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brainfuck.md
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brainfuck.md
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@ -87,6 +87,24 @@ int main(void)
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```
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```
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## Programs
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Here are some simple programs in brainfuck.
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Print `HI`:
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```
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++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ . + .
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```
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Read two 0-9 numbers (as ASCII digits) and add them:
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```
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,>,[<+>-]<------------------------------------------------.
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```
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TODO: more
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## Variants
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## Variants
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TODO
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TODO
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As in typical code this works the same and is faster. However if the variable *x* is part of shared memory and can be changed by an outside process during the execution of the loop, this optimization can no longer be done as it results in different behavior. This can be prevented with the `volatile` keyword which tells the compiler to not perform such optimizations.
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As in typical code this works the same and is faster. However if the variable *x* is part of shared memory and can be changed by an outside process during the execution of the loop, this optimization can no longer be done as it results in different behavior. This can be prevented with the `volatile` keyword which tells the compiler to not perform such optimizations.
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Of course this applies to other languages as well, but C is especially known for having a lot of undefined behavior, so be careful.
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Of course this applies to other languages as well, but C is especially known for having a lot of undefined behavior, so be careful.
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## Other
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Watch out for **operator precedence**! Bracket expressions if unsure, or just to increase readability for others.
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Also watch out for this one: `!=` is not `=!` :) I.e. `if (x != 4)` and `if (x =! 4)` are two different things, the first means *not equal* and is usually what you want, the latter is two operations, `=` and `!`, the tricky thing is it also compiles and may work as expected in some cases but fail in others, leading to a very nasty bug.
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@ -18,7 +18,7 @@ But nowadays **capitalism is NOT JUST an economic system** anymore. Technically
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From a certain point of view capitalism is not really a traditional socioeconomic system, it is **the failure to establish one** -- capitalism is the failure to prevent the establishment of capitalism, and it is also the punishment for this failure. It is the continuation of the jungle to the age when technology for mass production, mass surveillance etc. has sufficiently advanced -- capitalism will arise with technological progress unless we prevent it, just as cancer will grow unless we treat it in very early stages. This is what people mean when they say that capitalism [simply works](just_werks.md) or that it's *natural* -- it's the least effort option, one that simply lets people behave like animals, except that these animals are now equipped with weapons of mass destruction, tools for implementing slavery etc. It is natural in the same way in which wars, murders, bullying and deadly diseases are. It is the most primitive system imaginable, it is uncontrolled, leads to suffering and self-destruction.
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From a certain point of view capitalism is not really a traditional socioeconomic system, it is **the failure to establish one** -- capitalism is the failure to prevent the establishment of capitalism, and it is also the punishment for this failure. It is the continuation of the jungle to the age when technology for mass production, mass surveillance etc. has sufficiently advanced -- capitalism will arise with technological progress unless we prevent it, just as cancer will grow unless we treat it in very early stages. This is what people mean when they say that capitalism [simply works](just_werks.md) or that it's *natural* -- it's the least effort option, one that simply lets people behave like animals, except that these animals are now equipped with weapons of mass destruction, tools for implementing slavery etc. It is natural in the same way in which wars, murders, bullying and deadly diseases are. It is the most primitive system imaginable, it is uncontrolled, leads to suffering and self-destruction.
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Under capitalism you are not a human being, you are a resource, at best a machine that's useful for some time but becomes undesired once it outlives its usefulness and potential to be exploited. Under capitalism you are a slave that's forced to live a life in the "3C style": **conform, consume, compete**.
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Under capitalism you are not a human being, you are a resource, at best a machine that's useful for some time but becomes obsolete and undesired once it outlives its usefulness and potential to be exploited. Under capitalism you are a slave that's forced to live the 3C life: **conform, consume, compete**. Or, as [Encyclopedia dramatica](dramatica.md) puts it: work, buy, consume, die.
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## Attributes Of Capitalism
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## Attributes Of Capitalism
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faq.md
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See the article on [less retarded society](less_retarded_society.md), it contains a detailed FAQ especially on that.
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See the article on [less retarded society](less_retarded_society.md), it contains a detailed FAQ especially on that.
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### Why the name "less retarded"? If you say you're serious about this, why not a more serious name?
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I don't know, this is not so easy to answer because I came up with the name back when the project was smaller in scope and I didn't think about a name too hard: this name was playful, catchy, politically incorrect (keeping SJWs away) and had a kind of reference to *suckless*, potentially attracting attention of suckless fans. It also has the nice property of being unique, with low probability of name collision with some other existing project, as not many people will want to have the word "retarded" in the name. Overall the name captures the spirit of the philosophy and is very general, allowing it to be applied to new areas without being limited to certain means etc.
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Now that the project has evolved a bit the name actually seems to have been a great choice and I'm pretty happy about it, not just for the above mentioned reasons but also because it is NOT some generic boring name that politicians, PR people and other tryhard populists would come up with. In a way it's trying to stimulate thought and make you think (if only by making you ask WHY anyone would choose such a name). Yes, in a way it's a small protest and showing we stay away from the rotten mainstream, but it's definitely NOT an attempt at catching attention at any cost or trying to look like cool rebels -- such mentality goes against our basic principles. Perhaps the greatest reasons for the name is to serve as a test -- truth should prevail no matter what name it is given and we try to test and prove this, or rather maybe prevent succeeding for wrong reasons -- we are not interested in success (which is what mere politicians do); if our ideas are to become accepted, they have to be accepted for the right reasons. And if you refuse to accept truth because you don't like its name, you are retarded and by own ignorance doom yourself to live in a shit society with shit technology.
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### Who writes this wiki? Can I contribute.
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### Who writes this wiki? Can I contribute.
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You can only contribute to this wiki if you're a straight [white](white.md) male. Just kidding, you can't contribute even if you're a straight white male.
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You can only contribute to this wiki if you're a straight [white](white.md) male. Just kidding, you can't contribute even if you're a straight white male.
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football.md
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# Football
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*Not to be confused with any [American](usa.md) pseudosport.*
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Football is one of the most famous [sport](sport.md) [games](game.md) in which two teams face each other and try to score goals by kicking an inflated ball. It is one of the best sports not only because it is genuinely [fun](fun.md) to play and watch but also because of its essentially simple rules, accessibility (not for rich only, all that's really needed is something resembling a ball) and relatively low discrimination -- basically anyone can play it, unlike for example basketball in which height is key; in amateur football even fat people can take part (they are usually assigned the role of a goalkeeper). [Idiots](usa.md) call football *soccer*.
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We, [LRS](lrs.md), highly value football, as it's a very [KISS](kiss.md) sport that can be played by anyone anywhere without needing expensive equipment. It is the sport of the people, very popular in poor parts of the world.
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Football can be implemented as a video [game](game.md) or inspire a game mode -- this has been done e.g. in [Xonotic](xonotic.md) (the Nexball mode) or [SuperTuxKart](supertuxkart.md).
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## Rules
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As football is so widely played on all levels and all around the world, there are many versions and rule sets of different games in the *football* family, and it can sometimes be difficult to even say what classifies as football and what's a different sport. There are games like futsal and beach football that may or may not be seen as a different sport. The most official rules of what we'd call football are probably those known as *Laws of the Game* governed by International Football Association Board (IFAB) -- these rules are used e.g. by FIFA, various national competitions etc. Some organizations, e.g. some in the [US](usa.md), use different but usually similar rules. We needn't say these high level rules are pretty complex -- *Laws of the Game* have over 200 pages and talk not just about the mechanics of the game but also things such as allowed advertising, political and religious symbolism, referee behavior etc.
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Here is a simple ASCII rendering of the football pitch:
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```
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C1_________________________________________C2
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|.... : : : ....|
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__| : : : : : |__
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|G : : : : : : : G|
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|1 : : : O : : : 2|
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|__: : : : : : :__|
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|...: : : : :...|
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|____________________:____________________|
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C3 C4
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```
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In amateur games simpler rules are used -- a sum up of such rules follows:
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- There are **two teams** of players facing each other in a match, officially 11 players on each team (10 "normal" players and one goal keeper), but of course this can wildly differ in just for fun games (street rules may also state that there is no fixed goal keeper; goal keeper is the one currently closest to own goal, or there may simply be no goal keeper at all, especially with small goals). Each team usually wears different colors so they're easily distinguished.
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- The match is played on a flat **rectangular field** (officially between 100x64 and 110x75 meters, but for fewer player this can of course be much smaller) where there are **two goals** in the center of the shorter sides. Each team has one goal (which may be as simple as two shoes marking the goal borders) into which the opponent team tries to score goals.
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- There is **one ball** in the game, players move the ball by kicking it with their feet -- they may use other body parts too **except for their arms**. The exception is goal keeper who may touch the ball also with his arms and hands, but only within the small area near the goal he protects. If no ball is available other things resembling it may be used.
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- The game starts with both teams on their half of the field, one is given the possession of the ball (this is usually decided by coin toss, but sometimes e.g. one team is given the choice of goal and other one gets the ball).
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- If the ball ends up in one team's goal, the opposite team **scores a point** and the game is restarted.
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- If the ball leaves the play field on one of the longer sides, the team who's player didn't touch the ball last gets a **throw-in** -- one player takes the ball in his hands and throws it to the play field from the point at which the ball left the field. If a game is played in an environment which the ball cannot leave (e.g. a small sport hall), this rule is simply ignored.
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- If the ball leaves the play field on one of the shorter sides, then two things may happen. If the ball was last touched by the team whose goal is on the side at which the ball left the field, the opposite team gets a **corner kick** (a free kick from the nearest corner of the field). Otherwise the goal keeper of the goal on the side where the ball left the play field gets a kick off from near his goal.
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- **Offside**: this is the infamous rule that [women](woman.md) don't get. This rule basically states that it is illegal for a player to get the ball while he's on the opponent's half and at the time the ball started to be passed to him he was closer to the opponent's goal than the second to last opponent's player (usually the back-most defender). This is so that one player doesn't just camp in front of the opponent's goal and wait for a long pass to score and easy goal. However in fun games this rule may be just ignored.
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- There are **punishments** for breaking the rules (e.g. playing with arm, attacking the opponent player or stalling the game) which include a free kick (from the spot at which an offense happened), a penalty kick (one player gets a free kick on the opponent's goal with goal keeper from certain distance), yellow card (warning to a player), red card (given after yellow card, the player has to leave the game) etc.
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- The game is played in **two halves**, each one officially 45 minutes long, but in fun games the number of parts and their duration is pretty arbitrary. After the first half there is a short rest pause and the teams switch sides. After the second half whichever team has scored more points wins. If the score is equal, the match may be prolonged as a tie breaker, either just by adding more time or playing the instant death. If no winner is decided here, there may eventually be penalty kicks to decide the winner.
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- It's good if there's a referee, but if there is none, players just enforce the rules collectively.
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From the user's perspective the most important distinction from the Web is that gopher is based on **menus** instead of "webpages"; a menu is simply a column of items of different predefined types, most importantly e.g. a *text file* (which clients can directly display), *directory* (link to another menu), *text label* (just shows some text), *binary file* etc. A menu can't be formatted or visually changed, there are no colors, images, scripts or [hypertext](hypertext.md) -- a menu is not a presentation tool, it is simply a navigation node towards files users are searching for (but the mentioned ASCII art and label items allow for somewhat mimicking "websites" anyway). Addressing works with [URLs](url.md) just as the Web, the URLs just differ by the protocol part (`gopher://` instead of `http://`), e.g.: `gopher://gopher.floodgap.com:70/1/gstats`. What on Web is called a "website" on gopher we call a **gopherhole** (i.e. a collection of resources usually under a single [domain](domain.md)) and the whole gopher network is called a **gopherspace**. [Blogs](blog.md) are common on gopher and are called **phlogs** (collectively a *phlogosphere*). As menus can refer to one another, gopher creates something akin a **global [file system](file_system.md)**, so browsing gopher is like browsing folders and can comfortably be handled with just 4 arrow keys. Note that as menus can link to any other menu freely, the structure of the "file system" is not a [tree](tree.md) but rather a general [graph](graph.md). Another difference from the Web is gopher's great emphasis on **[plaintext](plaintext.md) and [ASCII art](ascii_art.md)** as it cannot embed images and other media in the menus (even though of course the menus can link to them). There is also a support for sending text to a server so it is possible to implement [search engines](search_engine.md), guest books etc.
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From the user's perspective the most important distinction from the Web is that gopher is based on **menus** instead of "webpages"; a menu is simply a column of items of different predefined types, most importantly e.g. a *text file* (which clients can directly display), *directory* (link to another menu), *text label* (just shows some text), *binary file* etc. A menu can't be formatted or visually changed, there are no colors, images, scripts or [hypertext](hypertext.md) -- a menu is not a presentation tool, it is simply a navigation node towards files users are searching for (but the mentioned ASCII art and label items allow for somewhat mimicking "websites" anyway). Addressing works with [URLs](url.md) just as the Web, the URLs just differ by the protocol part (`gopher://` instead of `http://`), e.g.: `gopher://gopher.floodgap.com:70/1/gstats`. What on Web is called a "website" on gopher we call a **gopherhole** (i.e. a collection of resources usually under a single [domain](domain.md)) and the whole gopher network is called a **gopherspace**. [Blogs](blog.md) are common on gopher and are called **phlogs** (collectively a *phlogosphere*). As menus can refer to one another, gopher creates something akin a **global [file system](file_system.md)**, so browsing gopher is like browsing folders and can comfortably be handled with just 4 arrow keys. Note that as menus can link to any other menu freely, the structure of the "file system" is not a [tree](tree.md) but rather a general [graph](graph.md). Another difference from the Web is gopher's great emphasis on **[plaintext](plaintext.md) and [ASCII art](ascii_art.md)** as it cannot embed images and other media in the menus (even though of course the menus can link to them). There is also a support for sending text to a server so it is possible to implement [search engines](search_engine.md), guest books etc.
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Strictly speaking gopher is just an [application layer](l7.md) [protocol](protocol.md) (officially running on [port](port.md) 70 assigned by [IANA](iana.md)), i.e it takes the same role as [HTTP](http.md) on the Web and so only defines how clients and servers talk to each other -- the gopher protocol doesn't say how menus are written or stored on servers. Nevertheless for the creation of menus so called **gophermaps** have been established, which is a simple format for writing menus and are the gopher equivalent of Web's [HTML](html.md) files (just much simpler, basically just menu items on separate lines, the exact syntax is ultimately defined by server implementation). A server doesn't have to use gophermaps, it may be e.g. configured to create menus automatically from directories and files stored on the server, however gophermaps allow users to write custom menus manually. Typically in someone's gopherhole you'll be served a welcoming intro menu similar to a personal webpage that's been written as a gophermap, which may then link to directiories storing personal files or other hand written menus. Some gopher servers also allow creating dynamic content with scripts called **moles**.
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Gopher is just an [application layer](l7.md) [protocol](protocol.md) (officially running on [port](port.md) 70 assigned by [IANA](iana.md)), i.e it sits above lower layer protocols like [TCP](tcp.md) and takes the same role as [HTTP](http.md) on the Web and so only defines how clients and servers talk to each other -- the gopher protocol doesn't say how menus are written or stored on servers. Nevertheless for the creation of menus so called **gophermaps** have been established, which is a simple format for writing menus and are the gopher equivalent of Web's [HTML](html.md) files (just much simpler, basically just menu items on separate lines, the exact syntax is ultimately defined by server implementation). A server doesn't have to use gophermaps, it may be e.g. configured to create menus automatically from directories and files stored on the server, however gophermaps allow users to write custom menus manually. Typically in someone's gopherhole you'll be served a welcoming intro menu similar to a personal webpage that's been written as a gophermap, which may then link to directiories storing personal files or other hand written menus. Some gopher servers also allow creating dynamic content with scripts called **moles**.
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**Gopher [software](software.md)**: sadly "[modern](modern.md)" browsers are so modern they have millions of lines of code but can't be bothered to support such a trivial protocol like gopher, however there are Web proxies you can use to explore gopherspace. Better browsers such as [lynx](lynx.md) (terminal) or [forg](forg.md) ([GUI](gui.md)) can be used for browsing gopherspace natively. As a server you may use e.g. Gophernicus (used by [SDF](sdf.md)) or search for another one, there are dozens. For the creation of gophermaps you simply use a plaintext editor. **Where to host gopher?** [Pubnixes](pubnix.md) such as [SDF](sdf.md), [tilde.town](tilde_town.md) and [Circumlunar community](circumlunar.md) offer gopher hosting but many people simply [self-host](self_hosting.md) servers e.g. on [Raspberry Pis](rpi.md), it's pretty simple.
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**Gopher [software](software.md)**: sadly "[modern](modern.md)" browsers are so modern they have millions of lines of code but can't be bothered to support such a trivial protocol like gopher, however there are Web proxies you can use to explore gopherspace. Better browsers such as [lynx](lynx.md) (terminal) or [forg](forg.md) ([GUI](gui.md)) can be used for browsing gopherspace natively. As a server you may use e.g. Gophernicus (used by [SDF](sdf.md)) or search for another one, there are dozens. For the creation of gophermaps you simply use a plaintext editor. **Where to host gopher?** [Pubnixes](pubnix.md) such as [SDF](sdf.md), [tilde.town](tilde_town.md) and [Circumlunar community](circumlunar.md) offer gopher hosting but many people simply [self-host](self_hosting.md) servers e.g. on [Raspberry Pis](rpi.md), it's pretty simple.
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neural_network.md
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# Neural Network
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{ Not my field, learning on the go, watch out for errors! ~drummyfish }
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In [artificial intelligence](ai.md) a neural network (also *neural net* or just NN) is a system simulating natural biological neural network, i.e. a biological system found in living organisms, most importantly in our brain. Neural networks are just another kind of [technology](tech.md) inspired by nature's ingenuity -- they try to mimic and simulate the naturally evolved structure of systems such as brain in hopes of making computers learn and "think" like living beings do, and in recent years they started achieving just that, with great success. Neural network are related to the term [deep learning](deep_learning.md) which basically stands for training multi-layered neural networks.
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Even though neural networks absolutely aren't the only possible model used in [machine learning](machine_learning.md) (see e.g. [Markov chains](markov_chain.md), [k-NN](k_nn.md), [support vector machines](svn.md), ...), they seem to be the most promising one -- nowadays neural networks are experiencing a boom and practically all AI research revolves around them; they already made their way from research to practice, not only do the play games such as [chess](chess.md) on superhuman level, they already create extremely complex art and show some kind of understanding of pictures, video, audio and text on a human level (see [chatGPT](chat_gpt.md), [stockfish](stockfish.md), stable diffusion etcetc.), and even surpass humans at specialized tasks. Most importantly of course people use this for generating [porn](porn.md), see e.g. [deepfakes](deepfake.md). The exceptional results are already being labelled "scary" due to fears of [technological singularity](tech_singularity.md), "taking jobs", possible "unethical uses" etc.
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**Currently neural networks seem to be bringing back [analog](analog.md) computing.** As of 2023 most neural networks are still simulated with [digital](digital.md) computers, but due to the fact that such networks are analog and parallel in nature the digital approach is inelegant (we make digital devices out of analog circuits and then try to make them behave like analog devices again) and inefficient (in terms of energy consumption). Therefore analog is making a comeback and researchers are experimenting with analog implementations, most notably electronic (classic electronic circuits) and photonic (optics-based) ones. Keep in mind that digital and analog networks are compatible; you can for example train a network digitally and then, once you've found a satisfying network, implement it as analog so that you can e.g. put it in a cellphone so that it doesn't drain too much energy. Analog networks may of course be embedded in digital devices (we don't need to go full analog).
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**[Hardware](hw.md) acceleration of neural networks is being developed.** Similarly to how [GPUs](gpu.md) arised to accelerate computer [graphics](graphics.md) during the 90s video game boom, similar hardware is arising for accelerating neural network computations -- these are called **[AI accelerators](ai_accelerator.md)**, notably e.g. Google's [TPU](tpu.md) (tensor processing unit). Currently GPUs are still mostly used for neural networks -- purely software networks are too slow. It is possible that future neural network hardware will be analog-based, as mentioned above.
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## Details
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At the highest level neural network is just a [black box](black_box.md) with *N* real number inputs and *M* real number outputs. For example we may have input values such as *age*, *height*, *weight*, *blood pressure*, and two output values, one saying the expected years to live and the other one saying the confidence of this prediction. Inside this box there is network of neurons that we can train (adjust with different learning [algorithms](algorithm.md)) so that it transforms the input values into output values in a correct way (i.e. here makes useful predictions).
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Note that a traditional feed-forward neural network is just a network similar to e.g. a simple [logic circuit](logic_circuit.md), it is NOT a universal [Turing complete](turing_completeness.md) [model of computation](model_of_computation.md) like [Turing machine](turing_machine.md) or [lambda calculus](lambda_calculus.md) because it cannot for example perform loops or take arbitrarily sized input (the number of input values is fixed for given network). Neural network just takes the input numbers and in a certain fixed time (which theoretically doesn't depend on the input) runs it through the network to obtain the output numbers, i.e. it's best to view it as approximating a mathematical [function](function.md) rather than interpreting an algorithm. Of course, a neural network itself can be (and in practice is) embedded in a more complicated system that can do all the above, but in its simple form it's just a bunch of connections between inputs and outputs.
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TODO
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## History
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TODO
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*Love is not a crime.*
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*Love is not a crime.*
|
||||||
|
|
||||||
{ I hate disclaimers but I'm getting some suicide suggestions and death threats, so I'll leave a small note here: keep in mind LRS loves all living beings and never advocates for hurting anyone, i.e. [rape](rape.md) of anyone is absolutely not acceptable, as any other kind of violence against any living being -- this is what really matters in the end (as opposed to respecting arbitrary law-imposed age limits etc.). Any thought, desire, perception or sharing of any information must however never be considered wrong in itself, i.e. bullying someone merely for his sexual orientation or his thoughts is just as wrong as raping someone. ~drummyfish }
|
{ I hate disclaimers but I'm getting some suicide suggestions and death threats, so I'll leave a small note here: keep in mind LRS loves all living beings and never advocates for hurting anyone, i.e. [rape](rape.md) of anyone is absolutely not acceptable, as any other kind of violence against any living being -- this is what really matters in the end (as opposed to respecting arbitrary law-imposed age limits etc.). Any thought, desire, perception or sharing of any information must however never be considered wrong in itself, i.e. bullying someone merely for his sexual orientation or his thoughts is just as wrong as raping someone. LRS is one the most peaceful philosophies in history.
|
||||||
|
|
||||||
|
Most people I talk to about this article privately tell me they basically agree with everything I write here, but they say I "shouldn't be saying this aloud". Well, what kind of fucked up society is this when I can't tell a truth everyone knows? What kind of medieval thinking is this, do we really live in such a dystopian horror already? Fuck this shit and fuck your silence, I wanna puke from your conformance to evil.
|
||||||
|
|
||||||
|
love & peace ~drummyfish }
|
||||||
|
|
||||||
Pedophilia is a sexual orientation towards children. Pedophiles are often called just *pedos* for short. Opposition of pedophilia is called **[pedophobia](pedophobia.md)**.
|
Pedophilia is a sexual orientation towards children. Pedophiles are often called just *pedos* for short. Opposition of pedophilia is called **[pedophobia](pedophobia.md)**.
|
||||||
|
|
||||||
|
|
4
smart.md
4
smart.md
|
@ -1,3 +1,5 @@
|
||||||
# Smart
|
# Smart
|
||||||
|
|
||||||
The adjective "smart", as in e.g. *smartphone*, is in the context of [modern](modern.md) technology used as a euphemism for malicious features that include [spyware](spyware.md), [bloat](bloat.md), [DRM](drm.md), ads, programmed [planned obsolescence](planned_obsolescence.md), unnecessary [dependencies](dependency.md) (such as required Internet connection), anti-repair design and others. "Smart" technology is far inferior to traditional technology and usually just downright harmful to its users and society as a whole, but normal (i.e. retarded) people think it's good because it has a nice name, so they buy and support such technology. They are [slowly boiled](slowly_boiling_the_frog.md) to accept "smart" technology as the standard.
|
*Smart, smells like fart.*
|
||||||
|
|
||||||
|
The adjective "smart", as in e.g. *smartphone*, is in the context of [modern](modern.md) [capitalist technology](capitalist_technology.md) used as a euphemism for malicious features that include [spyware](spyware.md), [bloat](bloat.md), obscurity, [DRM](drm.md), ads, programmed [planned obsolescence](planned_obsolescence.md), unnecessary [dependencies](dependency.md) (such as required Internet connection), anti-repair design and others. "Smart" technology is far inferior to the traditional "dumb" technology and usually just downright [harmful](harmful.md) to its users and society as a whole, but normal (i.e. retarded) people think it's good because it has a cool name, so they buy and support such technology. They are [slowly boiled](slowly_boiling_the_frog.md) to accept "smart" technology as the standard.
|
45
xonotic.md
45
xonotic.md
|
@ -4,6 +4,8 @@ Xonotic is a [free as in freedom](free_software.md) fast multiplayer arena [firs
|
||||||
|
|
||||||
{ I've been playing Xonotic for years, it's really an excellent game. I've met a lot of nice people there as the players are usually programmers and people looking for [FOSS](foss.md). The gameplay is addictive and relaxing and you can have a great chat during the game. Of course it's kind of bloated but Xonotic is a masterpiece. ~drummyfish }
|
{ I've been playing Xonotic for years, it's really an excellent game. I've met a lot of nice people there as the players are usually programmers and people looking for [FOSS](foss.md). The gameplay is addictive and relaxing and you can have a great chat during the game. Of course it's kind of bloated but Xonotic is a masterpiece. ~drummyfish }
|
||||||
|
|
||||||
|
The game builds on old ideas and mechanics but adds new weapons, mechanics, ideas and modes -- apart from the traditional [deathmatch](deathmatch.md), team deathmatch, capture the flag, complete the stage (defrag, racing without shooting) and competitive mode (duel), there are a number of new [fun](fun.md) modes such as clan arena (team round-based mode without self-damage and items), freeze tag, key hunt, last man standing and even Nexball -- [football](football.md) in Xonotic!
|
||||||
|
|
||||||
Xonotic was forked from a game called [Nexuiz](nexuiz.md) after a [trademark](trademark.md) controversy (basically in 2010 the guy who started the project and abandoned it later, an ass called Lee Vermeulen, came back and secretly sold the trademark to some shit company named Illfonic). Nexuiz itself was created on top of liberated Quake 1 engine, so Xonotic still bears a lot Quake's legacy, however it masterfully expands on its core principles and makes the gameplay even better. For example rockets shot by rocket launcher can be guided with mouse while holding down the left button which adds a new skill element. New types of weapons were added to the classic AFPS weapons (e.g. the infamous electro, a [meme](meme.md) spamming weapon used by noobs for its forgiveness of lack of skill). Movement physics was also modified to give better air control and faster movement as a result.
|
Xonotic was forked from a game called [Nexuiz](nexuiz.md) after a [trademark](trademark.md) controversy (basically in 2010 the guy who started the project and abandoned it later, an ass called Lee Vermeulen, came back and secretly sold the trademark to some shit company named Illfonic). Nexuiz itself was created on top of liberated Quake 1 engine, so Xonotic still bears a lot Quake's legacy, however it masterfully expands on its core principles and makes the gameplay even better. For example rockets shot by rocket launcher can be guided with mouse while holding down the left button which adds a new skill element. New types of weapons were added to the classic AFPS weapons (e.g. the infamous electro, a [meme](meme.md) spamming weapon used by noobs for its forgiveness of lack of skill). Movement physics was also modified to give better air control and faster movement as a result.
|
||||||
|
|
||||||
The game's modified [Quake](quake.md) 1 engine is called [Darkplaces](darkplaces.md). It can be highly customized and modded. Just like in other Quake engine games, there are many console commands (e.g. *cvars*) to alter almost anything about the game. Advanced programming can be done using [QuakeC](quakec.md). Maps can be created e.g. with [netradiant](netradiant.md).
|
The game's modified [Quake](quake.md) 1 engine is called [Darkplaces](darkplaces.md). It can be highly customized and modded. Just like in other Quake engine games, there are many console commands (e.g. *cvars*) to alter almost anything about the game. Advanced programming can be done using [QuakeC](quakec.md). Maps can be created e.g. with [netradiant](netradiant.md).
|
||||||
|
@ -16,7 +18,48 @@ As of 2022 the game has a small but pretty active community of regular players,
|
||||||
|
|
||||||
The [GOAT](goat.md) of Xonotic is probably *Dodger*, his skill was just too high even above other pros.
|
The [GOAT](goat.md) of Xonotic is probably *Dodger*, his skill was just too high even above other pros.
|
||||||
|
|
||||||
Great news is the development and main servers have so far not been infected by the [SJW poison](tranny_software.md) and **allow a great amount of [free speech](free_speech.md)** -- another rarity. Even the game itself contains speech that SJWs would consider "offensive", there are e.g. voice lines calling other players "pussies" and "retards". This is great.
|
Great news is the development and main servers have so far not been infected by the [SJW poison](tranny_software.md) and (as of 2023) **allow a great amount of [free speech](free_speech.md)** -- another rarity. Even the game itself contains speech that SJWs would consider "offensive", there are e.g. voice lines calling other players "pussies" and "retards". This is great.
|
||||||
|
|
||||||
|
## Tips'n'tricks
|
||||||
|
|
||||||
|
Here are some [pro](pro.md) tips to git gud, impress your frens and generally have more [fun](fun.md).
|
||||||
|
|
||||||
|
- Read the legendary **beginner guide** at https://xonotic.org/guide/.
|
||||||
|
- Point'n'click enemies to kill them.
|
||||||
|
- **Do NOT fucking spam electro** -- this will make you instantly hated, and rightfully so. Not only is it lame, annoying, makes you easy to kill (opponent can explode your electro balls), enforces more use of electro (electro is countered with electro) and makes the game lag, it can also hurt your teammates, even in no self/team damage modes (as opponents may explode the electro you spray around). Use it appropriately.
|
||||||
|
- **Learn the weapons and make binds for each one**: learn what every weapons does (good mode for this might be clan arena in which you have all the weapons from the start), bind each one around the movement keys -- it's essential you can switch weapons quickly as the game is designed to reward comboing (the most basic combo is devastator/vortex/mortar). Also note that almost every weapon has a **secondary fire**, for example crylink's primary fire just shoots bouncing balls while the secondary fire shoots a suction ball that can toss enemies out of the map or can be used to accelerate yourself. With devastator (rocket launcher) holding left mouse button allows **guiding the rocket**, right mouse button explodes the rocket in air -- learn this! Then you can easily kill enemies behind corners or flying in air.
|
||||||
|
- **Learn the movement**: movement is essential in Xonotic, firstly you should learn extremely basic techniques like bunnyhopping, strafe jumping and in-air controls, and secondly you should learn using weapons for movement (blaster jumps, rocket jumps, crylinkg for acceleration and climbing walls, ...). This is important not only for quick relocation, taking shortcuts, dodging enemy fire and quickly running away from enemies, it will also save you from falling into pits.
|
||||||
|
- **Console**: console is extremely useful in Xonotic; not only can it modify almost any aspect of the game, it also allows you to create fun macros (some people even create what could be considered [cheats](cheating.md) only with the console commands). A very important command is `search x` which will search for other commands and cvars, e.g. if you want to mess with resolution, do `search resolution` etc. There is even a small **stack-based minilanguage** in the console that's invoked with the `rpn` command -- this allows for very advanced stuff. Sadly this isn't well documented, but the thread at https://forums.xonotic.org/showthread.php?tid=2987 provides some basics.
|
||||||
|
- **Make cool binds**, for example you should modify the standard team messages to something more funny. One of the most basic binds is **taunt** so that you can insult players (e.g. `bind KP_SLASH "cmd voice taunt"`).
|
||||||
|
- **Make basic graphics settings**, for example increase FOV (field of view) to at least 100, disable effects such as zoom animation (so that you can zoom quickly) etc. If you want to play seriously you should also **turn off music** so that you can hear enemies better. You'll also probably want to decrease your mouse sensitivity (something like 20 cm for a 360 degree turn is about right). You can also downgrade the graphics so as to make it basically look like Quake 1, either for a cool retro look or to play the game on a [potato](potato.md).
|
||||||
|
- **Don't fall for the F11 [troll](troll.md)** -- when you ask how to do something and people respond with "press F11", don't do it, you'll humiliate yourself.
|
||||||
|
- **Enable cheats with F11**.
|
||||||
|
- **Spin to win**: you can make a cool spinning macro that makes you look like you have a seizure: e.g. `bind b "toggle vid_stick_mouse; rpn /m_pitch 1 ${vid_stick_mouse} - 0.022 * =;"`.
|
||||||
|
- Once you have a comfy config, you can remove the write rights to it (`chmod -w ~/.xonotic/data/config.cfg`). This way the game won't be able to modify the config and all settings and experiments you make in the game will only be temporary, until the game restart, so you can't fuck up your settings.
|
||||||
|
- **Do NOT camp**, it's retarded and wastes other people's time, especially e.g. in clan arena where dead people have to wait for the end of round. Better lose quickly than win or draw by camping.
|
||||||
|
- **Explosions (and bullets) go through thin walls** by default, so you can e.g. kill someone hiding in the room above you by shooting the ceiling.
|
||||||
|
- **Don't stand at teleport exits**, so as to not get telefragged.
|
||||||
|
- If you're not doing well, complain about [lag](lag.md).
|
||||||
|
- **You can turn off the chat** in case there is some retarded conversation going on (just go to setting and HUD editor).
|
||||||
|
- **Slap opponents to humiliate them**: the shotgun secondary fire is a melee slap, which is the best way to kill someone, partly because it's pretty hard to do (there's a delay between the bash). Another humiliating way to eliminate opponents is to kill them with Hagar secondary or push them off the map with blaster, crylink or even Mario kill (very rare -- you jump on someone's head while he's jumping over a pit which makes him fall down). Don't forget to taunt and [teabag](teabag.md).
|
||||||
|
- If you see someone running fast while crouching in air, run away, he's probably a [pro](pro.md).
|
||||||
|
- `v_psycho 1`, `r_trippy 1` etc.
|
||||||
|
- `cl_handicap` can be used to make yourself weaker by specified multiplier (take more and deal less damage), either to balance the game or provide a challenge.
|
||||||
|
- `v_flipped 1` flips the rendering so that you see the mirror version of the map, it basically gives you a new map for free and provides a nice challenge.
|
||||||
|
- `in_pitch_min` and `in_pitch_max` can remove the limit of looking up and down (set to e.g. -100 and 100) -- this way you can turn completely upside down which can be seen by spectators and make them think you're a cheater.
|
||||||
|
- Typing `/me` in chat makes the chat message be output in a different format; instead of `username: message` it writes `*message` and replaces the `/me` string with your username -- this can create cool and fancy messages.
|
||||||
|
- The game outputs chat into terminal, you can filter these messages out and redirect them to [espeak](espeak.md) for a fun experience :)
|
||||||
|
- Switch left and right hand for a challenge.
|
||||||
|
- Play drunk and/or high for a challenge.
|
||||||
|
- [Doom](doom.md) challenge: disable looking up and down with console.
|
||||||
|
- { My config is at https://codeberg.org/drummyfish/my_text_data/src/branch/master/configs/xonotic_config.cfg. ~drummyfish }
|
||||||
|
- Buy premium account for extra skins and [lootboxes](lootbox.md). Just kidding :)
|
||||||
|
- some **tactics/strategy/habits**:
|
||||||
|
- **Chasing low health players is usually a bad idea** and a mistake made by nubs: such player, if he's not a complete newbie, can just spam electro/nades behind himself and easily kill you.
|
||||||
|
- **Unpredictable movement and positioning is key** to avoiding damage: nubs think that when they move fast they won't get hit -- this is only partially true, it is about just as important to move unpredictably and avoid spots that get regularly spammed by enemies. When you move from point A to B on a map and the enemy sees you doing so, you should take a randomly long short pause in doing so, or maybe even switch direction completely, otherwise he can quite accurately predict when and where you'll appear at the destination and kill you with prefire. It's a great advantage if your opponent doesn't know where you are.
|
||||||
|
- When in fight, **don't be an easy target and don't stand near a wall** (this makes you be easily hit with splash damage). Try to always have a quick escape path.
|
||||||
|
- **Stay together with your teammates** if you want to win. Fighting alone against multiple enemies is usually a bad idea and a quick death without dealing much damage.
|
||||||
|
- When microcamping (camping for a short time with vortex somewhere), the only direction you can be hit from should be the one you're looking in. Nubs sometimes camp in a spot that can be seen from multiple directions -- that's just asking to be fragged.
|
||||||
|
|
||||||
## See Also
|
## See Also
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue