Posts for Nach

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jlun2 wrote:
So, no protection from people who got hacked/decided to troll?
Regular users who misbehave will be handled by the moderator squad like usual.
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Warp wrote:
If someone's legitimate post gets erroneously filtered as spam, does he/she get some kind of notification
No.
Warp wrote:
and what are the procedures to report the false positive?
There aren't any. The spam filter is only applied to new lurkers, so regular members have nothing to worry about. The spam filter rates post content and gives it a spam rating. I scanned every single post on the site, all our legitimate posts have a rating of 0 and under. Whereas the spam posts we were getting are receiving ratings 25-60, with a few outliers in the low teens. I set the threshold for spam to a rating of >10, based on that, the odds of any legitimate new user posting getting erroneously labeled as spam is rather tiny. If you wish to test things for yourself, I can give you private access to the spam filter.
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Okay, new measures are complete. We will do some more testing, and hopefully put it live on the site soon.
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We're currently looking into more powerful spam blocking options. Main issue is ensuring our new code won't block real posts. Will inform when implemented.
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nanogyth wrote:
Someone to write/polish descriptions would be very helpful. Definitely not one of my strong points.
Several publishers have asked me to write a description for them for a movie they were publishing. Just ask on IRC, if I'm not busy I'm usually happy to. If I am, I'm sure others can help.
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And for all the things Ilari mentioned, we have documentation on the site explaining how, tools to streamline the process, and can also give you a live helping hand as needed on IRC. We really just need people that have the time, and are willing to be involved.
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To add to what Ilari said, publication also requires more than just encodes on YouTube.
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Mothrayas wrote:
Nach wrote:
Guga: Where are you?
http://tasvideos.org/PubCounts.html It's been a bit over two weeks for him, apparently. There are many other active-listed publishers on the list with much larger time gaps.
I know. I'm asking about him, because I spoke to almost everyone else on IRC recently. He also used to published quite a lot in the short time he's been with us.
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Guga: Where are you?
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Post subject: Publishers Wanted
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We have been behind publishing as of late and really need more people publishing. If you got what it takes, or really want to help and willing to learn, please apply.
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Post subject: Publishers Wanted
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Are you man enough to save the workbench? Our queue is overflowing. If you're a publisher and haven't published in a while, please check in. What's doing? If you're not a publisher but would like to be, show off some of your work, respond, and also speak with natt.
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Post subject: 2012 Award Voting
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Voting for the best TASs and TASers of 2012 is now open.
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<ais523> The saddled gray unicorn butts the kobold. The kobold is killed!--More-- <ais523> oh /right/, I forgot that could happen entirely <ais523> Nach: any advice for how to manage a room in which you have an important leader who you cannot possibly allow to die, a whole load of innocent bystanders, a sleeping kobold that everyone hates but you want to kill /personally/, and not just yet, and a unicorn you're trying to train to ride, when you need to shapeshift into an air elemental sometime, there's an angel with an implausibly good weapon slaughtering bats outside for fun, and you're planning to put on a ring that causes everyone to hate everyone else? <ais523> It's the sort of problem that's never come up in my life before now, I thought it might have come up in yours <Nach> place the kobold on the unicorn and train it to be used to the load, while also getting the kobold elsewhere, and hopefully it will eventually die in some unicorn horn related accident, and you can feel personally responsible since you introduced it to the unicorn <ais523> that's a surprisingly good strategy <Nach> thank you. I have to deal with similar problems in my life every day after all
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<dwangoAC> ais523: That one wasn't as bad as I think you think it was
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Tetris in Super Mario Land. JXQ in half the TASs he's done... juggling in SDW is a good example. adelikat in Gradius.
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phoenix1291: ais523 asked if you can post screenshots of a couple of the levels so he can see if he can figure out some optimal routes for them.
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I agree, the run was terrific.
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It's alright, quite an understandable mistake. For the future, we should offer award description in intro posts.
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From Wiki: Awards. Speedy TAS of the year Awarded to the TAS with the fastest achieved character movement speeds (note: this is not about fastest in-game completion time, but rather fastest motion).
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Thevlackdemonn2294 wrote:
[2080] N64 The Legend of Zelda: Ocarina of Time by SwordlessLink in 22:50.27
Is this nomination serious? Link really moves around quickly?
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jlun2, Nahoc, FractalFusion, bobmario511, Swordless Link, cpadolf, mugg, KFCMARIO. For this award, I really think that those that make several long runs on multiple systems are the most deserving. Therefore I find that Swordless Link, cpadolf, and mugg are the most deserving.
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STBM, la version Game Boy de Q*Bert est différente de celle des autres consoles.
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Post subject: For ais523
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ais523 asked that I describe the game instructions a bit. The game requires that Q*Bert change the color of each square to a certain color. Square color changes by visiting them. In early levels, squares are binary, they begin in one color, and can only become another color. In later levels squares have trinary states, and the final color is the farthest from the starting color. Some levels also have the colors cycle. Meaning if Q*Bert visits a square an extra time, it will return to the original color. Squares can only be traveled to diagonally. In the process, there are some enemies jumping around. Coil Snake chases after you and kills you if you are hit. There are eggs/balls which fall and bounce down towards the bottom, and kill you if you're hit. If it's a ball, it falls off the screen, it it's an egg, it turns into a Snake. There are also enemies which travel on the sides of the blocks as opposed to the tops, one of them homing in on Q*Bert. The most annoying of enemies in terms of the math is Sam, he's the cool guy with shades who you can kill by touching. If he touches any squares, they revert to the starting color. The other enemies can't really be killed, although in some cases will fall off the screen. There are floating discs at certain places in the level, which if taken, return Q*Bert to the closest square at the top of the map. Although some of the later levels get a bit more creative with how the discs work.
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Post subject: Re: Q*bert
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phoenix1291 wrote:
but the math for the best route ...
http://en.wikipedia.org/wiki/Discrete_mathematics I had two semesters of that way back when, and did fairly well. But I never used the raw algorithms and techniques outside of classes, so while I understand the ideas, I wouldn't be the correct person to figure out the correct algorithms.
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phoenix1291 wrote:
Yes, it's a little game. I think it is just press the right button at the right frame finally... 6 levels, 3 game modes: classic, adventure and one against one.
I know the game quite well. I got it as a present when I was young, and played it for years. What I meant by:
Nach wrote:
You can beat the game in a matter of seconds if you press the right buttons :P
Is that you can literally beat the game in a matter of seconds. You don't have to play any of the levels. As for bugs, the only bug I know of is if you reset the game (A+B+Start+Select) while Q*Bert saws off the floor from the tree cut scene. If you do so at the right point, the floor will keep falling off over and over again after resetting until you reach that cut scene again. To elaborate, it seems that the programmers set certain bits at only certain times in the game, despite the fact that the engine uses them throughout, and you can abuse them by resetting. Unfortunately I don't have a full list of such glitches, and have not really experimented much.
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