Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - QwazyWabbit

Pages: 1 ... 55 56 57 58 59 60 61 62 63 64 [65] 66 67 68 69 70 71 72 73 74 75 ... 82
Politics / Re: Janenane Geroflcopters
« on: April 20, 2009, 02:04:09 PM »
I generally agree with everything she says there.

Then your limbic nodes are displacing your prefrontal lobes. Her arguments are baseless and emotional. Calling people racist for protesting taxes is just stupid.

/dev/random / Re: Tracking a GPS
« on: April 19, 2009, 10:01:30 PM »
Blackberries equipped with EGPS can be tracked from the Blackberry Enterprise Server (BES). They ping the BB and it reports it's nearest cell site. Some businesses can track their units from the cell phones. I believe iPhones also have this capability and can be used to locate your "buddies". A more precise location can be obtained from the built-in GPS. But this still requires a cell phone connection, something most GPS don't do.

/dev/random / Re: Tracking a GPS
« on: April 19, 2009, 10:34:56 AM »
The actual thief is probably not smart enough or rich enough to own a computer (unless he stole that too) much less be online with it and bright enough to download the update application for the GPS device. As a TomTom owner, I am not even sure they have a list my device as stolen facility. The thief has probably pawned it for a few dollars at the nearest pawn shop. The only person you would aprehend would be a user who bought it at the shop.

Depending on the brand, your GPS device may or may not have an emitter, FM radio channel emission of cell phone connections, BlueTooth to your phone, but none of them can be tracked directly since GPS is one-way. You would have to be within a few yards of the lost and powered-up GPS to find it.

GPS works by measuring the time delay of signals emitted by the GPS satellites. The orbital parameters of the satellites are precisely known and their positions are calculated inside the GPS, knowing the time delay, the slant range (line of sight) to the satellite is calculated as c * t and the different slant ranges allow computations of the receiver's position relative to the postions of the orbiting satellites.

File a police report, if it's pawned it might be recovered. Otherwise, consider it lost forever.

Quitting from the menu or just typing quit in the console perform the same functions. Com_Quit and Sys_Quit both call CL_Shutdown and CL_Shutdown calls CL_WriteConfiguration and it writes your current bindings into the "config.cfg" in the current mod folder. No matter what mod you are playing, when you quit, a new config.cfg is written into the current mod's gamedir. It does not matter (to r1q2 and stock Quake2 at least) whether you use "quit" in console or quit from the menu.

At startup, Quake2 client will load three files in the following order, "default.cfg" from the baseq2 folder, "config.cfg" from the baseq2 folder, and once you are connected to a server, "autoexec.cfg" from the gamedir folder where "gamedir" is the folder for the mod you are playing. It knows the gamedir folder name because it has already received the server cvarlist and it knows the contents of the "game" cvar.

Not surprisingly, most people don't know about default.cfg.

The general idea was to allow common default settings to be loaded into the client from default.cfg, this would be where you could put your video or other settings that you always wanted to start off with in all mods.

As you can see there is slight problem here. Config.cfg is always loaded from the baseq2 directory. A new config.cfg is written to the directory of the current mod directory. Your changes don't get communicated to the next startup unless you manually copy them.

What I like to recommend is to always configure your settings in "autoexec.cfg" and address all of your favorite settings there. If you make changes to settings in-game and you want them to be your startup settings, copy them from config.cfg into baseq2/default.cfg and make changes in moddir/autoexec.cfg for each mod.

art, music, etc. / Re: Guess the musicians
« on: April 10, 2009, 10:12:28 PM »


The theory of evolution only demands one thing: be strong, be competitive, pass on your traits to your offspring, evolve your species.

I count 4 things there.

Also, if one must make a conscious decision to "evolve their species", then I guess evolution wouldn't be as much of an inherent truth as an applied science. There's that nasty word "theory" again. It isn't absolute truth at this point.

It's like getting a nice alcohol swab before they hook you up to the lethal injection IV.

One need not make a concious decision to evolve, one must only procreate. Natural selection of successful mutations will lead to a more evolved species. Assuming of course that "evolved" means "more suitable for the habitat" the creature inhabits.

Evolution is in the bible:
Genesis 1:22,
1:28, And God blessed them, and God said unto them, Be fruitful, and multiply, and replenish the earth, and subdue it: and have dominion over the fish of the sea, and over the fowl of the air, and over every living thing that moveth upon the earth.

9:1 And God blessed Noah and his sons and said to them, "Be fruitful and multiply, and fill the earth.

If one is to reconcile the observation of the reality of Natural Selection and the myth of Creation one can simply state:
The Law of Nature is the Law of God.

God set it all up to operate under certain rules, pronounced it all Good, packed up his tools and went home.

See Mark Twain, "Letters from the Earth" edited by Bernard DeVoto.

967 / Re: coop3
« on: April 10, 2009, 11:31:32 AM »
actually I added in the sideways explosion to resemble the WOD/LOX flamethrower. There is some sort of "puff/tris.md2" model that was never included into the pak0.pak in the rogue install.

I'd love to track down some of the creators and see if they remember anything about the weapon or it's model.

I am maintainer of the WOD/LOX code, current version 1.12.16. What do you want to know? There are two flame throwers in LOX, the flamethrower, a member of the railgun class, and the flame sweeper, member of the chaingun class, a less effective weapon but lots of bluster and balls of fire. I will have to peek at  your demo to see what your's looks like.... well, I would run the demo but I don't have rmine1.bsp.

Jokes / Re: Funny videos
« on: April 09, 2009, 06:38:05 PM »

Tech Junkie Lounge / Re: U.S electrical grid vulnerable to cyberattack
« on: April 08, 2009, 08:52:38 PM »
The point of the article I think is that the trend today is to throw PC's out there, either Windows or *nix to monitor or control processes and infrastructure all while being connected to the Internet without regard to proper security precautions. An office PC can be switched off or rebooted or wiped to "fix" problems for the usual office worker who only uses it for DB, Powerpoint and Word documents but they sure can't be taken offline as easily when they are running a real-time process. A simple firewall isn't sufficient. A penetration of these kinds of systems cannot be tolerated. The relatively insecure office systems can be a stepping stone into the critical control systems since there are often "trusted" users or applications that can access the control systems remotely. These are the vulnerable pathways.

The rest is FUD.

970 / Re: coop3
« on: April 08, 2009, 08:39:16 PM »
Ooops. I copied from the wrong project.
Here it is the way Rogue wants to see it:
   if (other->client->pers.weapon != ent->item &&
      (other->client->pers.inventory[index] == 1) &&
      ( !deathmatch->value && autoweaponswitch->value || other->client->pers.weapon == FindItem("blaster")))
      other->client->newweapon = ent->item;

971 / Re: coop3
« on: April 08, 2009, 09:37:50 AM »
After some testing, it looks like re-writing the statement this way makes it behave more like the old way, with the weapon being auto-selected if they are holding the blaster or have run out of ammo for other weapons and they have fallen back to the blaster:

   if (other->client->pers.weapon != item &&
      (other->client->pers.inventory[index] == 1) &&
      (!deathmatch->value && autoweaponselect->value || other->client->pers.weapon == &gI_weapon_blaster))
      other->client->newweapon = item;

It is not necessary to "believe in the theory of evolution" for it to be true.

The theory of evolution is not validated by how many people believe in it.
The theory of evolution is not a jealous theory, thou may'st have other theories before it.
The theory of evolution doesn't care if you believe in it. It remains valid and testable without you.
The theory of evolution won't condemn you to eternal damnation for not believing in it.
The theory of evolution does not prescribe your diet or daily customs or rituals.
The theory of evolution doesn't require burnt offerings or tithings or contributions to TV preachers to do it's good work.
The theory of evolution only demands one thing: be strong, be competitive, pass on your traits to your offspring, evolve your species.

/dev/random / Re: Vintage photos
« on: April 07, 2009, 03:18:45 PM »
Point of clarification: I never said it was a TV set, that was Peewee. It looks more like a trans-dimensional space-time rift and that face is either Popeye the sailor man or a Grey peering through the opening in the continuum. My money is on the Grey, I don't see a pipe in his mouth. :)

Yes, practical TV's were not invented until the late 1920's with Philo Farnsworth's all-electronic version in 1926. Even then, the images were tiny and it wasn't until 1936 that there was any attempt to "broadcast" TV. Then, WWII got in the way.

974 / Re: coop3
« on: April 06, 2009, 06:36:43 PM »
Then you have no choice but to revise the pickup function.

975 / Re: coop3
« on: April 06, 2009, 05:46:54 PM »
Not sure about interactions with other features in Rogue since I have not tested it but it looks like you can "set deathmatch 1" at the same time as "set coop 1" and it will disable the auto weapon select on pickup if you already have a weapon other than the blaster active. There might be impact on other features but it would need some testing for coop. I saw nothing in the code to stop them from both being 1 in coop mode.

To prevent auto use of powerups, turn off the DF_INSTANT_ITEMS flag. (subtract 16 from dmflags)

The auto-select weapon code is at the bottom of the Pickup_Weapon function in p_weapon.c:

   if (other->client->pers.weapon != ent->item &&
      (other->client->pers.inventory[index] == 1) &&
      ( !deathmatch->value || other->client->pers.weapon == FindItem("blaster") ) )
      other->client->newweapon = ent->item;

Translation: IF the item isn't the current weapon AND it is now in the inventory AND (deathmatch is zero OR the user has a blaster active) THEN make the touched weapon the new weapon and activate it.

You could add a cvar to override this logic:

   if (other->client->pers.weapon != ent->item &&
      (other->client->pers.inventory[index] == 1) &&
      ( !deathmatch->value || other->client->pers.weapon == FindItem("blaster") ) &&
      other->client->newweapon = ent->item;

This way, if autoweaponselect is not set in the server the statement will not select the new weapon and you have a nice cvar to control whether it happens or not and you will be able to leave deathmatch at 0. Of course, you will have to live with the people who are used to having it the old way. :)

Necessary other code to declare and initialize the cvar is left as an exercise for the student. :) I also suggest making 1 the default initial value for autoweaponselect so that if it's not added to the server config the default behavior remains the same as it was.

Pages: 1 ... 55 56 57 58 59 60 61 62 63 64 [65] 66 67 68 69 70 71 72 73 74 75 ... 82