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Messages - QwazyWabbit

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271
Now, about the masters, I have some questions ...

1- The masters server like satan.idsoftware.com:27900, master0.gamespy.com, q2master.planetquake.com, gameaholic.com and telefragged.com  they're all dead, right? (Someone could correct me about that?) So I should delete these masters dead in my server.cfg then?

Yes. They are all dead, you should delete them from your server.cfg.

272
1 & 2) I don't set a master server and my server shows up in QTracker.  I wouldn't worry about it, if you use R1Q2.  That defaults to the R1Q2 master server.

Yes, ok, but I would really like to know how it was done in the old method.

5) As far as I know, it only looked on the local network.  I've been typing IP's since I got the game to join anything not in my LAN.

You are wrong. This (join network servers) is supposed to look for internet network has always been. And that was how I thought the servers there. But now it simply does not work and I do not FUhCKING know why.  :???:

No.

Quake 2 clients have always been dependent on master servers. Initially that master server was operated by idSoftware but they abandoned that server as the game lost popularity. R1ch has been running a web based server browser but his client doesn't use it directly. Now, the only way to connect is to know the IP and type it in manually or use tools like GameSpy, ASE or XFire to launch the game.

273
/dev/random / Re: Mass Murderers
« on: May 27, 2014, 09:24:21 PM »
They apparently didn't even run his record or NCIC or check the gun ownership registry to see if he owned any. I wonder if they asked mom about it. If she had no knowledge that he'd been buying them then they might have been operating on that assumption. Still, it wouldn't have hurt to ask to search his room, even if he had said no. Cops go out of their way to ask to search cars when they pull you over.

274
Science / Re: The Ye Science Thread
« on: May 10, 2014, 03:27:21 PM »
yep. same as I understood.
theoretically, an object can only travel up to 99.99999 % of light speed since at light speed the objects mass would be infinite.

An interesting corollary is that time is frozen for photons.

So when we look back with Hubble at light from galaxies emitted 13 billion years ago, no time has passed for those photons during their entire trip.


:dohdohdoh:


An interesting corollary to the corollary is that the dual photon-wave nature of light implies that the photon was radiated in all directions from its source and is therefore seen to be everywhere in the universe all at once, from its perspective.

275
0x1337c0de / Re: Heartbleed Bug
« on: April 10, 2014, 01:34:43 PM »
that old wise tail

Ah, the joys and pitfalls of Hooked on Phonics.  :nana:


BTW, for all here with SSH access to tastyspleen.net, I should mention that (by simple luck) we weren't running one of the vulnerable versions of OpenSSL.


(yay!)

Sometimes it pays to lag the power curve just a little. Let the early adopters thrash around with the shiny new toy a bit.

A rolling stone lathers no moths.

276
Discussion / Re: Void.bsp issues
« on: April 05, 2014, 06:41:00 PM »
The void.bsp on the Tastyspleen servers is called Edge of the Void by PIG. It dates from 2002.

You can download the map and all its textures from the ClanWOS server where the Deacon's Tomb files now reside: http://maps.clanwos.org/maponserver/

Direct download: http://www.clanwos.org/pub/q2/maps/void.zip

The text file about the map contains:

Quote
May 12, 2002

   ***** Map Info *****

Title:         Edge of the Void
File Name:              void.bsp 
Author:                 PIG
Email:         systematic@ntlworld.com

Description:      Quake 2 DM map for 4 - 12 player FFA.
         A space station level (normal gravity)
         with 3 arenas and outside access.

Other Maps:      The August Temple
         Dangercity
         The Spam Factory (under construction)


   ***** Game Info *****

Game:         Quake2
Single Player:      Sure... drop in ... look around...         
Co-op:         against what? :0)
Deathmatch:      yup    
New Textures:      yup
New Sounds:      yup

 
   ***** Build Info *****

Build Time:      5 weeks
Compile Time:      BSP : 6 sec; VIS : 45 mins ; RAD : 60 secs
Editor used:      Qoole 2.something
Compile tools:      TXQBSP39, TIMVIS3, ArghRAD
Known Bugs:      Please let me know :0)


   ***** Credits *****

   Special thanks to Mart for providing the server,
   the feedback and for giving me the map making bug again :0)
   Thanks to Fury for feedback and encouragement.
   Hi to all the crowd at Mart's.
   
   Praise be to ID for the mutha of all games...

   ***** Copy(yeah)right *****

   I, the author, being of sound mind and empty wallet,
   do hereby and forthwith grant the licence to do whatever
   you bloody well like with this level on the proviso that
   if there's any cash involved, i want a slice and no excuses
   like not even if your granny is very ill...
   ***** you have been asked nicely *****



277
Science / Interactive Images of Lunar North Pole
« on: March 19, 2014, 03:17:27 PM »
Quote
March 18, 2014
     
NASA Releases First Interactive Mosaic of Lunar North Pole

Scientists, using cameras aboard NASA's Lunar Reconnaissance Orbiter (LRO), 
have created the largest high resolution mosaic of our moon's north polar 
region. The six-and-a-half feet (two-meters)-per-pixel images cover an area 
equal to more than one-quarter of the United States.

Web viewers can zoom in and out, and pan around an area. Constructed from 
10,581 pictures, the mosaic provides enough detail to see textures and subtle 
shading of the lunar terrain. Consistent lighting throughout the images makes 
it easy to compare different regions.

"This unique image is a tremendous resource for scientists and the public 
alike," said John Keller, LRO project scientist at NASA's Goddard Space 
Flight Center, Greenbelt, Md. "It's the latest example of the exciting 
insights and data products LRO has been providing for nearly five years."

The images making up the mosaic were taken by the two LRO Narrow Angle 
Cameras, which are part of the instrument suite known as the Lunar 
Reconnaissance Orbiter Camera (LROC). The cameras can record a tremendous 
dynamic range of lit and shadowed areas.

"Creation of this giant mosaic took four years and a huge team effort across 
the LRO project," said Mark Robinson, principal investigator for the LROC at 
Arizona State University in Tempe. "We now have a nearly uniform map to 
unravel key science questions and find the best landing spots for future 
exploration."

The entire image measures 931,070 pixels square - nearly 867 billion pixels 
total. A complete printout at 300 dots per inch - considered crisp 
resolution for printed publications - would require a square sheet of paper 
wider than a professional U.S. football field and almost as long. If the 
complete mosaic were processed as a single file, it would require 
approximately 3.3 terabytes of storage space. Instead, the processed mosaic 
was divided into millions of small, compressed files, making it manageable 
for users to view and navigate around the image using a web browser.

LRO entered lunar orbit in June 2009 equipped with seven instrument suites to 
map the surface, probe the radiation environment, investigate water and key 
mineral resources, and gather geological clues about the moon's evolution.

Researchers used additional information about the moon's topography from 
LRO's Lunar Orbiter Laser Altimeter, as well as gravity information from 
NASA's Gravity Recovery and Interior Laboratory (GRAIL) mission, to assemble 
the mosaic. Launched in September 2011, the GRAIL mission, employing twin 
spacecraft named Ebb and Flow, generated a gravity field map of the moon -- 
the highest resolution gravity field map of any celestial body.

LRO is managed by Goddard for the Science Mission Directorate (SMD) at NASA 
Headquarters in Washington. LROC was designed and built by Malin Space 
Science Systems and is operated by the University of Arizona. NASA's Jet 
Propulsion Laboratory in Pasadena, Calif., managed the GRAIL mission for SMD.

For more information about LRO, visit:

http://www.nasa.gov/lro

To access the complete collection of LROC images, visit:

http://lroc.sese.asu.edu/

To view the image with zoom and pan capability, visit:

http://lroc.sese.asu.edu/gigapan

-end-

Dwayne Brown
Headquarters, Washington
202-358-1726
dwayne.c.brown@nasa.gov

Nancy Neal-Jones/Elizabeth Zubritsky
Goddard Space Flight Center, Greenbelt, Md.
301-286-0039/301-614-5438
nancy.n.jones@nasa.gov/elizabeth.a.zubritsky@nasa.gov

278
Science / Re: Cosmos: A Spacetime Odyssey
« on: March 16, 2014, 07:34:02 PM »
The new Cosmos has a decidedly anti-religious flavor that the old one didn't. My impression is this is intentional. The "ascension" of Bruno in his revelation of the cosmos with his arms outstretched is particularly symbolic.

Ann Druyan was Sagan's partner and was involved in the original Cosmos project. There, the message was a little more muted about science vs. dogma. But I think the message of this new Cosmos is that it's time for an end to respecting religious dogma and for science to lead the world forward past superstition and mysticism. I predict you'll see every religious zealot depicted as dark and grim as the ones depicted here.

279
Science / Re: Cosmos: A Spacetime Odyssey
« on: March 16, 2014, 09:46:53 AM »
Sagan originally presented the cosmic calendar and I was a little disappointed in the production value put into the new series. Sagan's Cosmos used live actors to depict historical figures like Keppler, Brahe, Newton. I didn't care for the cartoons.

280
Science / Re: The Ye Science Thread
« on: March 14, 2014, 05:26:13 PM »
Wonder if this will turn out to be something remarkable? Hopefully it's not something more ordinary that's being over-hyped. But anyway:

http://www.spaceref.com/news/viewpr.html?pid=42751  <- press conference scheduled this Monday for "Major Discovery at Harvard-Smithsonian Center for Astrophysics"


:exqueezeme:

"I have a theory. A theory which is mine. That dinosaurs are skinny at the head, fat in the middle, and skinny at the end. That is my theory and that theory is mine."



281
Skins, Models and Maps / Re: Faulty WAL files on Servers
« on: March 14, 2014, 05:22:56 PM »
Yes, that sentence doesn't parse very, my bad. It was long into the day for me. The two files I posted are identical to each other in content. You'll overwrite the old ones with these new ones. :)

282
Skins, Models and Maps / Faulty WAL files on Servers
« on: March 11, 2014, 02:02:56 AM »
Maps affected:
subtransit
subtransit2
nobeer

The WAL files textures/mia/xsinsign.wal and textures/nobeer/sinsign.wal as downloaded from the TS have invalid offsets and cause R1q2 clients to terminate abruptly when the maps listed above are active. The fix is to hack the wals and update them per attached files. They are identical files with different names but once hacked, they load and display correctly.

Updates to servers and the TS HTTP server are recommended.

283
Tech Junkie Lounge / Re: Funny Pictures (geek flavored)
« on: March 04, 2014, 08:19:59 PM »
We were suburban bordering on rural. We were surrounded by farms but it was a developed neighborhood of 1 acre lots built in 1952. We walked to school along the farm road, up hill, both ways, in the snow. :)

I think we were off the party line system by 1970 if not before but I do remember named exchanges too. The party lines were conventional ring but they used 20Hz and 30Hz ring voltages. The bell wiring was connected to a filter in the network block to select the ringer frequency desired. I think I might have a couple of rotary phones in the attic... I'll have to clean them up and offer them as antiques.

I have a vintage IMSAI front panel from an S-100 bus computer too.

284
Tech Junkie Lounge / Re: Funny Pictures (geek flavored)
« on: March 04, 2014, 07:27:21 AM »
50 cents for a payphone call? LOL! I can remember when it was 10 cents.

Where I grew up we even had party lines. This was where two homes shared a line, they used two ring voltage frequencies to selectively ring the parties. Occasionally if you went to use the phone you'd hear the other party using it. Courtesy dictated you immediately hang up the phone and not listen in. You'd wait a while and pick it up again to see whether the line was available.

God I'm old...

 :help:

285
Quake / Re: Quake runs 100% CPU, why?
« on: February 27, 2014, 10:06:50 PM »
When I say %100 cpu I refer to one logical processor unit.  On my single core its one hyperthread.

The only thing I could get out of strace that seems to occupy the majority is

"gettimeofday ({##,##}, {###,###})" = 0

# being numbers.  Which is very similar to KDE traces which are usually filled with those gettimeofdays.  KDE is C++ but I think it is the libc time getting function.  KDE does not run 100% but then again the gettimeofday's are slightly less frequent and they subside to some extent eventually.  Makes it very difficult to trace bugs.

In Q2 they appear in blocks of about 20 gettimeofday's.  There is also a

clock_gettime(CLOCK_MONOTONIC, {###,###}) = 0

also in blocks of 10-20, interspersed in the trace that does appear to be overtly connected with the gettimeofday.


When I run on the run level daemon, the daemon handler probably some how puts a check on the  gettimeofday  function through libc.  It probably running in between the program and the libc.  Its job is to handle these things after all.

Which may explain why when I run under the daemon -- I can't jump very high.  Sort of.


Urban terror also runs in a similar fashion.


All this is fine by me anyways, I was just wondering if there was conclusively a rational for running consecutive calls to the time.  Which if you did not know happens during server client sync.  Maybe in other instances.  Perhaps several functions all call for time and the time calls all get executed at once.  Which would mencingly  suggest its ease of aggregation in one single time call with 0 rewrite.   No?


Other interesting things in strace.... when handswitching, you can see the array search of the the config settings for the static change on the local client.  It searches until it finds it.  So if this and other game action sets where on top it would perhaps leave open the possibility of slightly optimized usage.  Although the overhead for that array is nearly nil it is getting stronger everyday.

Oh. You're on Linux. I didn't notice that fact before but I don't think you mentioned it originally.

Build a non-debug version of your client and run it outside KDE. Strace uses lots and lots of CPU to trace your program and isn't intended to be running except for detailed debugging. Asking why your client uses 100% CPU in strace mode is like asking why is the sun hot... answer: it does that.

As for the rest of the above quoted text. WTF are you talking about, dude?

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