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Joined 1 year ago
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Cake day: November 17th, 2024

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  • You make a good point, and one that I didn’t necessarily consider.

    Maybe it’s naïveté, but I do still imagine this case could be hypothetically won without trampling section 230. Mostly because we have actual evidence that Meta designs their products to be harmful: Whistleblower leaks and books hace clearly demonstrated that management works to juice profits at the cost of users. Eg: Collecting data about users with body-image issues and selling it to beauty advertisers. When you can point to actual emails between decision-makers saying “Ignore this problem, it makes too much money for us to solve”, I’d hope the case would revolve around not letting people prioritize shitty business decisions at the cost of people. Then theoretically, as long as you don’t have a bunch of lemmy mods coordinating similar practices, the case wouldn’t apply to them.

    Hmm, now that I type it out, that’s definitely a naïve take. I don’t expect to see actual justice against corporations in the USA any time soon.




  • Wizards 1977

    I love the cheap rotoscoped WW2 footage. I love the animation (and the backgrounds!). I like the plot, and I disagree with people who think it’s dumb that Blackwolf’s secret weapon for organizing the armies of evil is literal fascist propaganda. I love the scene where all the fairy armies get wrecked in trench warfare.

    I also love the ending:

    spoiler

    Instead of getting into a big magical fight with Blackheart, Avatar just fucking shoots him before he’s ready.


  • Prerequisites

    Those look like build prerequisites. Many decomp projects do not need original game assets at build time, just runtime.

    and after that…

    cdpath and diskpath registry keys […] point to the correct location for the asset files

    I read this as another implication that original game files are required. Otherwise, why would you need a registry key telling the new game engine where to look for assets? The /assets file in the git repo contains only 3 pngs of icon images. There’s no way they’ve secretly bundled a whole game’s worth of models and textures in the codebase.





  • I’m in the habit of shredding everything.

    a) It’s so fun to watch a stack of mailers turn into confetti

    b) Deniability. If I only shred important documents, then all my shredded trash is now important. If I shred everything, nobody knows how much of it is important.

    Mostly A though. I’m not yet worried about someone trying to reconstruct my shredded trash.


  • I watched a documentary about that: Into Eternity

    What I thought was interesting about the film was the balance between entertaining a fantastical vision of some future explorer stumbling across the radioactive site, and the mundanity of most of the actual work.

    One of the engineers said something like: “When we seal this up with so much concrete, there’s no way you’re getting in here without machinery. We should be more concerned about a future civilization that comes back here for radioactive materials when they’ve exhausted all other natural sources”

    And then there’s a whole section of the film about rules-lawyering the storage site. The dump was chartered by the Finish government to seal waste “for all time”, and the engineers were mad that nothing is truly permanent.


  • I liked it. I thought the action was pretty good and Jared Leto worked well. Setting aside my IRL feelings about the “AI” industry, the film had me caring about Ares and the future of programs like him. Whether intentional or not, I thought that the plot connected to how governments IRL are trying to turn “AI” into tools of hate.

    Going into the film, I was a bit surprised that there was no real connection between it and Tron Legacy. I though the whole plot about Isos being advanced programs would have some relation to Ares, but it’s not even brought up.





  • Does this mean it should be possible to have 30 simultaneous JS8Call transmissions on a single SSB CB channel?

    Yes. If you play around with JS8Call, you’ll notice that the UI picks a frequency offset from the SSB band and parks itself there. If you move the offset frequency to be near other traffic, the messages from nearby offsets will auto-populate in the yellow text box.

    Do people have to transmit after each other or can they transmit at the same time while being spaced out within the the same channel?

    Data frames are synchronized to 15 second time windows (I think). You can transmit during the same window as anyone else, as long as you’re not both on the same frequency offset.