sp3ctr4l

joined 3 months ago
[–] sp3ctr4l@lemmy.dbzer0.com 5 points 1 week ago (3 children)

Ok, lets say theres a news story about people calling for violent resistance against fascists.

Can that be posted?

Can commenters make their own statements of support for this, in that thread?

This is basic logic, these rules do not make any damned sense, they are obviously contradictory when applied in the manner you are suggesting.

Also uh no, no .world does not actually have any specific rule that deliniates the distinction you've invented about violence being ok in news posts but not in comments.

Find me those rules.

Also... if? IF you were opposed to fascists?

Implying this is a stance that requires deliberation and contemplation?

Pretend you're a brown skinned American citizen who just got fucking illegally kidnapped on fabricated charges and deported to a foreign death prison complex for the rest of your life, which will probably be quite short.

This has already fucking happened.

Does this remind you of any historical events...

... Hendrik, from an obviously German lemmy instance?

Anything involving gas chambers, ovens, work camps?

Anything ringing a fucking bell?

[–] sp3ctr4l@lemmy.dbzer0.com 5 points 1 week ago* (last edited 1 week ago) (6 children)

... What?

I can post a news link to an article that is reporting on fascists violently absuing people.

That doesn't get reported, or banned.

I cannot, for instance, say in a comment:

'someone should kidnap and '''deport''' these ice agents'

or

'someone should tie them into to a wheelchair and throw them into a jail cell'

... Those are much more direct and specifc calls for violence than uh, quoting an American founding father talking about generalized forceful resistance of tyranny... and even those comments got deleted.

It is blatantly obvious biased censorship:

Discussions of the State commiting literally illegal, unjust violence?

Totally allowed.

Discussions of justly resisting said unjust violence, with the force required to be actually effective?

Forbidden. Cannot even allude to it.

This is not complicated or even interesting.

This is an obviously blatant double standard, like ... I can walk up to you and punch you in the face, and if you take a swing back at me, actually, you doing that is assault and now you go to jail.

Maybe this is lost on non Americans:

The fascist goons currently running around being violent thugs are routinely breaking all kinds of fucking pre existing laws, all the way up and down their chain of command.

Literally thousands, tens of thousands of times a day.

[–] sp3ctr4l@lemmy.dbzer0.com 1 points 1 week ago* (last edited 1 week ago)

I guess people don't know this anymore but uh...

A server browser, where you can pick between official servers, and private, community servers... with their own mods or game modes or AC on or off...

This was the norm for multiplayer fps games for like 20 to 30 years.

Only fairly recently has everything become 'streamlined' by removing the server browser, just giving you access to various matchmaking queues, and oh AC is kernel level now also, even though it doesn't fucking work, as a quick websearch can find you...

Hacks and trainers that only work on Windows, that defeat all kinds of KnlAC, all the time.

Nobody makes or sells game hack trainer suites that properly work on linux, ironically you yourself would have to hack the hack to even try.

Or, you just basically plug your mouse/kb into a tiny raspberry pi type device that functionally middlemans your own pc, and the hacks run on that thing.

The only AC that could possibly catch that is a rigorous and well implemented serverside AC....

But netcode is too hard for modern devs, who just subcontract out as much work of all kinds as possible these days.

Or I guess you can uh, mandate that in addition to full access to your kernel, you also have to consent to having 3 webcams in your gaming zone at all times, or a fucking manual, in person contraband check/gaming zone inspection.

... and yes, if you get hired to dev a game and then fired after release, come on now, functionally, you are a contract worker, no matter whatever insane nonsense legal classification your job technically is.

[–] sp3ctr4l@lemmy.dbzer0.com 2 points 1 week ago* (last edited 1 week ago)

I am so fucking tired of this discussion.

https://areweanticheatyet.com/

Go, go, look through this list.

With the exception of a few proprietary ACs, or just ancient ones...

Nearly every single AC has at least one, if not multiple, or even many instances of properly working on a game that runs on linux.

EAC and BattlEye have supported linux for 3 years now.

3 years.

Gonna be 4 in a couple months.

Its part of the liscensing that game studios pay for, they offer and support making builds that work on linux via Proton, offer to help game devs with any tweaks they may need to make.

This is, and has for years, just been as simple as management is telling devs not to bother with the fairly minor effort it would take to do this, at least with EAC and BattleEye.

AC works on linux, it doesn't need to finger fuck your kernel to do so.

Its just that most game developers (lets be real, their upper management / C Suite), only want to fully go in raw, or not at all, and Windows is giving it up on the reg.

[–] sp3ctr4l@lemmy.dbzer0.com 1 points 1 week ago

Monologue internal narration to the audience.

[–] sp3ctr4l@lemmy.dbzer0.com 1 points 1 week ago* (last edited 1 week ago) (1 children)

I have worked in gaming, and I've already told you that, but you already said you don't read things that I write, so yeah.

And, yes, I am at this point being a dick, to you, on the internet, for sport, because you are so entirely disingenuous and full of shit that it is quite amusing to me.

I don't actually give a shit whether or not you in particular agree with me or like me or believe me... because its been clear from the get go that you are both woefully uninformed but also totally stubborn, obstinant and set in your opinion, and you aren't capable of discussing the technicals you claim to understand.

The other actual experienced software / server engineer in this thread also tried to reason with you, more politely, and you just took a rhetorical approach of overwhelming them with questions... so I am now overwhelming you with relevant info, and you don't like it.

You're now just mirroring some of my latest rhetorical approach back at me, albeit in very, very condensed form... you're not even clever at debating.

You are a power user that thinks themself to be a seasoned senior software engineer, but you're not.

But hey, since you asked me to stop, I will stop humiliating you now.

Toodles!

[–] sp3ctr4l@lemmy.dbzer0.com 3 points 1 week ago* (last edited 1 week ago)

Oh god yes dear fucking lord.

I would say its astounding they haven't been banned, but they have a loooot of money, so, no, that makes perfect sense.

Yeah Scientology, is the most direct analogue to the insano cult shit in East Asia.

They stalk people, have probably assasinated people, imprison people in their little nonsense navy, buy entire city neighborhoods and all the local municipal politicians... got the insane alien religion, the fucking e meter cans things... entire thing is basically a massively gaslighty, manipulative and dangerous cult.

[–] sp3ctr4l@lemmy.dbzer0.com 21 points 1 week ago* (last edited 1 week ago) (8 children)

Got it, so we're allowed to post news articles on .world discussing facsists advocating for and directly enacting brutal violence... at a grand scale...

But unspecified, indirect references to the concept of violent resistance, self-defense, on a similar scale... nah, users can't do that.

You do not see a hypocrisy here?

A blatant and glaring double standard?

[–] sp3ctr4l@lemmy.dbzer0.com 21 points 1 week ago

Well ayy, you beat me to making a PTB post on this, but uh yeah...

.world?

collaborating with and covering for fascists?

[–] sp3ctr4l@lemmy.dbzer0.com 1 points 1 week ago* (last edited 1 week ago)

The 'Death Breathers' thing is a primary plot point /story device / world mechanic of the ludicrous, over the top, MARS ATTACKS! from 1996.

Just any case anyone hasn't seen it and wants to avoid spoilers, don't open this

Basically, it barely makes any actual sense, and... thats part of the point, to be a parody of how stupid 50s schlock alien movies were...

The Martians only breathe Nitrogen, and seem to asphyxiate if their helmets and pressure suits are removed or comprimised.

This makes no fucking sense whatsoever for multiple reasons:

Nitrogen is much, much less chemically reactive than Oxygen, and it seems quite unlikely that any kind of Nitrogen based metabolism could evolve basically anywhere, in any organic being, because of this...

Earth's atmosphere is like... ~70% Nitrogen.

Do... they... need literally 100% Nitrogen?

It... doesn't seem like the oxygen in the atmosphere is like... causing them to internally combust/melt the way say mustard gas, chlorine gas, makes a human melt from the inside out, by nature of being way way way more chemically reactive than oxygen.

What they do is act like ... they're asphyxiating, they gasp for air, not cough and vomit, eyes watering and burning/melting the way mustard gas fucks up people.

Also, at one point, a ludicrously disguised as a human, martian... is able to go undercover, with no protective pressure suit... because they have... chewing gum, that... releases nitrogen.

Again, if oxygen had a similar effect on them as chlorine gas has on us... this disguised martian should... still be basically burning/melting from being exposed to all the oxygen, and thats overlooking the ludicrousness of... nitrogen releasing chewing gum

[–] sp3ctr4l@lemmy.dbzer0.com 5 points 1 week ago* (last edited 1 week ago) (3 children)

Yep.

People not from or really familiar with Japan and also South Korea... when you tell them that actually, weird ass insano religious cults actually fund and drive a very substantial amount of politics and prominent political personalities...

People often think you are being some kind of racist when you say that.

Nope. This is just actually true, to an extent that is often absurd/incomprehensible to many in the Anglosphere.

Which... is kinda weird, because, look at the US.

The Republican party, as in elected officials, is ... majority composed of outright christian nationalist theocrats? Supermajority?

That are functionally a death cult that is actively trying to bring about their version of the apocalypse, at a geopolitical scale, so that Jesus can rapture them all away.

... What are the Mormons? Oh, right, an extremist domestic terrorist religious cult, founded by a locally infamous conman, that just barely managed to not get snuffed out in its infancy of many clashes with Federal Forces and state militias, that's just managed to get a hell of a lot better at PR... while also continuing to evangelize and amass money and political power, and gaslight the fuck out if its adherents as to its actual history.

It really shouldn't be shocking at all that massive, culty religious organizations with opaque external financial reporting standards and essentially always also massive tax breaks/exceptions... do in fact worm their way into having massive power over the political apparatus.

[–] sp3ctr4l@lemmy.dbzer0.com 2 points 1 week ago

To preface, I support SKG. I'm not at all disagreeing with the movement, and I understand the point of SKG is to be setting a standard going forward that will force developers to stop doing this bullshit. My argument wasn't that SKG is bad.

I hear you, and I understand.

My argument was that the developers arguing against the movement are getting hung up on and bikeshedding about multiplayer and live service games. I was trying look at it from the perspective of a developer and explain that we (consumers) understand that it's not reasonable (for various reasons) to demand that they release the entire stack of backend services used by a game.

I mean, generally, in many modern scenarios, yes, I broadly agree, releasing the entire stack of how many things are currently done, just as is, would be basically legally impossible, which I why I kept trying to stress the whole idea is ... not to do or demand that, for currently existing games... but to instead, introduce new laws that would force or at least significantly pressure this current paradigm of game server stack development to change, to enable that 'strip down at EoL' process to be possible, and ideally, easy, if that new paradigm is in place.

Minecraft example

I mean... minecraft ia kind of notoriously memory inefficient... everywhere, at everything. I get that it makes sense as an example, you have experience with it, and it is very popular... but it is rather compute inefficient.

I also find this example, while generally illustrative of the kinds of problems that can occur...

You are using multiple third party, not officially connected to Minecraft, bits of software in your stack, to modify and add features and capabilities to the actual base game itself.

SKG says they want EoL games to be ideally fully function, or at least reasonably as functional as the base game is.

Your specific example here goes far beyind the scope of what SKG is asking for.

But, I also understand that you are using it to illustrate how generally... sometimes stacks don't scale well.

Destiny 2 example.

Well, no one is asking D2 to just release its entire stack as is.

If they hypotherically did release it as is... and its very complicated... I mean. Yeah. It probably is.

It probably is not as complicated as building an entire server emulator from basically juat packetsniffing the client... which many gaming communities have managed to do for many, many games over the years.

But uh, I bet Bungee has internal documentation on it.

Do an audit/review pass at EoL and release it?

Yeah, doing a standup would be hard and complicated.

That's fine! All SKG is asking for is for it to be legally possible, technically possible to stand up a server, as opposes to the current paradigm of ... essentially illegally reverse engineering the server/netcode and then running an emulator.

If the players are dedicated enough, and it is possible, they will figure it out. And I don't say that as cheery, unrealistic optimism... I say it because the even more complex task of just totally reverse engineering entire server/netcode has been done before, many, many times.

To just give one example: RPCS3, the PS3 emulator... yeah they made it entirely possible for two remote people to emulate the same game, connect to each other and play multiplayer games together.

https://wiki.rpcs3.net/index.php?title=RPCN_Compatibility_List

Its a work in progress... but yeah, this is just one example.

Which won't ever happen with AA or AAA devs unless it's legally required.

Yep. That's basically the point of SKG. Make it legally required.

This is actually remarkably easier and more simple to code than what the industry does now... if you've ever run or coded any servers

It's really not.

In an ideal scenario where you have time to actually plan things out, you have a shared, common library for the game logic and two different projects that use the library for dedicated servers running under self-hosted or scalable environments.

So firstly, I guess I wasn't clear here?

As indicated by my sentence above where you started your quote of me...

I meant that setting up a dedi server for actual shared worldspaces... and that alone, basically, as in old school fps games... that, that is much more simple.

If something like player inventory storage is handled by a dedicated service in the scalable environment, you can't use the same code for the self-hosted environment. To solve that, you create a InventoryStorage interface, a SQLBackedInventoryStorage implementation, and a MemoryBackedInventoryStorage implementation. Now you have abstraction, which makes the code harder to follow for on-boarding and maintenance purposes.

Secondly... I mean, you've described a solution here, to doing this in more modern games.

I have roughly done sort of an approximation of this over 15 years ago now, hooking up two GMod servers to a shared, seperate, player inventory db, as well as another db for the worldspace items of each server/map.

I figured out how to make a custom gamemode, configure it with things like uh, certain props like file cabinets also having their own inventory, which was persistent, as well as persistent world space dropped / semi random population of various items... and set up two basically map profiles within the gamemode... stuff like door ownership by specific players... ability to take items with you from the city map/server to the outlands map/server...

If an unpaid, not even 20 year old, with literally no formal CS schooling can figure this out, while going through uni... lets just say I woukd be very, very amused if this is somehow an unrealistic, overly difficult task for handsomely paid teams of professionals to figure out more a more complex game.

Like uh sure, at some point I would hit max map specific db saturation... but that wasn't really from the db itself. That was from if you tried to physics sim every single possible item in the map, simultaneously, or spawn every random loot item at once.

So what you do is... not that lol. You make items in world just go physics inert to most kinds of interactions, you keep most of them just in a player's inventory, or a containers inventory, have a tarkov style loot mexhanic in a gui, give containers a max volume and item count they can hold, only spawn a manageable number if a container explodes or is broken... you make the normal map load in first, block any connection attempts while you progressively spawn in world items on a tiny incrmentinf delay and/or batches and then do a verification pass, and then you allow connection attempts from players.

... And as for the shared player db... I can only ever remember that lagging when people were literally DDoSing something, or beta testing trying to dupe items... which i basically solved by mandating a bunch of client side and serverside warning triggers and conditions and cooldowns, and obfuscating the commands that would execute / show up in the player's console.

I realize this isn't anywhere near the same ... magnitude of scaling that like D2 or Warframe or something has, in its backend...

But the whole point would be to mandate that going forward, new games of that nature and scale, would have to offer some kind of lightweight, nowhere near as scale capable version of the server stuff at EoL....so they would just design this lightweight test version first, basically, then develop a tool ir script to translate between the small server framework and the huge scalable framework... and just do basic upkeep and maintenance on that conversion tool as the game gets more stuff overtime, and then at EoL, easy peasy, translate it all back to the small server format.

You could maybe do something like implementing a very long sort of string that encapsulates every single aspect of a persistent player account, then encrypt it, then give this code to players at EoL, then the new, light duty, blackbox server has a built in decrypter and recrypter... and there ya go, your player is now still persistent, hasn't lost anything, and can just hop to different post EoL servers, with all their stuff.

Or, you could have two different implementations of the dedicated server. That comes with even worse problems stemming from code duplication. If you want to make sure those two implementations are fully compatible with each other, you also have to add full integration tests... and the only common interface between them is the game client network protocol.

Yeah I wouldn't personally recommend that approach either, for the reasons you described.

Food for thought: what if the server source code is written in some scripting language like JavaScript or Python?

Ok, unfortunately it is 4 am and my thought injestor is rapidly losing consciousness... I'll try to get back to the rest of this after .z.. sleep...

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