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An End To Fear And Loathing?

One of the interesting things mentioned in the documentary "Breakfast With Hunter" is that the first time Thompson used the expression "fear and loathing" was November 22, 1963. He was describing his reaction to the murder of John Kennedy.

I was curious about the reason for Thompson's suicide and curious to read more by him --having only read "Fear And Loathing In Las Vegas" (and having seen the movie.) So I picked up a copy of a collection of his writings: "The Great Shark Hunt". Interestingly, in the "author's note" near the beginning (written in 1977) he offers an explanation for his suicide:

...I'd like to say, for the permanent record, that it is a very strange feeling to be a 40-year-old American writer in this century and sitting alone in this huge building on Fifth Avenue in New York at one o'clock in the morning on the night before Christmas Eve, 2000 miles from home, and compiling a table of contents for a book of my own Collected Works in an office with a tall glass door that leads out to a big terrace looking down on The Plaza Fountain.

Very strange.

I feel like I might as well be sitting up here carving the words for my own tombstone. . . and when I finish, the only fitting exit will be right straight off this fucking terrace and into The Fountain, 28 stories below and at least 200 yards out in the air and across Fifth Avenue.

Nobody could follow that act.

Not even me. . . and in fact the only way I can deal with this eerie situation at all is to make a conscious decision that I have already lived and finished the life I planned to live -- (13 years longer, in fact) -- and everything from now on will be A New Life, a different thing, a gig that ends tonight and starts tomorrow morning.

So if I decided to leap for The Fountain when I finish this memo, I want to make one thing perfectly clear -- I would genuinely love to make that leap, and if I don't I will always consider it a mistake and a failed opportunity, one of the very few serious mistakes of my First Life that is now ending... So long Hunter S. Thompson.


The Secret of Darkplaces

Took me forever to figure out how to get Darkplaces to run. It reminded me that --no matter how clearly you think you are explaining something, there's always someone who won't understand. In this case that someone was me.

After messing with trying to get this game working for QUITE SOME TIME I finally realized that all you need to do... Is to have the folder "id1" from an actual Quake install (on windows) in the Darkplaces folder. The folder with it's quake data. This can be from the full game or from the shareware version. In the case of the latter you'll only be able to play the first level.

And just like with Transfusion I had to compile the engine myself. As I said before this is--I think--due to some problem peculiar to debian concerning the opengl library.

Fun game. Now if I could only get my roommates to play a little deathmatch over the home network...

Darkplaces 1 | Darkplaces 2 | Darkplaces 3


Spam Ecosystem

I wasn't feeling creative or studious or anything the other night. I guess I didn't have much energy --so I decided to setup Spamassassin and ClamAV via Amavis. Much easier than I thought it would be.

Not that I was getting a lot of spam. I wasn't. But getting any at all has a way of really pissing me off. Are you listening spammers?

I LIKE MY DICK THE WAY IT IS!

Anyway... I did something about it... Now whatever spam I get comes in with a mutated subject line like so:

 3 O + Feb 20 Dewitt Hyatt    ( 17K) ***SPAM*** re[18]:  
24   + Feb 16 Shauna Elkins   ( 17K) ***SPAM*** re[8]:
 3 O + Feb 20 Dewitt Hyatt    ( 17K) ***SPAM*** re[18]:

That's all of it --all the spam I have gotten since installing the filters. I wanted to set it so it would just reject the spam before my email server processed it. But then I wouldn't have had the satisfaction of knowing whether it was working on not. And besides, it's recommended that you run it awhile to check for false positives. That would be rude eh? --rejecting a friend's email as spam...

Hehe. Sometimes I do get spam from friends and family. Or at least spam inducing email. You know the ones I mean. The ones where your email address is there along with like forty others "on distribution". When will people learn? How do they think spammers get their email addresses? Do me a favor and learn the wisdom of using BCC. PLEASE.

And I cringe when I get email from someone using Microsoft Outlook. Viruses, trojans and worms... oh my! Do me (and yourself) a favor. Get a real email client. Switch to something that hasn't been a petri dish for years.


Blood On Linux --Reborn

Here's what I did to get Transfusion 1.3 beta working on linux:

First download the
Transfusion beta 1.3 (get the patch too.)

The download comes with pre-compiled linux engine binaries. The problem I ran into was that they would crash. I think this is due to something peculiar about the opengl library. Something about debian in particular, so if you're using another distro as like as not they'll just work for you. But like I was saying, they crashed:

Loading OpenGL driver libGL.so.1 Received signal 11, exiting... zsh: segmentation fault ./transfusion-glx

I was able to devise a work around and I'm documenting it here in case I want to reinstall this in six months (sometimes I have the memory of a snail...)

Since transfusion uses the darkplaces quake mod engine (and since I already had darkplaces working) I decided to try compiling it myself. This worked, but here are the details:

Download the source code for the darkplaces engine:

http://icculus.org/twilight/darkplaces/darkplacesengine20050211beta1.zip

The source itself is in another zip file inside the first one. Unzip that one, cd into the directory, then:

make sdl-release

If you have the dependencies already (I think I had to apt-get install the sdl header files) it should build ok.

Copy the resulting engine file "darkplaces-sdl" to your Transfusion game directory. Since this is an unmodified darkplaces engine you have to start it with a funky command line in order to actually play transfusion:

./darkplaces-sdl -game basetf +map bb3 -listen 8

This will start Transfusion with the bodies map (one of my favs). The -listen 8 bit at the end is to enable you to have some bots to play in the game. The single player version of the game is still in development, but multiplayer works and if you're not going to play online you can fire up a few bots after the game loads --just hit the "page up" key. I like playing with all eight bots. Makes for some fast and furious action. Of course I kick their asses. They're just bots. But sometimes they surprise me...

I want to thank the guys in #qblood on irc.gamesurge.net for helping me figure this out.


Blood Transfusion

Got transfusion working on linux. Kind of a pain in the ass. Later I'll try and document what I went through to get it working, but for now here are some screenshots:

blood.1.png | blood.2.png | blood.3.png | blood.4.png | blood.5.png


A Comic A Day

Been working on the comics part of my site [again]. Still have that goal of publishing a new one once a day. At least on school days. You know --Monday through Friday. To give everybody a reason to show up and sniff around when they should be doing something else.

Wrote a bash script (that will run using cron) to publish a new comic each night at midnight. All I need to do now is to make a bunch of new ones and put them in the "hold for publish" directory. The script will do the rest. It even sends me an email when I get close to running out.

I also need to update the look of the comics page --get it reintegrated with the new look of the rest of the site.

Looked around a little to see if there was some photoblogging software I could use. Couldn't find anything that worked as well as the way I hacked blosxom to work publishing images rather than text. And it's easier to keep the different sections of the site in sync as far as look and feel go. Since they're both running on blosxom...

I plan to add a feature to the backend scripts where they alter a redirect at the root so that whatever the latest content is becomes the front page. What does that mean? Well, if I write something and it's newer than the latest comic, that's what you'll see when going to /

Anyway, go and stare at my latest comic. Revel... Rejoice...


Duke Nukem on Linux

Got Duke Nukem 3d working on my Kanotix linux hard drive install. Works pretty well.

I pretty much followed the instructions here:

http://icculus.org/duke3d/

Except for the part where it says:

"On Linux/ppc, the 'make' lines above should be 'make linux_ppc=true'"

when I did that, it wouldn't compile.

Also, before compiling I installed the dev files for sdl and sdl_mixer. Figuring it would probably need the header files. Specifically:

"apt-get install libsdl1.2-dev libsdl-mixer1.2-dev"

Other things needed to get it to work:

  1. /home/kanotix/.duke3d/duke3d.cfg (you'll want to edit this to set the keyboard commands for movement and firing and such), I used one that is part of a gentoo package: gentoo version of duke3d.cfg

  2. DUKE3D.GRP the best one to use is the one from duke nukem 1.5 atomic edition. In lieu of that you could try the shareware version (I saw a flag in the source code for shareware):

ftp://ftp.3drealms.com/share/3dduke13.zip

Install the shareware version on some windows pc and copy the DUKE3D.GRP to your linux box somehow. You can also use the duke3d.cfg that you get, just be sure to change the screen res to 1024x768 (better just to use that gentoo file...) I tested it the DUKE3D.GRP from the full 1.3 version --it works. But with the Atomic Edition you get that extra forth set of levels. So if you have a copy of Duke Nukem Atomic Edition laying around you're better off using that.

  1. DEFS.CON, GAME.CON, USER.CON read the docs that come with the source from CVS. These files are in there somewhere (after compiling it), and you need to put them in the same directory with DUKE3D.GRP and duke3d and they need to have uppercase names. I put everything in /usr/local/games/duke3d

That's pretty much it. I made a launcher script too. Put it on a button in the launcher gizmo in xfce4:

#!bin/sh

cd /usr/local/games/duke3d #put all those files in here

./duke3d

I even found a duke icon somewhere and put it on the launcher.

Oh yea... for those of you still stuck on windows (everybody else I guess) you can do this one instead:

JFDuke

I have to admit... it's nicer than this linux one. Worked well on my 233 mhz laptop running windows 98. It says there it will compile on linux, but I couldn't figure out how to do it.



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