Try Genius (which is now part of the Dr Genius package) I was using this as a tool for matrices before I ever tried MatLab. Once I sat down at university lab PC, I found it to amazing how close to MatLab Genius is.
Oh my god, this is so true. Porting Linux to one of the most powerful and reliable commercial platforms today, one that's in wide use through the world and backed by one of the most trusted companies in the world... What were they thinking? Stupid, stupid, stupid... man, we are so screwed now.
As far as I can see, Slashdot doesn't seem to have any privacy policy whatsoever. Now that Slashdot has certainly hit the big time (and, perhaps more worrisome regarding privacy, owned by a major company), isn't it about time something was put into place?
There's a post from one of the ex-coauthors of the QuakeLives project up on the QuakeForce mailing list archives about this situation. He resigned when the 2.53 binary patch was released. He's got an exchange with Slade about the issue as well.
That's probably because, officially, there isn't 3.3.6 for slink. Some have been made but they aren't part of the official slink distribution, so your mileage may vary. XFree86 3.3.6 in potato, on the other hand, is just fine from my experience.
Seems like most people missed this little bit tucked in the release notes:
A DPS extension for XFree86 is currently under development. The DPS client library is now part of the XFree86 source tree; the extension code itself, however, cannot be integrated for licensing reasons and is distributed separately. For more information, please consult the DPS site at SourceForge.
Unfortunately the licensing is a bit messy - they are based off the most recent Aladdin GhostScript. But it's still cool to see it's in the works.
Try the kernelnotes.org slashbox. It gives the current stable and development kernels as well as the old stable and development (i.e. 2.0.x and 2.1.x), with links to the changelogs and all at kernelnotes.
devfs = Device File System. Instead of makedev and having dozens and dozens of device files in/dev/, 99% of which you don't use (ya sure, I have 20 ide partitions. And 5 sound cards. And 9 SCSI CD-ROM drives...), you mount/dev as devfs, and only see the devices you have. Simplifies life a great deal. More info at the devfs overview. Devfs has existed as a patch for a good time now but Linus had issues with it.
Congratulations to Richard Gooch on his efforts over all this time and his tireless dedication to getting in into the kernel. Hats off to you.
Yes, that may be true. I just wanted to point out that eggdrops are not necessarily used for cracking or warez or what-not, as people unfamiliar with eggdrop might have assumed having read Dave's response.
There's nothing bad about eggdrop bots. Eggdrop is a well respected bot to manage an IRC channel and are quite popular on all the networks. I myself have run a few and they're quite fun to play with. While there are eggdrops scripts aimed at more malicious uses, the vast majority of eggdrops are just used to keep the peace and keep channels organized. eggdrop homepage
It's also generally accepted that Linux freebies--like server ports--are a good thing, if only because they appease the natives.
Excuse me? Making a Linux server is far more than "appeasing the natives." Linux (and *nix/BSD) servers are, in many cases, vital to making an online game a hit. Game companies should be glad that so many *nix users want to run servers for their games, to give purchasers a place to play and thus increase the value of that company's products. Go check out server lists of some popular games, like Half-Life. You may be surprised at that number of non-Windows (non-Mac) servers. Last time I took a look at HL it was over 50%.
Those of you without the Hacker News Network slashbox on your front page might want to take a look at this story, which has a bit more information as well as links to a number of media stories about it (Wired, NYTimes, etc.).
Let's say 4GB for example - well, that's 4096000 KB by my arithmetic. On a 56Kb modem running at maximum possible efficiency you might get 7KB/sec. If I started downloading it now and nothing went wrong on the way, it wouldn't be finished until 23rd March next year! Assume more realistic conditions - my modem normally connects at 31,200 - and I'd be waiting until Christmas 2001.
Your math is way off. With you numbers, it would take about 162.5 hours, which is 6.7 days. Not short, but possible. I have downloaded ISO CD images before over modem. In "real time", it took about 2 days (since I didn't DL 24/7) but downloading mass quantities is indeed quite possible.
Well theoretically a user may not have jpeg support and so the demo is in gif so they can see how amazing it is and go out and get jpeg support. Kinda like how you don't give someone a file called "pkunzip.zip".
Thomas Edison - This guy made most people's short list for person of the millennium so I think he's a shoe-in to be one of the top geeks. Practically lived in his lab, barely slept more than a couple hours a night, holds more inventions than almost anybody.
Alan Turing - Surely close to all computer geeks hearts. He practically invented Computer Science before we ever had computers. Besides that, his contributions to the Allied war effort was immense in the Ultra project.
Unfortunately, reading the comments, it is painfully clear that most of the posters are not truly familar with the history of cheating in Quake. The problem lies not with the client sending bad information to the server but the client doing things that don't involve the server at all.
I.E., here is what most people seem to think is happening:
client: I have 200 health server: Okay! Whatever you say! client: I just got quad server: Super! client: I just killed everyone server: Alright! +7 frags
This isn't close to the truth. Here are how people have really cheated in Quakeworld -
1) Hacked models (aka Pak2) Models can be editted on client side to be more visible and easier to see. The famous "pak2" example you hear about had player models with BIG bars along each axis. The result being you could see a guy behind a wall, or under your feet, or above you, etc before they could see you.
2) Hacked skins Make the player skins fullbright textures so you can see everyone without a problem, negating dark areas on maps.
3) Hacked maps Take the normal quake maps, then cut a bunch of a holes in it. Result - you can see people behind walls, through floors, in the water, etc.
These are not theoretical cheats, there are things that have been used successfully by cheats.
The solution that has been tried is to have the client report checksums of important data files and have the server verify that they're correct.
Now, with open source clients, it is a trivial matter to make your client report the correct values of the CRCs regardless of what the true values on the client are.
The point of the matter is all these cheats take place on the client level and don't effect in play data sent to the server. Therefore, they are undetectable. Now that the client is fully open source, the sky is literally the limit. Your client could tell you where everyone else is, what weapons they have, ammo, how much health, when the powerups respawn, etc. The possibilities are endless.
The point is, cheats of this kind don't taint the datastream. Therefore the only way of protecting against them are validating the client, which, with an open source system, is very difficult, if not impossible.
Re:Fast. Buggy. Weird UI design. Windows-like widg
on
Opera Beta Released
·
· Score: 1
MDI (Multiple Document Interface? or something) is what you see commonly in the Windows world and _never_ in the Unix world. MDI is when you have a main window and every document/image/file/whatever you open is in a new window that is contain entirely within the main window. Examples of this - MS Word, Adobe Photoshop, mIRC (as default), Jasc Paint Shot Pro, Opera.
Compare this to the unix world, where, for example, you run gimp and have the tool dialog and the image you're working on free floating anywhere on your desktop.
Somehow, I don't think that the high-ranking executive who made the decision would have to pay his own company for his cable modem (if he even has one).
That's an interesting situation you describe there. Seems like the gist of it is, "I only use a the phone a little and I only use a few of all the channels I get. Therefore I'd save money with metering and metering is better". Meanwhile, anyone who did make many calls or liked many channels would get a huge increase.
Funny, now who's getting a "free ride" and who is getting screwed?
Here's a bit of calculation on how much bandwidth can be used in a realistic situation. I remember first calculating this when the first (metered) cable modem services started coming out in the U.S.
Assuming playing a game of Quake will pretty much completely saturate a 28.8 modem (you try web browing or downloading something on a modem connection while someone is playing) - 28.8 kbit 60 sec 60 min 12,960 kBytes --------- x ------ x ------ = ------------- 1 sec 1 min 1 hr 1 hr
So just an hour of Quake (at a modem's rate - LPBS normally play with a rate 4 times higher (or more)) takes up about 13 megs. In a month, that's over 400 megs just playing an hour a day. All this before web browsing, email, etc. IMHO, an hour of games a day isn't exactly "abusing" the connection like they claim.
Basically, a hundred or two megs in a month really isn't that much.
C'mon now, you can't tell me your views on what's a good game and my views are the same. Even inside a specific genre you'll find endless arguments. Think of Doom vs Duke Nukem, Quake vs. Unreal, or even Quake vs. Quake 2 vs. Quake 3. There have been many times I have been burned by an interesting sounding and well reviewed game.
(for the record - Doom is great, Duke is eh, Quake is amazing, Q2 is slow and plodding, Unreal is pretty pictures, Q3 is good on lan, bad online)
Try Genius (which is now part of the Dr Genius package) I was using this as a tool for matrices before I ever tried MatLab. Once I sat down at university lab PC, I found it to amazing how close to MatLab Genius is.
Oh my god, this is so true. Porting Linux to one of the most powerful and reliable commercial platforms today, one that's in wide use through the world and backed by one of the most trusted companies in the world... What were they thinking? Stupid, stupid, stupid... man, we are so screwed now.
As far as I can see, Slashdot doesn't seem to have any privacy policy whatsoever. Now that Slashdot has certainly hit the big time (and, perhaps more worrisome regarding privacy, owned by a major company), isn't it about time something was put into place?
There's a post from one of the ex-coauthors of the QuakeLives project up on the QuakeForce mailing list archives about this situation. He resigned when the 2.53 binary patch was released. He's got an exchange with Slade about the issue as well.
That's probably because, officially, there isn't 3.3.6 for slink. Some have been made but they aren't part of the official slink distribution, so your mileage may vary. XFree86 3.3.6 in potato, on the other hand, is just fine from my experience.
Seems like most people missed this little bit tucked in the release notes:
A DPS extension for XFree86 is currently under development. The DPS client library is now part of the XFree86 source tree; the extension code itself, however, cannot be integrated for licensing reasons and is distributed separately. For more information, please consult the DPS site at SourceForge.
Unfortunately the licensing is a bit messy - they are based off the most recent Aladdin GhostScript. But it's still cool to see it's in the works.
Try the kernelnotes.org slashbox. It gives the current stable and development kernels as well as the old stable and development (i.e. 2.0.x and 2.1.x), with links to the changelogs and all at kernelnotes.
According to linux-kernel, try this:
diff -u linux/drivers/block/ll_rw_blk.c.orig linux/drivers/block/ll_rw_blk.c
--- linux/drivers/block/ll_rw_blk.c.orig Wed Feb 16 20:15:56 2000
+++ linux/drivers/block/ll_rw_blk.c Wed Feb 16 20:45:56 2000
@@ -253,7 +253,7 @@
INIT_LIST_HEAD(&q->queue_head);
q->elevator = ELEVATOR_DEFAULTS;
q->request_fn = rfn;
- q->back_merges_fn = ll_back_merge_fn;
+ q->back_merge_fn = ll_back_merge_fn;
q->front_merge_fn = ll_front_merge_fn;
q->merge_requests_fn = ll_merge_requests_fn;
q->make_request_fn = NULL;
Well, you get the idea even if it looks like crap on slashdot.
(Original linux-kernel post)
Forgot to add that it's listed as experimental, so you won't see it in the options if you don't have experimental turned on.
devfs is in.
/dev/, 99% of which you don't use (ya sure, I have 20 ide partitions. And 5 sound cards. And 9 SCSI CD-ROM drives...), you mount /dev as devfs, and only see the devices you have. Simplifies life a great deal. More info at the devfs overview. Devfs has existed as a patch for a good time now but Linus had issues with it.
devfs = Device File System. Instead of makedev and having dozens and dozens of device files in
Congratulations to Richard Gooch on his efforts over all this time and his tireless dedication to getting in into the kernel. Hats off to you.
Yes, that may be true. I just wanted to point out that eggdrops are not necessarily used for cracking or warez or what-not, as people unfamiliar with eggdrop might have assumed having read Dave's response.
There's nothing bad about eggdrop bots. Eggdrop is a well respected bot to manage an IRC channel and are quite popular on all the networks. I myself have run a few and they're quite fun to play with. While there are eggdrops scripts aimed at more malicious uses, the vast majority of eggdrops are just used to keep the peace and keep channels organized. eggdrop homepage
It's also generally accepted that Linux freebies--like server ports--are a good thing, if only because they appease the natives.
Excuse me? Making a Linux server is far more than "appeasing the natives." Linux (and *nix/BSD) servers are, in many cases, vital to making an online game a hit. Game companies should be glad that so many *nix users want to run servers for their games, to give purchasers a place to play and thus increase the value of that company's products. Go check out server lists of some popular games, like Half-Life. You may be surprised at that number of non-Windows (non-Mac) servers. Last time I took a look at HL it was over 50%.
Those of you without the Hacker News Network slashbox on your front page might want to take a look at this story, which has a bit more information as well as links to a number of media stories about it (Wired, NYTimes, etc.).
Ouch. Suffice to say I downloaded that ISO over good old U.S. flat rate local phone lines
Your math is way off. With you numbers, it would take about 162.5 hours, which is 6.7 days. Not short, but possible. I have downloaded ISO CD images before over modem. In "real time", it took about 2 days (since I didn't DL 24/7) but downloading mass quantities is indeed quite possible.
Well theoretically a user may not have jpeg support and so the demo is in gif so they can see how amazing it is and go out and get jpeg support. Kinda like how you don't give someone a file called "pkunzip.zip".
Thomas Edison -
This guy made most people's short list for person of the millennium so I think he's a shoe-in to be one of the top geeks. Practically lived in his lab, barely slept more than a couple hours a night, holds more inventions than almost anybody.
Alan Turing -
Surely close to all computer geeks hearts. He practically invented Computer Science before we ever had computers. Besides that, his contributions to the Allied war effort was immense in the Ultra project.
(This is not a troll)
Unfortunately, reading the comments, it is painfully clear that most of the posters are not truly familar with the history of cheating in Quake. The problem lies not with the client sending bad information to the server but the client doing things that don't involve the server at all.
I.E., here is what most people seem to think is happening:
client: I have 200 health
server: Okay! Whatever you say!
client: I just got quad
server: Super!
client: I just killed everyone
server: Alright! +7 frags
This isn't close to the truth. Here are how people have really cheated in Quakeworld -
1) Hacked models (aka Pak2)
Models can be editted on client side to be more visible and easier to see. The famous "pak2" example you hear about had player models with BIG bars along each axis. The result being you could see a guy behind a wall, or under your feet, or above you, etc before they could see you.
2) Hacked skins
Make the player skins fullbright textures so you can see everyone without a problem, negating dark areas on maps.
3) Hacked maps
Take the normal quake maps, then cut a bunch of a holes in it. Result - you can see people behind walls, through floors, in the water, etc.
These are not theoretical cheats, there are things that have been used successfully by cheats.
The solution that has been tried is to have the client report checksums of important data files and have the server verify that they're correct.
Now, with open source clients, it is a trivial matter to make your client report the correct values of the CRCs regardless of what the true values on the client are.
The point of the matter is all these cheats take place on the client level and don't effect in play data sent to the server. Therefore, they are undetectable. Now that the client is fully open source, the sky is literally the limit. Your client could tell you where everyone else is, what weapons they have, ammo, how much health, when the powerups respawn, etc. The possibilities are endless.
The point is, cheats of this kind don't taint the datastream. Therefore the only way of protecting against them are validating the client, which, with an open source system, is very difficult, if not impossible.
MDI (Multiple Document Interface? or something) is what you see commonly in the Windows world and _never_ in the Unix world. MDI is when you have a main window and every document/image/file/whatever you open is in a new window that is contain entirely within the main window. Examples of this - MS Word, Adobe Photoshop, mIRC (as default), Jasc Paint Shot Pro, Opera.
Compare this to the unix world, where, for example, you run gimp and have the tool dialog and the image you're working on free floating anywhere on your desktop.
Somehow, I don't think that the high-ranking executive who made the decision would have to pay his own company for his cable modem (if he even has one).
That's an interesting situation you describe there. Seems like the gist of it is, "I only use a the phone a little and I only use a few of all the channels I get. Therefore I'd save money with metering and metering is better". Meanwhile, anyone who did make many calls or liked many channels would get a huge increase.
Funny, now who's getting a "free ride" and who is getting screwed?
Here's a bit of calculation on how much bandwidth can be used in a realistic situation. I remember first calculating this when the first (metered) cable modem services started coming out in the U.S.
Assuming playing a game of Quake will pretty much completely saturate a 28.8 modem (you try web browing or downloading something on a modem connection while someone is playing) - 28.8 kbit 60 sec 60 min 12,960 kBytes
--------- x ------ x ------ = -------------
1 sec 1 min 1 hr 1 hr
So just an hour of Quake (at a modem's rate - LPBS normally play with a rate 4 times higher (or more)) takes up about 13 megs. In a month, that's over 400 megs just playing an hour a day. All this before web browsing, email, etc. IMHO, an hour of games a day isn't exactly "abusing" the connection like they claim.
Basically, a hundred or two megs in a month really isn't that much.
I have never once in entire my life (all spent in the States) heard anyone in the U.S. call a penny a copper.
C'mon now, you can't tell me your views on what's a good game and my views are the same. Even inside a specific genre you'll find endless arguments. Think of Doom vs Duke Nukem, Quake vs. Unreal, or even Quake vs. Quake 2 vs. Quake 3.
There have been many times I have been burned by an interesting sounding and well reviewed game.
(for the record - Doom is great, Duke is eh, Quake is amazing, Q2 is slow and plodding, Unreal is pretty pictures, Q3 is good on lan, bad online)