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Messages - ZSNO

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1
Ah sorry I was mistaken about that part, it usually just makes bruteforce/dictionary attacks harder due to extra information involved. Using strong password hashing is still king.

2
If any of yall compsci people want to learn from this:
* If users have passwords, hash them with a minimum of scrypt to slow brute force.
* Use a zero-knowledge password proof, such as SRP, so that offline copies of the DB are effectively useless.
* For the love of god stop allowing SQL injection attacks, sanitize your inputs.

3
General Discussion / Re: the stagnation of blockland
« on: February 22, 2022, 07:26:16 PM »
there is nothing about ts that makes it capable of doing everything ive done in blockland - in fact, a *lot* of things i could have done better if it was literally any other scripting language besides ts. farming and aod were hard to finish and are buggy due to the stupid limitations of ts and tge. python or lua or js would have been far better in both forcing me to learn better design principles earlier on, and being less buggy and requiring fewer to no workarounds to do what i want to do

Most of what makes TS bad is what it does on the back-end. I'm actually kind of amazed they got it to run as fast as it does sometimes since it's a lot of string manipulation BS. The language itself isn't any worse an Javascript imo.
Blaming a language because you didn't learn or use different design principles is lazy. Programming languages are the tools, not the teachers. Newer tools like linters help us more now, but you're not just going to learn how to write correct, maintainable, and well designed code from just writing a bunch of code.
Probably most of your complaints suffer from that TS was made so long ago, with basically no updates. You'd also hate all of the old versions of your favorite languages too, I'd assume. I know I hated having to use C89 once, with its strict ordering rules and such.
The assumption the designers of TS made was most likely, if you run into a limitation, you're using the wrong tool, go do it in C/C++, so they didn't make it as powerful as they could have.
All of CSE is weighing the trade-offs, then executing on the options. Unfortunately, some of your options were excluded from use. c:

4
Games / Re: Star Citizen backers no longer able to receive refunds
« on: September 08, 2018, 12:04:48 AM »
You dummies do realize that the game isn't dead right.
Additionally, it's backed by Amazon by proxy so have fun saying they can run out of money lol

5
Games / Re: Blockland-Inspired Project [Update; New Discord pg. 87]
« on: January 19, 2018, 10:24:34 PM »
any game where you can play in 1st/3rd person legos, and have half million+ bricks without lag, is what the world needs.


so far blockland is the only thing in existence that can pull it off. beyond that, its just a modeling program and not fun.
We did talk about how the brick system will work, and have some great ideas on how to implement it / make it as efficient as possible (will be much better than what I had in mind prior).
Handling that many models/objects in Unity without lag is simply not possible without low level engine changes (and I assume you haven't licensed the Unity source code since it's "per-case and per-title basis via special arrangements").
If your goal is to do anything related to high efficiency rendering you NEED TO START MODIFYING AN ENGINE NOW.
Unless you find someone who really knows how to optimize the rendering, I estimate you'll cap out at 100k bricks in Unity. (even less if you add fancy effects)

6
General Discussion / Re: older blockland user check-in.
« on: September 30, 2017, 08:07:50 PM »
shout out to anyone pre-2010 that have not gotten their forum account banned.
thanks bb

7
Games / Re: Overwatch - Halloween event LIVE!
« on: October 20, 2016, 02:55:05 PM »
i didn't include that one cus it didn't seem as hostile sounding
tbh that one actually had the most malice behind it since I hate Donnies

youre playing the victim card.
Not really, I don't care if people on a lego forum hate me. You just need to learn the difference between speculation and confirmation.
we're responding to what you're saying, not what your intention is.
claiming this stuff isnt true
I never claimed the sources aren't true, just that your interpretations of said sources lead you to an untrue assumption.

8
Games / Re: Overwatch - Halloween event LIVE!
« on: October 20, 2016, 02:18:46 PM »
Jesus you guys get so mad from me saying "Don't hype yourselves"

ok could you like not
You forgot
You might want to brush up on the definition of "confirmed"

9
Games / Re: Overwatch - Halloween event LIVE!
« on: October 20, 2016, 02:09:41 PM »
-snip-
You still don't know what confirmed means. Amazing job.

10
Games / Re: Overwatch - Halloween event LIVE!
« on: October 20, 2016, 01:37:38 PM »
idk if this is posted yet but sombra confirmed PTR nov 1. bastion rework hinted at monday???????
You might want to brush up on the definition of "confirmed"

11
Off Topic / Re: polaroid cameras
« on: October 19, 2016, 08:06:02 PM »
But Polaroid Cameras are for serial killers

12
Games / Re: Overwatch - Halloween event LIVE!
« on: October 18, 2016, 08:45:26 PM »
it's not the countdown/up itself it's what comes when it reaches it
If you're not told/promised anything for when the countdown ends, you need to not be disappointed when there isn't anything.

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Games / Re: Overwatch - Halloween event LIVE!
« on: October 18, 2016, 08:22:26 PM »
Countdowns are to instill hype. Are you serious?
Anyone that gets hyped over a number counting up to 100% needs to rethink their life.

14
Games / Re: Overwatch - Halloween event LIVE!
« on: October 18, 2016, 03:46:18 PM »
thinking about it why the hell did they even hype up just a new hero this much
i mean with ana it was an image of her rifle and then later bam she was on the ptr
Blizzard didn't even hype it. Kids just think that waiting = hype

15
Games / Re: Overwatch - Halloween event LIVE!
« on: October 18, 2016, 03:04:55 PM »

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