--- 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 |
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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 |
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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. |
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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.) |
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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 |
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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. |
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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 |
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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 |
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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 |