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Cake day: June 16th, 2023

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  • I think they still have something like at least 3 more major builds/feature goals currently planned. One is actual human NPCs, which the animal AI is a beginning step towards. They also want to do a lot more psuedo-random storytelling with houses and NPCs. They already have some, but they want to expand it quite a lot.

    They’ve said that the “official release” will only be when they’ve added everything they want out of the game, so don’t wait to buy it as it is absolutely a complete game as is. Could be another decade before they’re done, lol. They just want to add so much more that they aren’t comfortable calling it done yet.




  • Hahahaha, they violated that well over a decade ago. It was supposed to give acceas to all future releases at one point, which died the moment it released on consoles. iirc people were pretty upset about it way back when.

    Unfortunately the actual text of the alpha license terms appear to be lost to time, but you can find a number of posts online claiming the same thing, that it was worded in a way to indicate the license covered all future versions (across all systems), not just all future updates of java (and bedrock if you converted your account early enough).



  • Just spitballing, but most of modding skyrim is just loading .esm and .esp files in the right order.

    You may be able to get the modlist downloaded, load order sorted (and any merged patches made if those are still a thing) in a Windows VM, then shift the files and load order list over to Linux so you’re just struggling with Linux compatibility to run instead of also with the setup of the mods.

    As far as I know, that’s the reccomended way to handle modding for a lot of games running on linux through compat layer stuff.

    As far as mods themselves, I’d pick one of the more popular packs on nexus or wabbajack that appeals to you and doesn’t seem to have a lot of complaints about bugs in the comments.

    Modding has multiple hurdles. Getting the tools set up, getting the game set up, selecting and installing the mods, working out compatibility issues, and making sure everything runs at the end. By sticking with a popular modpack, you cut out selecting the mods and having to figure out getting them working together yourself. By using a Windows VM for initial setup, you cut out most of the struggles of getting the tools working on Linux. Hopefully that would cut the challenges down to a managable level.


  • Some additional context to my previous comment: I work tech in the financial industry. I have some experience with payment processors and the stupid amount of bullshit around all this stuff. “They could do both of these things almost instantly” is a big assumption holding the entirety of the weight for your argument.

    Anyway.

    50 Cent was doing a one off publicity stunt, not trying to ensure continued existence as a company. How many mainstream artists are still doing that? I shouldn’t have to say that this is very much an apples and oranges comparison.

    Your other idea has legs, but it’s still suggesting that Valve try entering a game of financial chicken with Visa and Mastercard. Effectively infinite money. And in the meantime most users would just be pissed off at Valve for making it harder to buy anything. We’re already seeing people attack itch.io for not standing up instead of bei g pissed at the payment processors.

    Valve can’t make purchasing through a different processor a requirement for some games but not others because Visa and Mastercard said “stop selling games with this content entirely, or we stop processing your transactions entirely”. So anything they do will have to effect all transactions.

    I’m frustrated Valve didn’t do more, and that they’ve not made any public statements about trying to fight this, but Valve isn’t just leaving money on the table because they’re lazy or dumb.



  • If you were being properly pendantic, you’d realize that the term AI has existed for fucking decades prior to the current LLM boom and even machine learning, and has regularly and repeatedly been used to describe the type of (comparatively) simple algorithms used to manage NPC actions in video games.

    You may also know that Valve recieved a shit ton of press praise for the complexity of the algorithms and tricks they used to give their NPCs life in a large number of their previous games. Simulating predator/prey dynamics in aliens, command structure in soldiers, and even making the appearance of troops communicating information audibly (both human soldiers and aliens having specific phrases and sounds for different situations) all in Half Life 1.

    With Half Life 2, they made a large stride pushing back against the uncanny valley through how they managed facial animations. They also made groundbreaking use of pathing nodes with different contexts which allowed NPCs to build off the communication and dynamically flank you (outside of the previously common scripted set pieces). Also some stuff that’s escaping me right now with player led platoons.

    In Left 4 Dead, they used one set of algorithms to direct the overall PvE match flow, a separate one to handle large groups of enemies as a group, and then even more to manage individual enemy entities when they were close enough to players. Again, groundbreaking for the time, with many PvE and horde defense games since adopting similar “director” algorithms.

    In every single aritcle written about this shit, the term AI was used. In articles about monsters in the original DOOM, the term AI was used.

    Effectively “it was our word first”.