kb1

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  1. Yes, there are many possibilities, including using something other than numbers (though the requirements state that the last 10 passwords must be unique). You could use hex, and the next number would be 09A. For a 3-digit weekly password, you could treat year/month/day as a number (20180220), divide by 7, chop off decimals (~2882888), multiply by 11 (31711768), and grab the last 3 digits (768), and have a sequence very similar to the original question. I have a similar issue at work, where I'm required to use upper/lower, numbers, and symbols, with a max length of 16. This thread has me thinking, as I too need to jot it down to remember it :( EDIT: Heh, GuyMcBrofist ninja-posted about hex while I was typing this - nice!
  2. Yep, 100 is my answer. But, as pointed out, there are many correct answers. For the password issue, I might do something like this: With all of those, the letters, numbers, the order of the letters, and the order of the numbers stays the same - they are just intertwined enough to fool most "too similar" password checkers. And, I did not include all sequences - there's more of them. But that's not easy to remember. If you can, use whole sentences: "Here's 12 dollar signs: $$$$$$$$$$$$." "I was born on August 14th!." "An*asterisk*is*between*each*word" Each of those are incredibly strong passwords (because of length), and include symbols, upper/lower, and the first two have numbers. And, they are easy to remember. Those garbage auto-generated passwords ($A23-x6@%b*c) are awful, and, because they are difficult to remember, someone will always write them down, making them insecure. Whole sentences are way too long to be brute-forced, so they are secure, and don't need to be written down. Only problem is that many systems stupidly put an arbitrary limit to password length. Aaargh, you can't win.
  3. Sounds like the Blind Sergeant of Doom II Map 02. This is where an X coordinate gets erroneously checked against a Y coordinate when the walls are exactly horizontal (or vertical). A Cut and Paste code bug caused this rare check to occur, making Doom get "side of line" checks wrong. Fixing the bug can cause demo desync, hence the different behavior via complevel.
  4. I'm guilty of keyboard only too, but I'm trying to learn mouse! Basically, instead of strafe, I can backup and turn to avoid a lot of fireballs. But, it's not a perfect thing, and nowhere near the precision of strafe and mouse. Why, you ask, have I never learned mouse? The answer is even more outlandish: For years, I played Doom with analog joysticks with 2 buttons. Button 1 = Fire. Button 2 = Strafe and open doors. Now, these weren't those PlayStation thumb button thingies, these were real joysticks. They were the closest thing I could get to the Atari 2600 (can I get a "Hell Yeah" from anyone?) joysticks. Us oldtimers who were raised on Space Invaders, Ms. Pac-man, and Galaga begged Mom and Dad for the Atari 2600, which came with the 2, single-button tough-as-nails joysticks. So, naturally, when I bought my first PC, I asked "Where's the joystick, and where do I plug it in?". The old sound cards had joystick ports. Nowadays, you can pick up USB joysticks, but it's difficult to find one that just feels right. For Doom, a proper 2-button joystick still can't match the precision of a mouse, but it's a step above keyboard, for me, cause you can strafe with a button. Turning is fixed-speed for a digital (micro switch-type), but if you have an analog joystick, the turn speed can be somewhat controllable. But my experience has been that the analog joystick pots get dirty and therefore noisy, which can leave Doomguy twitching left and right. Still, it's pretty manageable. After spending years playing Doom on joystick, it's difficult to re-train my hands to use the mouse.
  5. Vacuuming out the dust is very important, and a good thing. Dust can eventually bridge connections, especially in hardware that runs a modern PC speeds, and double especially if you smoke near your PC. Nicotine will bridge connections, and attract dust, which attracts more nicotine. Also the dust clogs up your cooling system. Yes, vacuum. But be *very* careful not to nick any of the components on circuit boards, or to discharge any static electricity. Finally don't get the vacuum motor near the HDDs. Doubtful that you'd get a significant shock from computer power supplies. They typically have 5 and 12-volt outputs which you won't feel unless you have a cut, or you put them in your mouth! But your computer should be unplugged before removing any connections, memory, cards, etc because of the risk of shorting something to power or to ground - easy way to fry something. Over the years, I came up with a system. Basically I leave the OS on C: drive, and try to not install anything there (or, if I only have a C: drive, anything I add starts in a custom root folder). Any new programs go into a "Programs" folder on D: (or C: if there's no D:), and any data goes into a root folder on D: (or C:\Data). The idea is that I have one or two folders which contain everything I've done to that computer that's non-OS related. That makes it really easy to just backup those one or two folders. By the way, it also makes it very easy to transfer my data to any new PC I may get. I usually also have an "Installs" folder that contains all program setups. The OS can always be reinstalled from disk, CD, DVD, or manufacturer recovery partition. My programs can then be reinstalled from the Installs folder. And my data is in one root folder. HDDs *are* sealed - they're supposed to be anyway. You may have fried it with a static electricity zap. Or, if you moved the PC to clean it, into a colder or warmer environment, then moved it back and quickly powered it up, condensation can form and kill a drive too. Finally, the vacuum motor can degauze a drive, ruining it. But, as far as I know, drives are vacuum-sealed to keep contaminants out. The platters typically rotate at 5,000 to 15,000 RPM. At those speeds, the smallest amount of dust, dirt, or sand will destroy the bearings or platter surface. They are too precise and store too much data in a small area to risk exposure to any outside influence.
  6. Fair enough. No argument here. Hubs and scripting. Their scripting was a bit rough on the edges, but a step in the right direction, for sure.
  7. Very cool stuff. Careful on the offset checks. I assume you're already thinking about this: a very tricky program could compress a WAD with maybe some success, by manipulating offsets in a way that a lump could point to another lump's data. It's an interesting idea, and probably has already been done. But I fear that some WAD editing tools might very well flip out on such WADs, corrupting them on edit/save. In fact, all of these tools should be identifying such WAD directories, and auto-expand them, at least in memory, before trying to allow manipulation of the WAD. My guess is that very few, if any editors consider this possibility. And, as long as the referenced lumps are not edited, and edits are confined to areas past such data, editors may very well save these lumps in such WADs properly, by just writing out those directory entries as-is. Really what I'm trying to say is that WAD compression via manipulation of the directory is dangerous - like a hidden land mine in the WAD. I'm not sure, but it's possible that id Software's WAD tools might have been able to do partial WAD edits by saving new versions of lumps at the end of the file, and updating the directory entry, leaving unused space where the old lump existed. Back then, rewriting the whole WAD took a long time, but doing one of these edits would have been much quicker. Modern WAD editors would generally handle this, and, depending on how they are written, would probably clean up this dead space on save. But in the case of lump entries pointing to other lumps? Sketchy. A WAD editor needs to actively know about this, to handle it properly. What do you think? By the way, nice tools!
  8. At the very beginning, the very first time playing Doom (or any FPS for that matter), the plot could have been useful to me. The game told me nothing - it's just a first-person view of me looking down a gun barrel. I knew I had to shoot stuff. But, are there friends in this game? Will firing my gun alert any guards (like in Strife)? Here, the plot could have helped a bit. But, honestly, after 10 minutes of play, it's obvious what must be done. The plot sorta fills in what the game doesn't show - it kinda answers the question "Why?". Other than that? Not very important to me. On the other hand, in Doom 3, even after knowing Doom/Doom II's "plot", I wanted to know everything I could about the Doom 3 story. I'm not sure why that is. In Doom 3, it was cool to hear more about what happened, what UAC was, and what its goals were. I don't know why that stuff was more interesting in Doom 3, but it was.
  9. True. But, I think that, if id had intended the game to work that way, they would have devised a different system. I am quite impressed at just how well they chose the right tool for the job so often, as Doom was being built. Actually, I think it probably was the other way around: The engine was made a certain way, and the game was added on top of that, based on what the engine made possible. Most accurately, it was probably a little of both. But, one thing's for sure: They milked the available engine right up to its limits.
  10. Designing menus and other GUI elements in programs is *very* difficult to get right. The idea of what's "right" may be somewhat subjective, but there are some definite rules to follow. On ZDoom's scrollable menus: They are scrollable, because ZDoom's menus can be dynamically modified/added to by mods. Making them scrollable resolves the issues that might occur with multiple mods all adding menu options. Non-scrollable menus would eventually run out of room without scrollability. This thread should prove that people like to have choices. That's what you get when a port offers lots of options. Without those menu options, your choices are simply restricted. It's a small price to pay to be able to custom tailor your experience. I'm sure some people don't understand video resolution, but is that a reason to remove the option from the menus? Of course not. I'm blown away by the idea that one could have too many options. Sure, it's possible to have cluttered menus, and poorly-organized option sets. But, even then, it doesn't take very long to become familiar with where each option can be found in each port's menu system. I'd rather have a cluttered refrigerator full of choices, than a clean cabinet full of Ramen noodles! Granted, some options are worded poorly. Traditionally, for each option, you need room for a cursor, the description, and room for a Yes/No indicator, all on one row. The text font has to be chosen carefully to be big enough on high-res video modes, yet not too big on 320x200. This leaves only a small size for the description. So, many descriptions are abbreviated. There is a learning curve, as there are many obscure options. But, rest assured that if an option exists, it is desired by someone. Cleaning up and decluttering option menus is a worthy project. But, it is a *lot* of work, with little return on investment. There's so many cool things to work on, that menus tend to become low priority, I would imagine.
  11. WinRAR does. The option is "Create solid archive". Here's what the documentation says: Solid archive is an archive packed with a special compression method, which treats several or all files within the archive as one continuous data stream. WinRAR supports solid mode only in RAR archiving format, ZIP archives are always non-solid. Use Create solid archive option in archiving dialog or -s command line switch to enable solid archiving. I don't know if 7-Zip has something similar. But, yeah, you might get 1.1Tb into 500Gb if all the files are uncompressed, but, if the bulk is already zipped, probably not. Compression works when files have duplicated blocks in them. Most do. But, once zipped, there's not much duplication left to exploit. I'd make 3 suggestions: 1. Get a program that searches for exact duplicates, and prune out any duplicate files. You might find that you have a bunch of those. 2. Try various compression technologies, as each usually has different results. 7-Zip is supposed to be really good, but the amount of compression is really based on the contents of the files. 3. External HDDs are cheaper than ever. If big enough, you might be able to get multiple backups to fit. WADs with embedded mp3 songs tend to be huge. Also, there's lots of duplicate files out there, even with different filenames. Still, that's a lot of Doom content!
  12. Your work, and the work of the other developers is highly appreciated. Everyone has their own view of what is correct, and no one is wrong. We now have a vast range of capabilities to fit everyone's tastes. We have multiple ports, each with multiple sets of user-controlled options. One thing I never understand is when people shy away from ports with a lot of options. I think some work could be done to better organize the various options. But, it is the options that allow an experience custom tailored to everyone's needs. This is a good thing. I'm a big fan of Eternity. I'm not as familiar with 3DGE yet, but, from what I've seen, it looks promising. The numbers do not do the ports justice, because the poll only allows for one port. Every port has its uses, and I appreciate them all. Each port is built up from the efforts of many developers, mappers, testers, and players. Ports like GZDoom, PRBoom+, Eternity, and others are possible due to this collaboration as a cohesive whole. This is a community ripe with creativity, imagination, and determination. The Eternity forum has slowed down because Quasar is working full-time on another project at the moment. But, Eternity has brought some bleeding-edge tech to Doom which has had a direct cascading effect on ports, editors, mappers, and the community as a whole. And, it's not just Eternity. All ports bring something to the table, and, in one way or another, add to the collective. I don't like to pick one favorite port. I have a favorite game: Doom!
  13. In KBDoom I added an "open door" cheat, specifically for playing non-Coop maps in Coop, like when a player enters a room, the door closes behind the player, then the player dies. This cheat (which is transmitted to all nodes on the network) can re-open the door, without having to no-clip. Unfortunately, the concept of "open" means different things in different maps. Imagine a bridge that collapses after one player crosses it. How would a cheat fix that, short of no-clipping? What you really need is a "put this portion of the map back the way it was" cheat, but that's crazy complicated!
  14. Works for me. You might have to manually register the dx7vb.dll or dx8vb.dll. You must run this, in the DOS console as administrator: regsvr32 D:\Path-to-dll\dx7vb.dll That causes the .dll to make an entry in the Windows Registry which the game needs to run. You might also need to copy the .dll to the game folder first, and then use that path in the regsvr32 command-line. Finally, you might need to do the Windows compatibility mode deal, and set it up to run the game in Windows XP compatibility. What do I hate the most about Vista and beyond? The shell - explorer.exe. Every version, they feel the need to move everything around, rename it, remove it, or embed functionality into something else. I'm all for progress, but all the rearranging is annoying. Windows used to be concerned with consistency. Every window had common elements: The titlebar looked and worked the same in all programs. Underneath, there was often a toolbar, with New File, Open File, Save File as the first three buttons. The menus were similar. Even the order of menu items was similar: File Edit View Tools Window Help. But, starting with Windows 8, there are now little hidden slide-out windows and menus on the side of the desktop, reskinned buttons and scrollbars - I can barely navigate it. The GUI should be obvious, and stay in the background so you can focus on what you're trying to do with your computer. Now, you have to stumble upon and discover how to navigate the programs. It's confusing, and ugly, and a definite step backwards for usability. It doesn't even look good, IMHO. I find it frustrating. The worst thing is that they provide no way to go back to a standard look and feel, which, to me is borderline irresponsible. The number of man hours of productivity lost must be astronomical.
  15. Progress Report: Got about 3 hours of work done on this, after leaving work. I also got some sleep. I've been burning both ends of the candle for a long time, and, it's been difficult to realize the toll that has had on my abilities. Mental exhaustion can be worse than physical exhaustion, I think. I'm going to try to maintain a steady pace without pushing it, from now on, and make sure I get enough rest as well. I feel better today than I have in a long time, so, maybe that's the key.