After a friend lost her hard disc due to forgetting her LUKS password, it occurred to me that creating an “escrow” password of annoyingly great length and keeping it someplace (eg, hard copy in a file bo somewhere) might not be a bad idea. I was vaguely aware you could have multiple pass-phrases for Linu’s disc encryption, but it turns out to be pretty easy to set up.
Annoyingly, it requires a Terminal shell, as Gnome Disks doesn’t have support for multiple pass-phrases (yet?).
Caveāt lectōr, naturally, the volume is only as safe as the weakest password, et al.
List block devices: lsblk
Find the device on which the encrypted volume eists; eg, the luks-### volume is probably on either an LV or partition, eg sda3
sudo cryptsetup luksAddKey /dev/sda3 # to add another key
You only need to know (any) one eisting key to do so
Hmm, so how can I tell if someone’s back-doored my filesystem?
sudo cryptsetup luksDump /dev/sda3
There are (always eactly) 8 key slots on a filesystem. How many did you epect to be enabled?
Key Slot 1: ENABLED
If you have multiple volumes which don’t have a common pass-phrase between them all set to mount at boot, you will hate life. Keep pass-phrases for boot volumes in sync unless you have some very esoteric set-ups.
“Shaders” are how we draw 3D scenes, and for Fab Lad’s comic-book look, I’m working on a retro seventies newsprint style shader. Here is a really bad preview…
The “dots” color fill patterns and thick black shadows are an homage to old-school, cheaply-printed comics. It’s pretty hard to make out in this clip, actually, but we’re hoping it’ll look awesome on your HDTV when the preview level’s ready to play.
Got a confirmation message that LANANA has assigned the ticket, to review our request, to reserve the /opt/fab directory for our use. So, Fab Lad for Linux® may install to /opt/fab/lad … some future games would then install beside it; eg, /opt/fab/violet-volts (but that’s just a dev codename, we wouldn’t actually ship under that name)
And, with last night’s rebuild, we have motion-capture animations being imported into the engine successfully. One of the NPC’s was able to walk, run, and do cartwheels.
Got to triage the mo-cap data; it’ll need some cleanups. On a scripted side, I’ve got to reset the center of gravity for the character to stay pinned at origin in the x and y axēs (so we can move them around the playfield freely), and there will be some manual editing and changes to fingers and such. Sage’s going over the catalogue to triage the most important candidates this morning, and we may be able to start tying them together into an “animation blueprint” to-morrow.
With the new shaders, this is really starting to look like a game. I might “leak” some art soon.