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Apparently the add-on sends every URL you visit to Dissenter: https://github.com/gab-ai-inc/gab-dissenter-extension/issues...

That's probably why it was removed.


>Because they've been unsuccessful in completing the reboot, releasing the sources is a way of apologizing.

They wanted to publish the original source code from the get go. Here's an article from mid 2016 talking about it: https://www.gamezone.com/news/system-shock-s-original-source...

>Since the instructions mention a PPC requirement to build on Mac, I'm assuming these are fairly old.

The game was released in 1994, so yeah, they are old :-)


The (partial?) source code for Thief 2, SS2 etc. was leaked a few years ago. You can still find it on the Internet.


I know, but using it is not exactly legal and having to rewrite it all from scratch would be bothersome, even using the original code as reference. There's a set of C++ macros used for "scripting" the AI and the missions which I would immediately tear out if I had to rewrite the engine, and I'm afraid replacing it with something more sane while still retaining compatibility with all the fan missions and so on would take a lot of time. Plus, as you said, not all the code was in the leak (though I don't know exactly how much is missing).


I'm pretty sure CodeWarrior was able to deal with any kind of line endings: CR, LF, CR+LF.


This might be a dumb question (I spend most of my days in Ruby), why can't this compile with gcc and make? It's all just C (and a few files C++) right?


>I have no idea if that version of the data would work with this version of the engine, though.

IIRC the Mac version doesn't use the original data files, but converted them to use the Mac's resource file format. And judging from a quick look at the source code it doesn't contain support for the original data files.

So: no, you'll have to use the Mac version's data files.


Thanks. I suspected as much, but haven't had the time to actually look at the source code.

Looks like another bump in the road in getting this thing running on e.g. Linux. It'll be interesting to look at reverse-engineered System Shock file format info, and see if anything but the data-loading functions would need to be changed, to use the more widely-available PC data.

From other comments, the sections in PPC asm and the actual I/O APIs would have to be dealt with too.


Use this fork with changed line endings: https://github.com/ToxicFrog/shockmac


https://github.com/ToxicFrog/shockmac/blob/master/ShockMac/G...

    inslwi   r0,r10,16,8
    insrwi   r11,r10,16,8
    rlwimi   r0,r10,16,24,31
How I missed this!


Which in some cases might make it cheaper for customers to use their own hardware, resulting in cloud providers losing business.


Maybe. But their own hardware will also be slower, no?


Maybe. When it is your own hardware you can do a different risk analysis. If you control all the code that runs on the system you don't need any mitigation. Most servers don't run arbitrary code form the internet - at least not intentionally. (a security hole that allows remote code execution is a real issue, but that risk can be managed)

My company doesn't need to mitigate the risk of me using these tricks. I'm not going to, but even if I was I have many other ways to get at sensitive data if I tried. If I get caught I'm fired and put in prison which is enough mitigation.


Given that there's a topic "hypercard_xcmd-xfcn" I'd wager they are. Archive.org is essentially emulating a Mac Plus that runs HyperCard in the browser.


Fun fact: The game Myst was created in HyperCard (at least the original Mac version was).


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