So, I've been feeling the urge on doing another livestream this weekend, and was debating what game to stream. I've had an urge to play Dwarf Fortress as of late, which also allows for good interaction with those in the community due to nickname and assigning roles; and perhaps keep playing the same fort over a series of streams. The tentative time of this livestream would be 12-6PM EST, on my Twitch channel. I'd be up for fielding questions from the community, talking about gaming and tech in general, basically the insanity of April Fools, only a more reasonable block of time.
I think I got all the kinks out of my recording setup, so I should be more reasonably be able to edit and post the stream (for those who missed the previous post, my recording of the 24 hour livestream was corrupted due to stupidity and user error). I'd be interested in suggests of what biome to play in, as well as names for the initial dwarves (6 remaining, excluding the one I claim for myself).
In other news, I've continued my Let's Play of NetHack, with Part 2 posting on Wednesday. Part 3 was supposed to go live on Friday, but got released a day early by mistake.
As promised, I've started a Let's Play series going into the details of NetHack as I once again quest for the Amulet of Yender through the Mines of Menace. For those who've never ascended, or just wish to understand the game better, I'm going into detail on much of the mechanics behind the game such as wand identification, price IDing, curse testing, and so forth. Hopefully with my guidance, you too can one day ascend into a demi-god. I'll try and update the series Monday, Wednesdays and Fridays, but I may miss a day if life gets too hectic.
All my content, unless otherwise noted, is licensed under the Creative Commons ShareLike-Attribution license, and encoding in a WebM container with the VP8 and Ogg Vorbis codecs. I'll be uploading the raw WebM files once I have a suitable host to do so.
Introduction to NetHack
- In which the interface, goals of the game, and dungeon layout are explained.
Let's Play Nethack #1
- In which we start off as a Dwarvish Valkerie, get our first artifact, and run into trouble.
So, given the success of the livestream, I'm discussing with the staff doing future livestreams to sit back, discuss things with the community and such. We're thinking about once a month, and perhaps doing a multiplayer game that everyone can join in on (I'm thiking either Civilization or Europa Univeralis IV).
However, given my own experiences doing it, I'm going to try my hand at doing a Let's Play. Given its where we started, I thought it would be most appropriate to start with a series based on NetHack, and am working on recording an introduction video which will go over the basis of the game, and help prevent the series from being too repeative (I'll only upload runs which have a decent chance of ascending; generally ones that make it to Mine's End and finish Sokoban, maybe a bit further).
I'll post the intro video and my first episode hopefully this week. I'll probably upload them to YouTube and provide raw files. I'm encoding my raw videos in VP8+Ogg Vorbis in a WebM container, and will be licensing my content under Creative Commons Attribution-ShareAlike 4.0 International. Once I figure out a place to upload large WebM files, I'll also provide the edited source files for anyone who is YouTube allergic. I'll probably enable monetization on my account and let YouTube place ads in my video, to hopefully get a little money out of it. Beside NetHack, I may feature other games on Linux and open source gaming in general.
NOTE: This is a personal project and not related to SN directly. Unless something is on the main page, assume this is non-SN related, and I'm just writing about it here (since this is the closest thing I have to a blog)
Finally got the first set of code committed to rehash to allow use of IPv6 properly (dev.sn.org has had a AAAA record for ages, but IPv6 address handling has been hosed since day 1, that's why we don't publish one for production). Just need to add some UI tags so admins can see if a ipid/subid is IPv4 or IPv6, and we're more or less set here.
I'm surprised that this hasn't been addressed by the academic communities. Someone with a degree in English or linguistics or something like that should have though of this decades ago.
This word (actually more than one word) has various spellings, and I've probably used all of them at one time or another. The word is email, or eMail, or e-mail, or some other variation. They're all wrong.
It's a contraction of "electronic mail" and as such should be spelled e'mail. The same with e'books and other e'words.
So why hasn't someone with a PhD in English pointed this out to me? I have no formal collegiate training in this field. It's a mystery to me.
In his 1951 short story The Fun They Had, Isaac Asimov has a boy who finds something really weird in the attic -- a printed book. In this future, all reading was done on screens.
When e'books* like the Nook and Kindle came out, there were always women sitting outside the building on break on a nice spring day reading their Nooks and Kindles. It looked like the future to me, Asimov's story come true. I prefer printed books, but thought that it was because I'm old, and was thirty before I read anything but TV and movie credits on a screen.
And then I started writing books. My youngest daughter Patty is going to school at Cincinnati University (as a proud dad I have to add that she's Phi Beta Kappa and working full time! I'm not just proud, I'm in awe of her) and when she came home on break and I handed her a hardbound copy of Nobots she said "My dad wrote a book! And it's a REAL book!"
So somehow, even young people like Patty value printed books over e'books.
My audience is mostly nerds, since few non-nerds know of me or my writing, so I figured that the free e'book would far surpass sales of the printed books. Instead, few people are downloading the e'books. More download the PDFs, and more people buy the printed books than PDFs and ebooks combined.
Most people just read the HTML online, maybe that's a testament to my m4d sk1llz at HTML (yeah, right).
Five years ago I was convinced ink was on the way out, but there's a book that was printed long before the first computer was turned on that says "the news of my death has been greatly exaggerated".
* I'll write a short story about the weird spelling shortly.
Squished an annoying bug in rehash that prevented formkeys working due to changes in how mod_perl works, I dunno worse, the abuse of the MP1 API, or the hack I had to code to emulate the old behavior; here's the comment I left about it:
# UNBELIEVE HACKINESS AHEAD
#
# Ok, under MP1, it was possible to use param as a "semi-persistant" scratchpad
# that is, to save a new element in the hashref, and get it back by future calls
#
# This worked because the older APR methods allowed you to store into the HASREF.
# even though this behavior was wrong, and bad according to MP documentation. MP2
# now removed the STORE method from the APR tables so any attempt to write to them
# goes BANG.
#
# Since we can't do that now, we're going to have to fake it. On our first call to
# getCurrentForm, we'll copy the param tables to a hashref, then shove it into the
# apache2 pnotes, and then retrieve it on demand.
#
# This is a fucking hack, but I can't think of a better way than to refactor a TON of
# perl, and perl is not a language that makes it easy to refactor ...
Currently deep in working on getting the first rehash (MP2 slashcode) release put together. lithium got rebuilt and is now on the MP2 release. Since this upgrade is disruptive anyone, we decided to go full-in and put in a migration to MySQL cluster as well; which will require some code changes for Search, but otherwise was mostly a drop in upgrade.
This editor thinks about things... usually does not reach a conclusion.
Every so often an important story happens, or there are no usable submissions and an editor might elect to circumvent the normal process and set their own story for release. This goes against the normal submissions process, it is not something that happens very often. Site news is the exception to this for obvious reasons.
On the occasions we have released a story as described above -- not waiting for a submission -- there has been no complaints that I am aware of.
Honestly, I do not rush to start releasing my own stories, or to make submissions. Organic and original submissions are far better and what I really want to see more of.
What are your opinions on editors finding and releasing stories this way more often? Especially when it comes to 'breaking news', but more generally also.
[This journal entry is just that, it is not an official SoylentNews RFC or endorsed by any of the staff.]