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Cake day: June 12th, 2023

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  • If it’s the problem that I’ve seen people complain about in the past, it’s effectively the same as HTTPS ‘not supporting’ end to end encryption because it runs over IP and IP packets contain the IP address of where they need to go, so someone can see that two IP addresses are communicating, which is unavoidable as otherwise there’s nothing to say where the data needs to go, so no way for it to get there. Someone did a blog post a couple of years ago claiming Matrix was unsecure as encrypted messages had their destination homeserver in plaintext, but that doesn’t carry any information that isn’t implied by the fact that the message is being sent to that homeserver’s IP.





  • I reckon it depends on how warm someone’s home is and how good their circulation is. If I don’t have shoes on indoors, then for half the year it feels like my feet have been stabbed because they get so cold (slippers are not enough), but I don’t wear the same shoes indoors as outdoors. I suspect that if we set the heating higher and the house wasn’t constructed in a way that makes the floor always much colder than a few inches above the floor, this wouldn’t be a problem.





  • If you’re checking for Windows 9 in order to disable features, which is what the jump straight to ten was supposed to protect against (when running a 16-bit binary for 3.1/95 on 32-bit Windows 10, it lies and says it’s Windows 98), then you’re using at least the Windows 2000 SDK, which provided GetVersion, which includes the build and revision numbers in its return value, and the revision number was increased over 7000 times by updates to Windows 2000.


  • There was a function that would give you a monotonically-increasing build number that you could compare against the build that any given feature was added in that people should have used, but there was also a function that gave you the name of the OS, and lots of people just checked if that contained a 9. The documentation explicitly said not to do that because it might stop working, but the documentation has never stopped people using the wrong function.






  • It’s not so much about time (although I have played a couple of things that would take a ridiculously long time to save or load), it’s about the number of chances to make a mistake. If you only save ten values, it’s really easy for a programmer to verify that they’ve got everything right, but if they save ten million, there are a million times more opportunities for mistakes to sneak in and it’s much harder to notice each mistake, let alone fix it.

    Fallout 4 is a bit of an odd duck here as the save format for the BGS games is basically just another ESM file, so reuses all the same serialisation and deserialisation mechanisms. Most games don’t have multiple places the game data can come from and a way to combine them as they’ve not got an engine designed with this kind of modding in mind, so there’s nothing to reuse in this way for saves. Given the general standards of engineering from that studio, if they didn’t have this as a core feature of their custom engine for nearly three decades, and instead had to come up with something from scratch, they’d absolutely mess it up or have to simplify the saving system.