u/AgentME
AgentME
AgentME
Something that would be a million times more useful than an AI label would be a "world is just a plain prefab" label.
AgentME
What a lot of newer fans don't remember is when in nineteen ninety eight the undertaker threw mankind off hell in a cell and plummeted sixteen feet through an announcers table.
AgentME
If you really want to bring attention to whether the cat is in the state of seeing the dot or not, you could tweak the art style between the states. The cat could be rendered less bright or with slightly washed out colors when it can't see the dot, and then brighter when it can. Even a subtle difference could work well.
AgentME
A recent survey of AI researchers (paper, twitter thread) showed that the average AI researcher believed in an 18% chance that "AI will cause human extinction or similarly permanent and severe disempowerment of the human species". So it's very uncertain and many believe that the worst outcomes can be avoided.
AgentME
If you hold the safer technology back because it's not perfect, that's sacrificing lives needlessly to human-caused crashes.
AgentME
How long does your project take in a normal build after a minor code change in your project? I'm curious to know about usual Bevy game compile times.
AgentME
ZDoom-family ports fixed the bug that caused that.
AgentME
UZDoom supports different damage types. You can put something like this on your actor's zscript/decorate:
DamageFactor "Normal", 0.0;
DamageFactor "GhostTrap", 1.0;
See https://zdoom.org/wiki/Damage_types for more info on custom damage types.
AgentME
Thanks for an actual example. I have to say it looks much more interesting than the million plain uncustomized single prefab worlds I find filling a lot of new and noteworthy. I guess I still have some skepticism that this is the kind of thing most people complaining about AI in VRChat are thinking of, but that'll make sense to me if I start regularly encountering worlds indistinguishable in concept from that one.
EDIT: I tried out the world and it was pretty good! If it had some ambient sound or music it would be great.
AgentME
Were the werewolves from Skyrim AI generated? It sounds like you're describing some kind of asset rip world.
AgentME
I've seen a lot of worlds with AI generated thumbnails, but I've never yet encountered a world where the actual contents were all AI generated.
AgentME
2 had more balanced and interesting puzzles to me and a much fuller story. While the base game's puzzles didn't get as difficult as I hoped for, the DLC nailed the level of difficulty I wanted. I found the setting, the narrative conflict, and the set of interactive living characters with a wide range of opinions about the situation to wildly exceed my expectations after the first game.
Though 1 had more interesting secrets and exploration to me. I was a bit disappointed in 2 when I finally realized there were no puzzles or secrets at all that relied on getting items out of maps or any similar kind of boundary breaking.
AgentME
I use AI in VS Code and I use Storybook to test out components on their own. The storybook dev command opens a browser window (to a localhost URL) which uses .stories.tsx files I've made in my repo to render React components in my project and it auto-updates as the files are edited, including when edited by AI. It's not obvious to me that a combined tool for using AI and seeing a React component rendered could be much better than this combination. Any such tool would need to be at least as good and convenient as this combination and then have some killer advantage over them for me to imagine trying it.
AgentME
Most weapon mods that replace all the vanilla guns overwrite all the weapon slots, making weapons from the Legacy of Rust and other mods unselectable. You could work around this by making a file called KEYCONF.txt (you could put this file into a zip/pk3/wad file with any name if you want) with this content and loading it as you would a wad:
addslotdefault 6 ID24Incinerator
addslotdefault 7 ID24CalamityBlade
However it would take more work to make them work alongside the normal vanilla weapons in the Legacy of Rust specifically. The Legacy of Rust's maps are in id1.wad which includes a DEHACKED lump that replaces the plasma rifle and BFG, so to play those maps with plasma rifle and BFG available you would need to make a modified version of id1.wad without its DEHACKED lump, and then you may need to edit the maps to replace the plasma ammo, plasma rifle, and BFG thing ids with the ids for the incinerator fuel, incinerator, and calamity blade (thing ids for them are here).
AgentME
If you manually load id24res.wad in UZDoom (or if you have Doom 1+2 installed on Steam in which case it auto-loads) then Legacy of Rust's weapons are present and usable through cheats or custom maps alongside the plasma rifle and BFG.
AgentME
I've played Doom since I was a kid and I've always disliked most of the vanilla maps beyond episode 1. Doom was always about the custom maps and mods for me.
If you're doing a tour of classic games or early shooters, I'd highly recommend trying Duke Nukem 3D next. It was the next major shooter, and it has a very similar engine and gameplay style but a very different approach to level design. There's a large overlap in fanbases.
AgentME
That change is because of 2.0, not the Space Age DLC. Someone that starts on 2.0+ and later gets Space Age won't have this problem.
AgentME
It's cool to see a new model that can play a game in real time like this. The recent demonstration of Portal 2 being beat by GPT-6 was very stop-and-go: it was using a mod to remove the sliding mechanics and to auto-pause the game each time the LLM was planning its next move.
AgentME
The map was pretty neat. The only issue I noticed was that the inner walls along the doors had their textures pegged to the ceiling (which is the default) instead of the floor, causing the texture to slide as the door opened or closed.
AgentME
Yeah I don't think people get how *average* Coxon's position is among AI researchers at OpenAI and Anthropic. Coxon is only unusual for quitting with a public statement about it. See the AI Impacts surveys (paper, twitter thread).
AgentME
I think it's worthwhile to bring up here that most people who do coding use AI. (Just about every regular survey of software developers shows this.) It's a tool that many professionals use in a lot of situations. Using it doesn't necessarily mean someone is in favor of all other uses of it or things the companies have done any more than most people's use of Google or Apple means they wholly defend those companies.
AgentME
I helped push a large work codebase to move from JS to Flow, and then years later helped push the same codebase to move from Flow to Typescript. The only reason we picked Flow originally was because it worked with Babel and React while Typescript didn't, but Typescript added great support for both of those shortly later. I would not recommend Flow today.
Flow became very slow for us to even do incremental type-checking as we used it in more of our codebase. Its support for deeper automatic type inference than Typescript (like that you didn't need to annotate function parameter types) was a tiny convenience while writing code, but it was not at all worth the slow type-checking speed and the confusing errors it could cause. (If you have a function with inferred type parameters which passes an argument on to another function with inferred type parameters, and you call it with the wrong object type, the type error you get will be located where the object is using in the inner function, not on the line you just made the mistake in or in the function you were calling! And now imagine that type error only showing up in your editor 30 seconds after you made the mistake, so you're not even sure where you went wrong.)
Practically no libraries include their own Flow types. At least when I used Flow, there wasn't even any officially recommended way to publish an npm package from Flow source with the Flow type definitions included. I think I might be one of very few people who bothered publishing libraries with built-in Flow type definitions, and I had to make my own utility (flow-copy-source) to do it automatically from Flow source. I have since given up on including Flow types in published libraries.
Flow didn't have the React features linked by OP at the time I used it, but honestly those seem like pretty minor quality of life features. Most of the non-syntax parts look like things that are covered by Typescript combined with the standard React ESLint rules.
AgentME
It's both.
AgentME
UZDoom and other ZDoom-based ports are the only ones that support mods that are deeply scripted and interactive like Corruption Cards. Other ports aren't built to support that kind of thing at all.
I am really glad I read this because it was not obvious to me! It just says it "resets your skills to a lower rank", so I assumed it would just wipe away like 50% at most. I was considering using it to make a minor tweak to my traits.