The main types of arguments to tar fall into one of two classes:
Infocom Video Games Many tar refusing to overwrite archive music designers have programs within their games that activate if no copy protection is detected basically if the game is piratedwhich essentially makes the game literally unwinnable.
Examples can be found here and here. Lost in Blue and its spiritual predecessor Survival Kids can often create situations where you're doomed. Did the RNG decide to give you three straight days of typhoons, preventing you from going out to gather food and wood?
Unless you have enough stockpiled you won't have anything to eat or light a fire with so you can rest. Saved the game when low on health, poisoned and with a stomach ache you don't feel the effect of poisoned or spoiled food until after a while you ate it?
Won't be able to rest. Finished building the raft in the Game Boy game, and then dawdled around too much? A volcano will erupt, and unless you have a specific set of items which you may not have enough time left to gather fleeing on the raft will net you a Nonstandard Game Over where you starve to death in the middle of the ocean.
Either use a password to revert back or get a game over to reselect planet. If you are in the red when you visit the starport, you are stuck there until you pay it off. If you don't have enough assets to sell off to pay it off, then you're stuck there forever. In SCP - Containment Breach if you make the fatal error of looking at SCP's face which is entirely avoidable as he is docile and curled up in a ball until provoked he will go into a fit for 30 seconds and then pursue and kill you.
Regardless of how many doors you put between him and you, nothing can impede his progress and, as he moves incredibly quickly, this is essentially a game over. Though anybody familiar with the SCP Foundation would know not to do this. A later update changed things so SCP walks around in front of a room containing a pivotal switch, making avoiding him significantly more difficult.
In Echo Nightat one point, you have to enter a sort of flashback and collect a fallen toy before escaping. Escape without the toy and you can't enter the flashback again, leaving you unable to proceed.
Very early in the game, a ghost is looking for a pepper grinder.
There is one behind the ghost in the bar, but he asks for a partiture in exchange. Took the partiture from the music room and gave it to him?
Oops, there goes 2 of the astral pieces, locking you out of the best ending. Instead of taking the partiture, you have to listen to the second song in the bar jukebox and replicate the first 8 notes in the music room's piano.
The piano ghost will play the song and attract the bar ghost, making both disappear to the forever after, giving you two astral pieces and opening the path to get the pepper grinder yourself. The only vague hint you get of all this is that the piano ghost will complain rather desperately once you take the partiture, and the bar ghost will comment on the jukebox song once you listen to it.
A bit later, in the archaeological lab, you eventually come across a pen that clearly belongs to the manager. Give it to her and she runs off, never to be seen again, locking you out of her's AND two other ghost's Astral Pieces. You're supposed to talk to her while wearing three different jackets in a specific order very barely alluded to, and which resets if you leave the room and give her a microscopic lens that's hidden in one of the drawers.
You'll be whisked away to a flashback, and THERE you're supposed to give her the pen to make her leave the room and allow you to get the jacket from the bed, said jacket being the only way to free two of the ghosts. If you don't throw the seed out the window in day 1 of Oedipus in my Inventoryit becomes impossible to complete day 3, leaving death your only option.
KGBaka Conspiracy, was a hugely involved espionage adventure game in which it was recommended and nearly required to take notes in order to make any progress. It was VERY easy to make the game unwinnable: At one point, the main character investigates a butcher shop.
Under the desk is a small button. Push it, and nothing seems to happen. Push it again, or don't push it at all, and you die to a trap 10 minutes later. The game never informs you of this button, and it can't be found without pixel hunting.
When checking into a hotel room, you get a mysterious phone call saying only "check the lights. Switch them on only once? Turn them off totally?Fate/stay night.
It usually kills you outright when you mess up, but features an example that fits the "cruel" category: refusing to cooperate with Rin during Saber's route will jump you to Rin's route, but won't kill you until more than a day later after you've made several decisions, culminating with the game automatically picking a path that gets you killed.
Fish disks 1 - - Amiga-Stuff main index Back. if [ -f ~"/Backup/[backup_file_name]timberdesignmag.com" ]; then echo "ooops backup file was already here" exit fi tar -cpvzf ~/Backup/[backup_file_name]timberdesignmag.com directory_to_backup/ Note that the ~ has to be outside the double quotes if you want it to be expanded.
How to overwrite existing zip file instead of updating it in Info-Zip? Ask Question. and literally overwrite the existing ZIP file, is to ask zip to output to stdin and redirect the output to the file of your choice: Does archive size of tar, zip and rar effect the time it takes to delete a file from it?.
Which implies you are interested in updating an archive that does not overwrite an existing copy in the tar with a new version. I suspect that control is not directly available with tar.
I also wonder at the need for such a scheme. tar: Cowardly refusing to create an empty archive So, if you don't want to get the leading./, which is what you get when you compress the local directory. .