Liru's recent activity
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Comment on Timasomo 2026: The Showcase in ~creative.timasomo
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Comment on How malware and a bogus job interview let attackers nab $6.3B from Binance in ~tech
Liru Link ParentFun fact, you don't need an arbitrary binary blob for this. For 99.9% of developers, you just need them to have git for this to work.First off what code? I could understand a technical challenge, even one live in a meeting but some kind of presumably arbitrary binary blob being required?
Fun fact, you don't need an arbitrary binary blob for this. For 99.9% of developers, you just need them to have git for this to work.
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Comment on Taskmaster Season 22, Episode 1 - 'In my mind there’s a river.' | Full episode in ~tv
Liru Link ParentGetting Pendleton Ward for this was unexpected and entertaining. (Trying to make this relatively spoiler free): The lime thing that Alex did to Matt in that one task was absolutely evil.Getting Pendleton Ward for this was unexpected and entertaining.
(Trying to make this relatively spoiler free): The lime thing that Alex did to Matt in that one task was absolutely evil.
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Comment on Popular fanfic site "Archive of Our Own" (AO3) down for 2-4 weeks in ~tech
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Comment on Patrick Stewart dead: 'Star Trek' captain, 'X-Men' superhero was 86 in ~movies
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Comment on Timasomo 2026: Final Updates in ~creative.timasomo
Liru LinkFPS Game - Roguelike Game Mod Previously: [1, 2, 3] Got a decent chunk of stuff done, then I got nerdsniped by two issues only tangentially related to the mod, looking for a reason why the game...FPS Game - Roguelike Game Mod
Got a decent chunk of stuff done, then I got nerdsniped by two issues only tangentially related to the mod, looking for a reason why the game freezes occasionally, and is talked about a lot on forums, with no clear fix. I managed to narrow it down to the launcher that a lot of people recommend for the game when using certain settings, but I don't feel like digging into the why just yet, since it already burnt a bunch of time; may do it after TiMaSoMo ends, or before the showcase, or whatever.
I also ran into another issue that seemed impossible from narrowing things down, then it turns out that the compiler used for the game didn't replace a single file that the change itself needed; spent far too long on debugging that as well. Because of those two, I fell behind a bit.
Aside from that, finishing up some choices and curses to make it harder, rebalancing some stuff to make it harder, and adding in a few extra items/changes to the base game to make it feel a bit better.
The big pain for the next week is looking around current levels and choosing spots for new items. They're not huge game changers, but they'll make the mod feel more lived-in. I've been immersed in the code part for so long that it may be painful to do that.
Also thinking about if I should make a video trailer or something along those lines to show off gameplay, might be overkill for a v0.1.0 release.
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Comment on Timasomo 2026: Week 3 Updates in ~creative.timasomo
Liru LinkFPS Game - Roguelike Game Mod Previously: [1, 2] For the past week, I mostly worked on basic ideas for talents/curses, and skills/abilities that should be added or modified. Didn't come up with...FPS Game - Roguelike Game Mod
For the past week, I mostly worked on basic ideas for talents/curses, and skills/abilities that should be added or modified. Didn't come up with too much that's clever, unfortunately. I still have a bit to go on making enough for there to be enough variety, from my point of view.
While I slowly come up with more modifiers to the base game, I've also been thinking about balance, and how often a player should be able to be forced to pick a talent and/or a curse. This may be the longest part of the testing, since it would require some playthroughs. I want to get to a point where it seems like those elements have impact after a bit and don't seem like just a small addition, but I don't want to keep bugging the player every few minutes and eventually end up with ridiculous amounts of stacks of everything near the end of the game. I need to properly think of what should actually trigger a choice, which may be even harder.
I might also need some playtesters just to see what others think of it and if balance needs to be tweaked somehow. Alternatively, I may just throw it out into the wild with an explicit disclaimer, maybe make it a bit on the harder side, and see what people think of it.
Mostly unrelated to actual progress, but: I fell down a rabbit hole with a certain element of the game and figured that there are two mods that, put together, would put the game at a decent "starting point". Those two mods still have a bunch of the original bugs that I was complaining about in a previous post, but they either add a lot of other elements or fix stuff that's harder to fix and analyze just in code. I figured that my changes can easily be rebased onto that anyway. The authors have put out a guide saying what I can do to integrate their mod into mine, but nothing on the other way around. I sent an email asking if doing that was okay... and got nothing back. I may actually have to "join the discord" to get an answer for that.
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Comment on PHP warns it plans to release two emergency patches imminently in ~comp
Liru (edited )Link ParentThis is basically catastrophic, probably at LEVELS EXCEEDING Heartbleed or Shellshock from like a decade ago. From my circles, it seems to be as easy as basically "paste something into the address...This is basically catastrophic, probably at
about the scale ofLEVELS EXCEEDING Heartbleed or Shellshock from like a decade ago. From my circles, it seems to be as easy as basically "paste something into the address bar, free server". -
Comment on eMudhra intermediate CA compromise in ~tech
Liru Link ParentI'm actually curious as to how old, primitive, or small a model has to be before it would fail this. Could be something to look into.I'm actually curious as to how old, primitive, or small a model has to be before it would fail this. Could be something to look into.
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Comment on eMudhra intermediate CA compromise in ~tech
Liru Link ParentAll of them are one byte each!? Edit: This is even more hilarious.All of them are one byte each!?
Edit:
Mozilla was able to recover the private keys for the impacted certificates independently @ 21:48 UTC (note: less than two hours after receiving the report) and without any knowledge of the method the original reporter used, confirming the key generation process was flawed and is trivial to exploit.
This is even more hilarious.
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Comment on I survived the certificate expiration of October 19th 2026 and all I got was to make a silly shitpost in ~tildes
Liru Link ParentYeah, I saw that and was wondering about that since I wanted to do a quick check after the outage. Firefox straight up just said "No, bad Liru, no access for you", which I guess is the correct...Yeah, I saw that and was wondering about that since I wanted to do a quick check after the outage. Firefox straight up just said "No, bad Liru, no access for you", which I guess is the correct behaviour? Unable to even add an exception.
Guess your ISP knows you've started playing Polish games now.
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Comment on I survived the certificate expiration of October 19th 2026 and all I got was to make a silly shitpost in ~tildes
Liru LinkMade some Jalapeno poppers from scratch. Damn, you posted this fast.How did you avoid withering away without your favorite social media?
Made some Jalapeno poppers from scratch.
Damn, you posted this fast.
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Comment on Taskmaster Season 22, Episode 1 - 'In my mind there’s a river.' | Full episode in ~tv
Liru Link ParentToo lazy to actually make an edit, but Alex and Richard at the end of the episode was basically this bit from TF2 machinima realized. (Relevant segment starts about 1:18 in, up to the end, in case...Too lazy to actually make an edit, but Alex and Richard at the end of the episode was basically this bit from TF2 machinima realized. (Relevant segment starts about 1:18 in, up to the end, in case your device doesn't skip to that part.)
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Comment on Timasomo 2026: Week 2 Updates in ~creative.timasomo
Liru LinkRoguelike Game Mod Previously: [1] I think I managed to knock out the most annoying parts of the modding process, which is "creating UI elements that don't look totally like crap" (despite taking...Roguelike Game Mod
Previously: [1]
I think I managed to knock out the most annoying parts of the modding process, which is "creating UI elements that don't look totally like crap" (despite taking probably far too long to get it to that state), and getting a few sample buffs and debuffs done. I still have a ridiculous amount to go through and brainstorm (at least 60ish, by idealized standards, very likely to be more) and then implement on top of that, but it feels like I got the main pain out of the way at the moment. Now I just need the brain to do the thinky for what other buffs and debuffs to add.
Side note: I've tried looking into a bunch of other mods in the past week as well, to see what they do. There is a LOT of info about different mods and tweaks and what they do, and what's extremely frustrating is that they all assume that you know all about all the other mods and refuse to elaborate on it any further, which means that tracing down which mods came before/after which others, and what they implement/rely on, is a huge pain. There was a reference to one mod framework that seemed to have a lot of good changes, but I honestly can't tell what it is because it's part of another bigger mod only, and the bigger mod doesn't elaborate on it anywhere at all or what it does or how it changes development. I'm pretty sure that a shitton of knowledge is passed down orally or in discord communities, but frankly, fuck that, not touching it, just gonna flip 'em the bird and continue on.
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Comment on Timasomo 2026: Week 1 Updates in ~creative.timasomo
Liru LinkRoguelike Game Mod Didn't get much time to work on it since I only had two days before deciding to actually do it and now, but I did manage to set up the SDK tools needed to work on it. I spent...Roguelike Game Mod
Didn't get much time to work on it since I only had two days before deciding to actually do it and now, but I did manage to set up the SDK tools needed to work on it. I spent some time looking at and organizing other mods that are popular for the game to see what changes others typically do, since I haven't modded this for like two decades now.
I also started work on thinking of "buffs/abilities/talents" and "debuffs", as well as per-mission challenges, to actually implement.
I'm not sure to what extent this will work out, but I figure that it's at least worth a shot. The big challenge is thinking of buffs can be given in FPS games that aren't super generic like "extra damage" or "faster reload" or stuff like that.
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Margaret Hamilton, computing pioneer who led software development for the Apollo program, dies at 90
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Comment on What single episode of a show would you recommend as a standalone? in ~tv
Liru Link ParentI think that Mythic Quest's "Backstory!" (S02E06) also fits in this category. The episode itself is basically about a young man who loves scifi and wants to write his own stories going to work as...I think that Mythic Quest's "Backstory!" (S02E06) also fits in this category. The episode itself is basically about a young man who loves scifi and wants to write his own stories going to work as a copy editor for a publication, meeting other people who also want to write their own stories, and slowly realizing that being a fan of something doesn't necessarily lead to being good at that thing.
The context needed for it is minor (basically knowing what the series itself is about), and even watching watching the series itself beforehand gives only bits and pieces of extra context about a character that was mostly used for comic relief until that point, mostly the viewer asking themself "how did this guy win an award for his work when all his ideas are super hacky?" It left a bigger impression on me than Dark Quiet Death since I've watched similar things play out in front of me in real time.
Also, it has Josh Brener in the lead role here, which was a bit distracting since I just see him as Big Head from Silicon Valley, but he did such a good job that I forgot about it a few scenes in.
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Comment on Timasomo 2026: Roll Call in ~creative.timasomo
Liru LinkI'm tentatively going forward with this. I've had to drop out of all previous Timasomos that I've participated in due to external factors. I'm gambling on that not happening yet again. I'll be...I'm tentatively going forward with this. I've had to drop out of all previous Timasomos that I've participated in due to external factors. I'm gambling on that not happening yet again.
I'll be trying to make a roguelike/lite mod for an old game. (Should be trivial to figure out which one, but that's not important right now.)
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Comment on Midweek Movie Free Talk in ~movies
Liru LinkI just wanted to pop in here to say: Watch Mayday (2026), which came out today on Apple TV. It's about a Navy pilot ( Ryan Reynolds) getting shot down behind enemy lines during the cold war while...I just wanted to pop in here to say:
Watch Mayday (2026), which came out today on Apple TV.
It's about a Navy pilot (
DeadpoolRyan Reynolds) getting shot down behind enemy lines during the cold war while on a recon mission and trying to get out of the Soviet Union with the help of a former KGB agent who's a massive fan of Top Gun.I'm mostly recommending it because a friend of mine has a role in it, but it was actually an entertaining movie for me. It has a good mix of action and comedy (some actual laughs from me, which is rare even for a comedy these days), some neat cinematography, and some good quiet moments.
It might be a bit too on the nose with the "you are not immune to propaganda" theme though.Scratch that, after talking with a few people, it seems that that particular theme didn't even come to their mind after watching it; those people tend to view movies as "content" though, so your mileage may vary. -
Comment on China’s YouTube, Bilibili, plans global expansion, English-language site in ~tech
I've kept the actual game a secret for TiMaSoMo, so here's the official reveal:
Deus Ex: Denton Has Gone Rogue(like)
A Deus Ex mod giving Deus Ex some roguelike elements
Previously: 1, 2, 3, 4
I don't feel like making a website/page for this yet, but I've already put it off for like two weeks and want my participation trophy if they haven't run out yet, so I'll at least share it with people in the current state that it's in.
Download mod
Some very quick screenshots to show some changes; it's difficult to do it justice from just a few screenshots :(
It's v0.1.0, which really means "proof-of-concept playtest". I had to rush some stuff and cut some more, so expect jank. If you're familiar with Revision, GMDX, or Shifter, then some stuff might be suspiciously familiar.
You play the whole campaign as one run, and you build JC around the talents you pick up along the way and the curses you get stuck with. The idea (and the name) comes from the StarCraft II "Raynor/Kerrigan/Artanis Has Gone Rogue(like)" mods.
There's no permadeath at the moment and no metaprogression, and nothing carries over between runs. That might change depending on feedback.
It also bundles Confix's conversation fixes, the Lay D Denton Project (LDDP) (playable female JC), most of and the Deus Ex Map Patch (the maps LDDP doesn't edit). Credits are in the readme.
How it went
The plan was to edit the DeusEx package's classes directly, starting from vanilla 1112fm sources, without a separate mod package bolted on top. Pain in the ass, as apparently, nobody made a good baseline bugfix patch, so I kinda gave up on that and decided to just stack what seemed to be good enough. After a certain amount of time, I just added LDDP and Confix into mine, fixed the most well-known and egregious bugs found near the beginning of the game, and ignored a bunch of other ones unless they annoyed me at a certain point in time. Fun fact: despite Confix and LDDP ostensibly being heavily tested, I found at least 3 different bugs involving them, 2 of which were caused directly by Confix.
Some things got cut to make the deadline (ish): a Grey Market for buying talents and removing curses (mostly since credits usually aren't an issue after the first 2 or so missions), a couple of bigger challenges, and an "NSF everywhere" mode. They're on a git branch and might come back if/when I think of something better.
Also, I added an entire fatigue system for some reason, probably because I felt like it would give more flexibility for talents/curses? I don't even know any more.