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Topics - Spectere

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46
Gaming / Death of a Game - YouTube Series
« on: August 20, 2017, 10:15:29 PM »
I came across a few videos by the YouTuber nerdSlayer regarding the deaths of various games and game companies (including Hellgate London, APB, Global Agenda, etc). Seems like the guy definitely does his homework for every episode, and some of the things that are revealed are pretty interesting stuff. I recommend checking it out:

https://www.youtube.com/playlist?list=PL80AP9QYJdzerVGAjjQj19A5_B6gKTo3U

The average length of the videos in this series are right around the 30-40 minute mark.

47
Random Chat / /r/sbubby THIS FUCKING SUBREDDIT
« on: August 18, 2017, 05:21:24 PM »
I don't know why I think this is so funny: https://www.reddit.com/r/sbubby/

48
News / Proposed Forum Cleanup
« on: August 02, 2017, 10:31:53 AM »
I took a quick look through the forum and think that a bit of streamlining can be done. I'm thinking of implementing these changes Soon(TM), so please let me know your thoughts on them.

First of all, Media hasn't gotten any posts in almost 5 years. I'm thinking of merging that into General so that some threads (the YouTube Videos Thread) can get a bit more visibility. (Completed; archived Media forum--Random Chat should be used for those topics from now on)

Second, I'm thinking of archiving and closing the Odds & Ends section. None of them have really gotten much in the way of content, and some of the goofs there ("|)|)R FR3|<"--oh god, after all these years I just noticed that I forgot the "A". Can't unsee!) are seriously, seriously dated. I don't even remember what Snowman was originally supposed to be, but it was always a bit of a shitposting zone. And the Demilitarized Zone was always a silly gimmick. It barely got any activity even when it was new, and the novelty wore off quickly. These forums will not be deleted, but will be made read-only. (Completed)

Finally--and this one might be a bit controversial--I'm considering locking the meta threads in General in order to encourage the creation of new topics. They served a very valid purpose when this site was more active, but with only a handful of us (5, maybe?) posting, it would allow us to better organize our discussions, and even if we created a thread for every silly thing that pops in our heads it won't cause too much clutter. I think the same is true with the "whatcha playin'" thread--rather than using that, we could just create threads for the games in question to make things easier to keep track of. (Completed)

I think that's about it! Again, please let me know your thoughts on this.

49
News / (Hopefully the Last) Server Migration
« on: July 28, 2017, 02:33:13 PM »
Here's the plan moving forward: I'm going to leave freyr there and powered off for the time being. All of the current s.net services are now being provided by kvasir (aside from sending e-mail via PHP--that miiiiight not work right now, and setting up e-mail servers is the epitome of unfun), and Linode backups are configured just in case something severely breaks.

I'm going to cancel freyr's backups by week's end. By next week, I will be deleting it completely. s.net's systemd era will be over, permanently. May our uptimes be long and my headaches mild!

Original Post
Okay folks, this should hopefully be the last one.

Anyway, because I'm sick and tired of babysitting systemd and I want to move back to a familiar distro that doesn't use it, I'm spinning up another web server that's running Gentoo. That's mostly because while my web server barely manages a month of uptime (on Debian--Arch was far worse) my game server--running Gentoo/OpenRC--has over a year of uptime (406 days, as of this writing).

The new server, kvasir.spectere.net, will be replacing the current one within a week. I'm not entirely sure of the exact timeframe, but I'd like to make the split as soon as possible, since the sooner I can get everything off of freyr the sooner I'll be able to stop paying for it. :)

This switch is also going to herald the return to Apache, though it will be using the event MPM with PHP-FPM instead of prefork/mod_php (which is what was being used when freyr was running on Arch). Basically, this will give one of the main advantages of nginx (greasy fast speed) with the Apache features that a lot of PHP applications depend on (namely, mod_rewrite and .htaccess). I've begrudgingly accepted that if I want to start blogging again that Wordpress is going to be the best choice for me with regards to feature set, and installing WP on anything but Apache is a seriously bad idea.

Ideally, the switch-over will come and go, and nobody will really notice. If there are any issues, though, feel free to badger me relentlessly on Twitter,@Spectere. Not much should really change from a user perspective, though friendly URLs will be back!

I will be basing this off of a fresh SMF install with the existing database migrated. The SMF install that we're currently running has been around the block a few dozen times, so I think it'll be a good idea to have a clean break. I've also been considering doing a forum cleanup, as there are a few sections that simply aren't used anymore, so that might happen around the same time since I'll already be in maintenance mode.

Any questions, lads and lasses?

50
Gaming / Oculus Rift
« on: July 27, 2017, 01:52:06 PM »
Alright, I played around with the Oculus a loooooooot yesterday and...yikes. Pretty much got everything set up after dinner at around 7PM and stopped playing at 3:15AM. Whoops.

Getting it set up was a bit of a pain in the ass, not due to any fault of Oculus. The Rift plugs into your video card using HDMI. My TV also plugs in via HDMI. Modern graphics cards tend to have one HDMI port, one DVI port, and about 15 billion DisplayPort connectors. Ugh. Fortunately, I still have an HDMI->DisplayPort cable handy. It only supports HDMI 1.3, so it maxes out at 1080p at 60hz (I have a 4K TV), but it's good enough to see stuff until I get an adapter that's up to the task (already ordered it, should be here on Saturday).

First of all, I bought this sucker mostly to enjoy sit-down experiences. That's...starting to change. During the setup process I had to create a bit of an clear space. It's not a huge deal to move my recliner, so I pulled it back, defined the guardian area (basically, if you get too close to that barrier, it gives you a visual warning), and was thrust into a demo and tutorial.

The feeling you get when you first jump into a virtual world like that is kind of indescribable. I found myself constantly aware that I was in a simulation, what with the goggles strapped to my face, the controllers in my hand, and the cables running down, but it's surprisingly easy to forget about that. Movement is so smooth and responsive that it actually feels like you're there (which can cause problems--stay tuned for more). It's that sort of strange state where if you think about it you know that you're in a game, but the level of immersion that you experience makes it easy to get lost in that experience.

So anyway, after looking around for a bit, I followed an on-screen prompt and pressed down on something in front of me. A few moments later, the thing that I was working on woke up. It was a little robot! Surprised to see me, they darted away, colliding with objects as they tried to hide. After a few seconds and a few friendly waves, they came back and handed me a disk. Without thinking, I reached out and took it. It felt so natural that it took me a second to realize that I was using a controller to do it.

Aside from the on-screen prompts directing you to make certain actions, as well as the adorable little robot's patient nudgings, the demo is basically a small toybox. The robot gives you a series of those disks, which you feed into a "3D printer," which then creates the objects. You get to see a bunch of virtual butterflies fluttering around (who will land on your hand if you extend your index finger!  Eeeee!!!!!), fiddle with little noisemakers, play around with a Nerf-like gun, shoot off little rockets, and mess with gravity (not directly--random objects around you float, but you can reach out and play around with them while that's happening).

Playing with the rockets led to another epiphany. First of all, they're the only object in the demo that requires you to use both hands to properly play with them. You have to hold them with one hand and pull a string at the base with the other. You pull the cord, release it, it starts sparking, then launches when you let it go, bouncing off of the walls as it flies around the room. First of all, when that thing comes toward you, the natural instinct to dodge is hard to shake. The second time, I ducked to the side, reached out, and caught the rocket, and it bloody worked. I aimed it in a safe direction and released it again, and it continued until it ran out of juice. The rockets going rogue also made me realize just how well the Oculus headphones work. I don't think I've ever used a system that did positional audio so well. For as small as they are, they sure pack quite a punch, too.

The not-Nerf gun shooting was fun and intuitive. You basically pick it up, targets spawn, and you shoot them. I found out later that if you put the disk into the printer again you get a second gun. Gonna have to try that later. :o They showed some pretty nice attention to detail, as well. Shooting an object straight-on will cause the darts to stick to them (suction cups, ahoy!), and you can lean over and pick up the darts. Apparently tossing the dart or putting it onto an object will also cause it to stick, but I haven't tried that yet.

So that pretty much covers First Contact (as it's called). Fun, endearing, and very memorable. Hell of an introduction to VR, that's for sure!

Next, I did the the Oculus Dreamdeck demo. It's basically a series of scenes and animations. Less interactive than First Contact, but I suspect that it predates the Touch controller and was intended more to introduce the HMD itself. Most of it is pretty awesome to look at, but they have one part that involves a motherfucking T-rex. Like, that not-so-little guy roars in your face, looks you over, apparently realizes that you aren't worth their time, and just walks over you. Absolutely fucking incredible.

After that, I moved onto some more stuff and quickly managed to make myself feel nauseous. I decided that playing Mission: ISS was a good idea. That's a zero-gravity simulation that allows you to take a tour of the International Space Station and play a few related minigames. You move around by either using thrusters or, more realistically, by pulling yourself along the walls. I, uh...can definitely see how VR accidents happen. The second I started moving through the virtual world my body involuntarily started to compensate. Good thing I started off nice and slow. Within about five minute I started feeling a bit ill, though the feeling slowly started to subside as I got used to it. I ended up taking a short break after I was finished, just to give my inner ear a chance to recover. Walking around in The Real World(TM) actually felt strange for a minute after that experience, but I recovered pretty quickly.

After that, I got SteamVR set up and tried to play Subnautica. HAHAHA, yeah, I don't recommend it. The framerate on that game is way too spastic for comfort and even when it is running smoothly, the movement feels a mite jerky. The health meter is also way down in the lower left of the screen, forcing you to have to look there, and certainly not by turning your head. Not comfortable. I would have also like it if head tracking and body rotation were separate, or if the option were given to enable that. That seems to be a big problem with VR FPS in general, at least the two that I've played (Subnautica and Minecraft)--turning your head causes you to start moving in that direction, and neither of those titles had the option to track head movements independently. For me, VR FPS is a sit-down experience, and it really bites that turning my head while walking in a particular direction causes my character to veer off on a tangent. It just doesn't feel right at all. Hopefully other titles (and future titles) provide an option to control that.

Minecraft was kind of cute. They have two modes--living room mode and immersive. Immersive drops you in the game world, giving you a full VR experience. Your inventory floats around where your left hand is, so unless you raise that you'll pretty much have an open view of the world. Living room mode puts you in a virtual Minecraft living room, with the game itself playing on a TV. I got a good chuckle out of that when I first saw it. The Oculus Touch controls are kind of awkward, but I imagine one would get used to them in time. Fortunately, the C++/Windows 10 edition of Minecraft is used, so framerates stay silky smooth throughout the entire experience.

I do have one other SteamVR FPS title that I haven't tried--the new Serious Sam beta. Might have to give that a go. I meant to play some Project CARS and Elite Dangerous last night, but I never got around to either of those. Hopefully I get around to them today.

I ended up finishing off the night with Crytek's Back to Dinosaur Island demos. They were designed with the DK2 and a much earlier version of the Rift SDK in mind, so I needed to use LibOVRWrapper so that it would work. The first demo was awesome. Visually stunning, as one would expect from Crytek, and there was a fair amount to look at, including (yet another) T-rex. This one clearly wants you for dinner, but they can't quite get to you. There's no major movement in this demo--all you can really do is look around and gawk at stuff, but damn does it look nice.

Lastly, I did Back to Dinosaur Island, Part 2. That one has an interactive bit where you have to ascend a cliff face using rope ascenders while simultaneously annoying a bunch of big, flying dinos. It looks great, as expected, but it's a bit of a chore to play. Since this is another pre-CV1 and pre-Touch title, you move your body up to the next ascender and use the triggers on a gamepad to grab the next one. I couldn't find a comfortable position, either standing or sitting, where I could easily lean my body one way or another to control it and the grip functionality was finicky at best. All too often I'd find myself having to find the perfect position so that my character would actually grab the proper ascender. I'm not sure if it's an issue with LibOVRWrapper, an oddity with the old Rift SDK, the amount of unnatural movement I had to do to play the game, the perspective, or what, but something about it felt very, very wrong. It was easily the most uncomfortable thing I've played all night. 10/10 will vomit again (I didn't actually vomit).

All in all, I'm really glad I bought it. I can definitely see a lot of potential in the technology, and by this point in time a surprising amount of that has actually been realized. The Touch controllers in particular are very good, and I'm hoping to see more games that fully utilize them come out soon (SteamVR games that use the Vive's controllers would fit the bill as well, so long as they'll work with a fairly minimal amount of space. I'm trying to figure out a way to dedicate more space to my VR setup in the future. I'd love to be able to be able to play some larger-scale titles in the future.

The main two things that I believe can be improved are the HMD screen resolution and the fact that the headset is wired. I've gotten used to gaming at 1440p and 2160p as of late, so moving to something that's both 1080p and close to your eyes. What's worse is that it's a PenTile OLED screen, so the subpixel resolution is worse than a true RGB panel with the same effective resolution. That being said, it's understandable why it is the way it is. If they put a 4K display in there, a single HDMI connection wouldn't be able to drive it past 60hz, and the system requirements would be a bit outrageous (I'd say you'd need at least a 980Ti or 1080 for most VR titles at that resolution and refresh rate). DisplayPort 1.4 was brand new right as the Rift was coming to market, so that wasn't an option, either. And really, when you're moving around it's hard to see the aliasing. When you're standing still and looking around, though, it's pretty obvious.

Wireless is going to be tough, since latency is going to have to be insanely low for it to work. The HTC Vive is getting wireless options now, but from what I can tell in pictures it's kind of a bulky solution. I'd rather deal with wires than bulk.

So, yeah...I kinda like it!

51
Creation Station / 3D Printers
« on: July 12, 2017, 02:07:38 AM »

52
News / SSL'd!
« on: March 29, 2017, 02:43:58 PM »
As some of my fellow US-ians probably know, a bill recently passed allowing ISPs to sell browsing history. Fuck that shit. As of today, spectere.net will strictly enforce secure connections via HTTPS. We're just a tiny, tiny speck in the grand scheme of things, but if I can prevent even a few megabytes of metrics and browsing data from appearing in a collection of marketing data then it'll be worth it.

If you run into any issues (things not loading, security warnings getting displayed, etc) feel free to either PM me or ping me over on Twitter.

Many thanks to Let's Encrypt and the EFF (specifically, their Certbot script) for making this both possible and surprisingly easy. If you have a few bucks to spare, please please please support those organizations. Their contributions to security and privacy cannot be understated.

53
Computing / SLI PSA
« on: March 17, 2017, 08:33:47 PM »
Just thought I'd share an issue that I ran into recently, just in case anyone out there has, or is planning, to put together an SLI build.

(tl;dr summary at the bottom of the post)

So I was playing Sniper Elite 4 when I noticed that I was getting some weird microstutter in certain situations. It only seemed to happen on maps with a lot of physics objects (namely, corpses). It was generally okay until I started playing survival, when the game literally became unplayable at around wave 5-6. Despite everything, I was still pushing over 60fps.

The day after that disastrous run I fired up Afterburner to see what was going on. Since the issue occurred regardless of the resolution and detail settings that I used, my original theory is that my 5-year-old i7-3770 was getting taxed, but that was quickly shot down when I realized that the game wasn't even utilizing 50% of each thread.

However, as I realized how many frames were being pushed I realized that there is a serious omission to SE4's display options: a framerate cap. There is vsync, but that typically introduces noticeable input lag for me, so I avoid using it. Sure enough, I went into the training range and my cards were pushing as many frames as they can, with 100% utilization on both boards. What's worse is that it uses AFR, or alternate frame rendering. That means that GPU #0 renders one frame, GPU #1 renders the second, GPU #0 renders the third, and so on. Now, the training range ran smoothly, but with the framerate being uncapped, and both boards effectively taking turns at rendering frames caused me to come up with a theory.

I don't work for Rebellion, so I don't know what kind of tech the game uses (and I'm too lazy to try to figure it out), but if it's like most it probably uses compute shaders for physics. The startup options screen has a checkbox for "Async Compute," which is a DirectX 12 feature specifically designed to allow all GPUs to process compute shaders simultaneously. What I think happened is that when the bodies started to pile up, the cards started spending more time calculating physics. Modern GPUs have a few thousand small, highly efficient computational cores that handle both graphical and computational workloads (NVIDIA calls them CUDA cores, AMD calls them Stream Processors, and Intel calls them Execution Units). Each shader, be it graphical or computational, are essentially a program that runs on these cores.

So basically, the cards are both running full tilt, both of them processing graphics (as fast as they can churn it out) and physics. So far so good.

Well, not really. I believe that two issues happened that caused the severe microstutter: 1) the load between both cards can never be perfectly balanced, even if you're only rendering graphics and 2) the cards were being taxed so hard that they couldn't properly sync. So basically, you'd have frame 2 arriving 8.33ms after frame 1, then frame 3 arriving 25ms after frame 2. It averages out to 60hz (and since that's all my display can manage, that's the number that really matters), yes, but it causes an extremely janky-looking output.

The solution was ultimately to use RivaTuner to cap the game's framerate at 60fps. That entirely removed the stutter, and now the game's framerate is more stable at 1440p than it was at even 720p before. Woot. I tried 4K, but that pushed the GPU utilization a bit too high for comfort (though a single 1080 Ti could probably handle it--that thing is stupidly powerful).

tl;dr: If you're running SLI (or Crossfire), cap your framerate or you could end up with horrific microstutter.

54
Computing / NVMe SSDs
« on: November 08, 2016, 05:43:23 PM »
If the next build you're planning doesn't have a slot for it, reconsider your motherboard purchase.

I recently bought a laptop with a couple of NVMe M.2 slots and, uh...how does 2.3Gbyte/s reads and 1.2Gbyte/s writes sound? And yes, that's gigabytes, not gigabits. Windows barely has time to even draw the spinny circle before the welcome screen pops up. I'll bet if I dropped the POST tests on this sucker from thorough to fast, or none, boot times would be nigh instantaneous.

I'm having a case of serious SSD envy for my other systems now. SATA ain't fast enough, dammit.

55
News / Planned Outage - Saturday, March 5, 2016 at 7PM EST
« on: March 05, 2016, 04:00:06 AM »
I'm finally going to convert freyr.spectere.net (that's this server!) to a new distro later. I doubt it'll impact anyone.

This has been a long time coming, and considering how bloody slow this tiny-ass site is for no apparent reason (not to mention the fact that Arch is so fucking busted right now that I can't even do security updates!) I think it's a good time to get this taken care of.

After this experience, I think it's safe to say that this server is the last Arch install I'll willingly use. Good god, what a fucking nightmare.

56
Computing / Mini-ITX Dancey Game Build
« on: January 08, 2016, 07:44:24 PM »
I just ordered a bunch of parts for a mini-ITX system primarily for StepMania/DDR/ITG stuffs (and also for use as a general "downstairs" system that can handle streaming stuff and web browsing). Here be specs:
Total price for everything was right around $460 (note: I bought the case several months ago for around $40. If you paid full price for the case it would be just over $500). Not too shabby.

Should be pretty awesome! I haven't put together an AMD system in quite a while, so this should be semi-educational when it comes to configuring a Linux kernel on that sucker (I've never configured a kernel on an AMD-based system. I doubt it'll pose much of an issue).

I think my favorite part about that system is the fact that the mobo includes an 802.11ac card onboard. It'll be nice to be able to move the system wherever it's needed at will instead of having to worry about dragging a cable around.

Oh, and here's the specs for the system that it'll be replacing:
So...yeah, it'll be a very slight upgrade.

It is worth noting that the P4 system still maintains around 60fps in StepMania 5 as long as you don't go too crazy with the mods (bag heavy at 0.5x drops it to around 40fps). Main reasons I want to upgrade: 1) finding replacement parts for that system is getting pretty tough; 2) it sucks a lot of power for as weak as it is (the P4 alone has a TDP of 135W. The AMD A10-7800 has a TDP of 65W for both the entire APU); 3) Linux performance is awful for the RADEON 9600, forcing me to use Windows XP; 4) I'm driving a pretty nice CRT and would love to fully take advantage of 100hz+ refresh rates; and 5) I've wanted to do a mini-ITX build for a long time. ;D

I'm initially planning to just run Linux on that system. EFI boot, of course.

57
Computing / Nexus 9
« on: December 02, 2015, 09:04:58 PM »
I ordered a Nexus 9 on Black Friday (online, of course, because I'm not completely insane) and it arrived yesterday. I've gotten to play around with it a fair amount these past couple of days. Here's my thoughts!

Overall, I like it! It's easily the fastest Android device I've used by far, most likely as a result of HTC's decision to use a fast dual-core rather than a lethargic quad- or octa-core like Samsung and friends tend to do (hint: people tend to browse the web on tablets quite a bit, and...well, 662061791497744384[/tweet]]here's a nice visual analogy of how JavaScript engines handle multicore processors [spoiler alert: they don't. They can't. Get a clue, Samsung]). Android 6 has been a real treat so far. There's tasteful animations and sleek transitions between a variety of screen elements, and the product as a whole feels a lot more cohesive than Android 5 did. I haven't gotten a good idea of battery life yet, but I can say that after three hours of heavy use it brought me down to around 55%, which doesn't seem all that bad. If my usage were a bit more practical I estimate that I'd probably get 8-10 hours out of it. It's no iPad in terms of battery life, but it seems fine. It should get just about anyone through a work day and have life to spare.

It also has a very nice, solid feel to it. I'd heard of some build quality issues when the Nexus 9 was first released (slight flex on the back, crappy volume/lock buttons) but those have definitely been corrected. The tablet is fairly light--about what I'd expect for something of its size--and has a simple, elegant design.

That said, this wouldn't be a Spectere write-up without criticisms, so here we go!

First of all, the cover is kind of meh. The iPad Smart Cover has a little faux-hinge on the side that attaches very firmly to the side of the iPad with magnets. The Surface/Surface Pro line has something similar, with a data port on the side to easily support a keyboard and trackpad. The Nexus 9 just has a single flat piece with magnets in it. It tends to slide around a lot in normal use, and if you use it to prop up the device you have to be very careful if you have to move it around at all, since the magnets could easily slip off and cause the tablet to fall. When it is standing up I've found it to be sturdier than the iPad cover, but heavens help you if you decide to move it when it's in position.

It's not awful, but it's definitely disappointing, especially since its two primary competitors have both been around longer and have significantly better designs. I'd give this a pass and look into a third-party option, if one is even available. Fortunately, I bought this at half off. It's definitely not worth the $40 asking price.

While we're on the topic of covers, there is a keyboard folio available to that which appears to have its own set of problems. Please bear in mind that I don't actually own one (it's $140, which is a lot considering how many USB OTG cables I have lying around), but I've made a number of observations from looking at the site for them which makes it unappealing to me. First of all, while it does surround the tablet, it also uses magnets around the edges of the tablet, so I have a feeling that if you're not careful the tablet could slip out of the case. Seeing as it's designed to look like a folio case, I find that to be an unacceptable way to hold the device. Every folio case I've seen for other tablets has held the device securely in place, not with a simple magnet. Given how much slippage there is with the standard cover, I would probably maintain a death grip on the poor thing the entire time.

Second, the keyboard connects via Bluetooth, so you've got yet another battery to contend with. It would have been much better if there were an accessory port on the side of the tablet that the keyboard could have plugged into so that you wouldn't have to charge a second device. To be fair, there is an estimated 5 month battery life on the keyboard, but it seems silly and wasteful to me to have a battery on a keyboard that's designed to hold the device that it's controlling. Plus, there's the fact that it most likely jacked up the price to where it is. It's actually $10 more expensive than the Type Cover for the Surface Pro 3, and that includes a decent multitouch trackpad! Again, I would look elsewhere if you need a keyboard for any reason.

The display on the Nexus 9 is nice. It's an IPS LCD with reasonably dark blacks. It uses a 4:3 aspect ratio--which I prefer for tablets--with a 2048x1536 resolution (the same as the Retina iPads), so it's reasonably sharp without causing excessive battery drain and a ton of jankiness as the little mobile GPU struggles to keep up. Unfortunately, the screen does have some nasty light bleed around the corners. I realize that you're going to get some light bleed with any LCD panel, but I don't think I've ever seen it that bad. It's easy enough to ignore when there's a bunch of stuff on the screen, but I noticed it even with the home screen up. I do tend to notice that sort of stuff more than most, so please bear that in mind.

The last issue that I've run into is just straight up bizarre. The stock charger for the Nexus 9 seems to really suck, and I can't find a good reason why. The charger is supposed to output 2A. However, when I plugged it in I noticed that the lock screen was stating that it would take 4 hours to charge from 75% to 100%. After grabbing a utility that allows me to check the actual charge rates (Ampere, to be specific), I discovered that the charger was only providing 500mA to the device! When I tried to use the tablet while it was charging the battery percentage was actually going down. Whoa!

I tried swapping cables per some suggestions I'd seen on XDA, but that didn't help. Finally, I plugged it into another charger and, suddenly, the device was charging at a consistent 1.4A. I plugged it into a different charger. Same thing. Specifically, the two chargers that I used were the one for my Samsung Focus S (the Windows Phone 7.5 handset that I'm currently using as an alarm clock) and my iPad charger. It's not a huge deal for me since I already have those chargers available, but I really don't understand how something like that could pass QA. I figured that I might have just gotten a dud at first, but judging by the number of people who have had the same experience, the chargers must be either very shoddily made or just suck in general. Very bizarre.

Negatives aside, I find myself really liking it. It's a worthy successor to my old, dearly departed Nexus 7 (2012) and it kicks the shit out of any other Android tablet I've used. To make matters even better, since it's a Nexus device you won't have to worry about shit like TouchWiz eating up 1.5GB of RAM when you boot the tablet (I'm not joking...the bloatware on my old Tab S literally caused Samsung's perverted version of Android to use significantly more RAM on boot than Windows) and the tablet is very easy to unlock and root. If you're in the market for an Android tablet, I'd definitely suggest picking one of these up.

Edit: A Google Top Contributor 672270193222135808[/tweet]]reached out to me via Twitter about the charger issue. He believes that I just got a dud, which I'm inclined to believe as well at this point. I'm going to contact Google to try to get a replacement AC adapter and will update this thread with the results.

58
News / Another Server Outage
« on: November 23, 2015, 08:25:51 PM »
Remember how I was planning to migrate to a different distro? Yeah, well, I got motivated to do that again. Why? Because systemd is literally one of the worst things to happen to Linux and I want it out of my life.

So the site went down some time today. Dunno when. Why don't I know? I'll get to that in a sec, don't you worry. What's important is what happened: several services died spontaneously. I tried to restart them. This happened:



What? Uh. Okay. Couldn't get any insight from the logs or anything, so I did what I do every time systemd packs a mental: I rebooted the server (because everyone loved it when Windows 95 required a reboot to do...well, anything...right?).

Then...nothing. No httpd and, more importantly, no sshd. Fortunately, Linode is awesome and has a little thing called Lish that lets me console into the server via SSH. I connect to that, log in, get root, etc etc.

Nothing is started. sshd, httpd, mysqld are all stopped. I don't even have a network interface.

What.

I check the logs. Nothing. The binary logs that systemd insists on using are corrupt and unreadable, so I have no idea what happened. Why does it have binary logs? Because whichever idiot "designed" it has never had to deal with a system failure before. Because they apparently think that the Windows Event Viewer system is super-convenient and shit. Because it's apparently not designed for bloody servers.

So I quickly restart everything. Fortunately, it all comes up. Hopefully "systemctl enable" actually starts working so that I can, y'know, reboot the server without having it (and myself) having a complete panic attack).

Way more excitement than I wanted on a Monday evening, but fortunately everything seems to be back in action. But yeah, I'm sick of this bullshit. I've had nothing but problems like these every time I've tried to use or administer a systemd-based distro, so fuck it. It's getting dumped in the trash where it belongs. sysvinit ain't perfect (though stuff like OpenRC helps) but at least it's a proven solution, and when something gets fucked up it's pretty transparent.

More updates to come as I continue with this project.

59
News / Get your funky characters on, friends!
« on: August 18, 2015, 12:04:07 PM »
şp̸̫̫e̟̪̙̮̪̻̟̕c̭̹̜̼͙̩̞̕te͈̟͕r̫͇̤̼͓e̻̜̬͖͢ͅ.ͅn̬͕̫̭̲e͕͕̭̦̭̣͠t ̯ń͚͎̰̯̦̻o̶͕w̖̫̲͍̯͇̯ ̝̖̭̯̞͡p͖̯r͉o̪pe̵r̤l͍̤͉̗͝y͏ ̤͉̻́su̹̹̟̘̬p̦̗̦̠p̫̟̙̲̘͠o̮͇͕̙̖r̢ṯ͈̤̟͙̹̲s̀ ̞͘U̱̞̟͎͘ͅT͈͖̰̘̙͉̳F̶-͓̝̝̤̜͜8̮͓̰̣̫.̡ ̢̠̯̭͚̺Ḇ̡̹͓̦͇e̢̠͖͚̲ͅ ̸̺̭̺a̭f̤̞̼͝r̸̮͈̭a̢͍̥i̞d̸̙̣͇.̰̯͍̕

60
/ Unicode Crap Test Stuff
« on: August 18, 2015, 12:01:26 PM »
Hi. Ignore this thread. <3

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