 2, 5), class 10 (doors) subclass 2 (energy doors) type 5 (ENERGY GRATING). Object names, meanwhile, are just stored in a huge flat array.)
03:47
<&ToxicFrog>
(so turning an object ID into an object name index requires you to know how many subclasses are in class, and how many types in each subclass. As far as I know this information is not present anywhere in the gamedata; you must have a priori knowledge of the object heirarchy.)
03:50 celticminstrel [celticminst@Nightstar-e83b3651.cable.rogers.com] has quit [[NS] Quit: And lo! The computer falls into a deep sleep, to awake again some other day!]
03:55
<&ToxicFrog>
Oh hey
03:55
<&ToxicFrog>
Except I have all of the code to do this in my old terrible gamesys editor
03:55
<&ToxicFrog>
Sweet
03:56
<~Vornicus>
victory
04:08
<&ToxicFrog>
It even has a complete dump of the relevant chunks in CYBSTRNG.RES so I don't need to worry about loading that
04:08
<&ToxicFrog>
Although at some point I'll want to anyways to support non-english object names
04:08
<&ToxicFrog>
Anways, slep now
04:09
<~Vornicus>
nitf
04:33
<@RStamer>
http://dfan.org/writing/coding.html <-- So, he didn't notice that he could go down to -999, nor did the junior. However, the junior only managed to fix the lack of warning part out of the "crash without warning" problem. On top of using a crap solution. Nice.
04:34
<~Vornicus>
Actually, he can't get to -99, only to -99
04:34
<~Vornicus>
er
04:34
<~Vornicus>
he can't get to -999, only to -99, because that 4 there includes the null terminator
04:34
<~Vornicus>
He only gets 3 characters there, not 4
04:35
<@RStamer>
Oh, nice
04:35
<@RStamer>
Oh, so he was correct then.
04:35
<@RStamer>
Just one off on his descriptions.
04:47
<~Vornicus>
no, everything he said there was correct.
04:48
<~Vornicus>
he can get up to 999 or down to -99, in the three-character LED he used. But the data therein is stored in a 4-byte string because the string has to include the null terminator.
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07:57
< Reiver>
What character is null in a string?
07:58
<@Namegduf>
0
08:00
<~Vornicus>
Reiver: \0; it's used to terminate strings in C.
08:00
< Reiver>
Right, but
08:00
< Reiver>
What's it, y'know, in memory?
08:01
<~Vornicus>
0.
08:01
< Reiver>
Huh.
08:01
< Reiver>
ASCII(0) is Null?
08:01
<~Vornicus>
is NUL
08:01
<~Vornicus>
yes.
08:02
<~Vornicus>
It's "simple" in that you can shorten a string by dropping a NUL in, or consume a string simply by advancing a pointer, but
08:03
< Reiver>
clever.
08:03
<~Vornicus>
Until SQL Injection came to the fore, it was the single cause behind the great majority of all computer security breaches.
08:03
< Reiver>
In a roundabout way, anyway.
08:04
< Reiver>
Howso?
08:04
< Reiver>
Inputting stuff without a null so it tried to read it as code or summat?
08:04
<~Vornicus>
Or otherwise modifying memory so you can reach the entrails in other ways.
08:04
<~Vornicus>
Buffer Overflow is scary.
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09:53 You're now known as TheWatcher
10:03
<@Haeroe>
http://vomit.xtdnet.nl/
10:09 * gnolam applauds today's XKCD.
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11:47 * TheWatcher eyes this code, ....s
11:49 VirusJTG [VirusJTG@Nightstar-09c31e7a.sta.comporium.net] has joined #code
11:50
<@TheWatcher>
I apparently wrong this code anticipating that it would need to do some things /without consciously realising it/
11:50
<@TheWatcher>
*wrote
11:51
<@TheWatcher>
hopefully that's not a message from my subconscious telling me that it isn't going to work after all >.>
12:42
<@pandemic>
TW, look at it this way
12:42
<@pandemic>
you are so good, you can generate code with out thinking about!
12:50
<@froztbyte>
anyone can really do that
12:50
<@froztbyte>
(which is a problem!)
12:59
<@TheWatcher>
Bloody hell, it works too.
13:13
< Syk>
turn your back, just in case
13:28
<@pandemic>
told you TW
13:28
<@pandemic>
I remember fixing a bug in my code on collage in a dream
13:28
<@pandemic>
I even woke up typing it
13:29
<@pandemic>
took me two days to understand what the hell I had done and how it worked.....
14:03
<&ToxicFrog>
Reiv: 'man ascii' for a full ascii chart, if you're curious.
14:08 gnolam [lenin@Nightstar-fe1ac75d.cust.bredbandsbolaget.se] has quit [[NS] Quit: Das Reboot]
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14:38
<@froztbyte>
pandemic: :D
14:51
< ShellNinja>
Shut down everything.
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15:07
<@froztbyte>
if I did that, I'd have a few ten thousand people unhappy with me
15:08
< ShellNinja>
But you'll be alive!
15:09
<@TheWatcher>
Not for long, he wouldn't
15:10
< ShellNinja>
That depends whether he lives on Madagascar or not.
15:10
<@TheWatcher>
.za ¬¬
15:11
< ShellNinja>
That's quite close! Pity the ports are now closed. :D
15:11
<@froztbyte>
haha
15:12
<@froztbyte>
but yeah, seriously, I shouldn't do that
15:12
<@froztbyte>
I can affect the internet of at least 15 countries
15:12
<@froztbyte>
(probably some more if I get creative)
15:14
< RichyB>
You could very quickly affect a VERY large amount of people just by announcing all of youtube's IP addresses over BGP.
15:14
< RichyB>
Like that ISP in Pakistan did by accident last year.
15:15
< RichyB>
http://www.ripe.net/internet-coordination/news/industry-developments/youtube-hij acking-a-ripe-ncc-ris-case-study
15:16
<@froztbyte>
yes
15:16
<@froztbyte>
amongst other things
15:16
<@froztbyte>
I would say hopefully more people filter their announces and what they receive, but I know that isn't the case
15:16
<@froztbyte>
:s
15:17
<@froztbyte>
the internet is held together by sticky tape
15:17
<@froztbyte>
and I mean that a hell of a lot more than any of you might think :/
15:18
<@TheWatcher>
Sticky tape?
15:18
<@TheWatcher>
I thought it was cobwebs and prayer...
15:20
< RichyB>
TheWatcher: no, that's the web. :)
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20:30
<@froztbyte>
TheWatcher: the blood and sleepless nights of packetmonkeys keep it alive
20:30
<@froztbyte>
(blood because everyone loses some in a DC sometime, sleepless nights are obvious)
20:36
<&ToxicFrog>
Vornicus: so I figured out what the bluerooms are for!
20:36
<&ToxicFrog>
Containers in SS1 don't actually contain things, they contain references to other entries in the object table.
20:36
<&ToxicFrog>
Those objects still need to be physically located somewhere in the level.
20:36
<&ToxicFrog>
In practice, the blueroom is a giant pile of ammo, medical supplies, explosives, implants, glassware, and human skulls.
20:39
<&ToxicFrog>
...this also means that you could have a sort of "second chance" style thing where an item can be found in any of several places, and whichever one you find first is where it is.
20:40
<&ToxicFrog>
Assuming that having two containers reffing the same item doesn't cause horrible problems when you take it out of one container and then open the other.
20:41 himi [fow035@Nightstar-5d05bada.internode.on.net] has quit [Ping timeout: 121 seconds]
20:59
<&McMartin>
Teleports it out of your inventory and into the container >_>
21:00
<@Namegduf>
"Hey, awesome, another Foo!" "Hey..."
21:04 ShellNinja is now known as AnnoDomini
21:04 AnnoDomini is now known as ShellNinja
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21:23
<@iospace>
on a co-worker's door: "In (VITA) 46.11 spec review purgitory/limbo. Disturb at your own risk"
21:26
<@Haeroe>
Knock and advise him that he made a spelling mistake
21:37
<@iospace>
Haeroe: he probably spelled it right, i goofed
21:38
<@Haeroe>
Aw, it would've been entertaining
21:43
<&ToxicFrog>
AHahahaha
21:43
<&ToxicFrog>
I posted some of this work in the System Shock thread (in the context of maybe repairing a broken savegame)
21:43
<&ToxicFrog>
<sebmojo> <ToxicFrog> MAGICAL SHIT
21:43
<&ToxicFrog>
<sebmojo> Are...are you Jesus?
21:43
<@Haeroe>
Haha
21:44
<~Vornicus>
heee
21:44
<@Haeroe>
After you spend three days in a cave, you emerge with a reborn codebase?
21:46
<&ToxicFrog>
More like ten years, but yes~
21:47
<@Haeroe>
So I just got an email from a prof asking how my project is coming along
21:48 * Haeroe hasn't touched it for two weeks
21:48
<@Haeroe>
:I
21:48
<&ToxicFrog>
welp
21:50
<@Haeroe>
Fortunately he suggested meeting in two weeks and I have next week off~
21:50
<&ToxicFrog>
Time to get on that, then
21:52
<@Haeroe>
Yep
21:52
<@Haeroe>
I'll probably the flooding the channel with it when I start having a codebase anyway
21:54
<&ToxicFrog>
What's the project?
21:54
<@Haeroe>
Might've mentioned it before, client-side encryption for cloud storage
21:54
<@Haeroe>
Focus on usability in both encryption (not requiring passwords) and adding new devices to the set
22:02 ErikMesoy is now known as ElfrikMesoy
22:10
<&ToxicFrog>
Aah
22:11 * ToxicFrog hack hack hack on his thesis
22:11
<@Haeroe>
http://securityreactions.tumblr.com/
22:11 * Haeroe waves a flag for ToxicFrog
22:14
<&ToxicFrog>
I've done half of the requested edits from the defence
22:25
<@Reiv>
grats, TF
22:45 himi [fow035@D741F1.243F35.CADC30.81D435] has joined #code
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22:46 ElfrikMesoy is now known as ErikMesoy|sleep
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23:15
<@gnolam>
Haeroe: and this is why some people should get their animated GIF licenses revoked.
--- Log closed Thu Feb 28 00:00:35 2013
code logs -> 2013 -> Wed, 27 Feb 2013< code.20130226.log - code.20130228.log >

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