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Cake day: June 12th, 2023

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  • It’s not so much a loophole as they’d reasonably have expected mods that chopped up voice lines to make new sentences, and mods have been doing that for Bethesda games for years, sometimes with surprisingly effective results, but that’s obviously super time-consuming and not as good as someone just reading aloud, let alone actually acting. Generative AI can suddenly chop up voice lines to make newer ones way faster with next to no effort, and give comparable quality to the original voice actor reading lines aloud, even though it can’t do the acting part.

    It’s no skin off Bethesda’s nose if people use generative AI to voice modded dialogue, but it could be a problem for the voice actors. Wes Johnson’s done voice work for mods before, so mods aren’t operating in a completely separate space to the voice actors who worked on the games. From a quick search, it doesn’t seem like he charged for any of the work he did for mods (one was specifically for a charity fundraiser), but it wouldn’t be immoral of him, or any other voice actor, to take paid commissions for mod dialogue. That’s not as viable if generative AI can compete.

    Anyway, none of this is really relevant to OpenMW specifically - sound files are game content, and we don’t deal with game content



  • It’s a fringe example where it’s legally okay as the Construction Set EULA that you have to agree to to use the original engine’s modding tools grants you the right to make derivative works of the game’s assets (including the sound files) provided it’s only to make mods for Morrowind (and some other restrictions, e.g. not charging any money). For nearly any other game, no one’s granted you that right, so it’s not legal, but any other kind of modding that requires you to make things based off the game’s original files and distribute them wouldn’t be legal either.

    Morally, it’s dicey as a modern voice actor contract would either have a clause about being unable to use the recordings to train voice synthesis, or charge more for the privilege, so the voice actors for Morrowind signed a right away that they didn’t intend to because their agents failed to realise it was something they could do or predict that it would ever become relevant. No one tricked anyone, but it’s not what would have been agreed to if everyone involved was clairvoyant.



  • If this is Cambridge in the UK, both times I reported a bike theft, they confidently told me that they recover and return most stolen bikes. They absolutely do not recover or return most stolen bikes. Bike theft is so rarely sorted out by the police in Cambridge that nearly no one bothers reporting it as everyone knows their bike is gone forever, even if they parked it in good view of a CCTV camera and the frame was engraved with contact details all over.




  • Once I was tasked with doing QA testing for an app which was planned to initially go live in the states of Georgia and Tenessee. One of the required fields was the user’s legal name. I therefore looked up the laws on baby names in those two states.

    Georgia has simple rules where a child’s forename must be a sequence of the 26 regular Latin letters.

    Tenessee seemed to only require that a child’s name was writable under some writing system, which would imply any unicode code point is permissible.

    At the time, I logged a bug that a hypothetical user born in Tenessee with a name consisting of a single emoji couldn’t enter their legal name. I reckon it would also be legal to call a Tenessee baby 'John '.


  • The vfs of MO2 isn’t the thing that’s hard to port. FUSE would make it fairly straightforward and the main reason USVFS is complicated in the first place is that there’s not a way to make a fast VFS under Windows due to the higher overhead of going back and forth between kernel and user mode, so it has to resort to hooking most of the multitude of functions in the Win32 and NT filesystem APIs instead of just providing about twenty callbacks like you’d do with FUSE.

    A mod manager looks much simpler than it is as it looks like you’re just keeping track of lists of files, but mods come in the most insane packaging formats ever devised (e.g. with mad compression schemes and custom scripting languages) and mod managers need to selectively pretend to have all the bugs of every other mod manager as mods get made that rely on a particular bug in the mod manager their author used.

    MO2 has a particular extra complexity when thinking about porting it to Linux in that it uses Win32 APIs in lots of places it doesn’t really need to, and also does so in a few places where it’s genuinely much more convenient that it does. It also uses a custom build system generator generator because its CMake and dependencies are too complicated for a human to practically deal with, so it would take loads of work to even build a completely unusable binary on Linux. We have people volunteer to do the work a few times a year and read a warning I write that looks like this comment and claim to have the willpower to do it anyway, but none of them have ever submitted a single commit.


  • It also doesn’t help that once you’ve paid the large fee for the Pro version, it doesn’t actually guarantee any support if you encounter a bug. You get access to a different issue tracker, and might get a Unity employee to confirm that the bug exists after a couple of months (and maybe close it as a duplicate, then reopen it as not a duplicate when the fix for the other bug doesn’t help, then reclose it as a duplicate when it turns out the fix for the other bug also doesn’t fix the other bug, and at the end of a multi-month process, there still being a bug with no indication an engineer’s looked at it).

    Anyway, I’m glad to no longer be working for a company that uses Unity.




  • When the internet was becoming a world-changing technology, there weren’t thirty years of websites to keep working and malware to protect from, web standards were far simpler, and a much higher proportion of users were enthusiasts who were excited by anything they could get and didn’t mind if things were rough around the edges. Similarly, two brothers could make the world’s first aircraft that flew under its own power, and yet with the combined might of everyone working for Boeing, people are worried about airliner doors falling off and an eight-day space trip has become an eight-month one. Mature technologies need a lot more effort to build and maintain than emerging ones.





  • AnyOldName3@lemmy.worldtoMemes@lemmy.mlplease
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    8 months ago

    It does ask, but often the Yay, thanks for changing my setting that I didn’t ask you to change button is much more prominent than the Wtf I didn’t ask for this put it back how it was button, so people think they’re being told rather than asked and just confirm it without realising they had a choice. Also, a lot of people just click the Next/OK button without reading and are surprised by the consequences. It’s not a major difference than just changing the setting of people don’t realise they’re being asked to opt in and can therefore opt out, but it is a bit of a difference.



  • I think you’re reading things into my comment that I intentionally didn’t put in it. I’m just making the point that games already don’t get to control the amount of hardship the player experiences because some players start out better than others, and some improve faster than others. If a game has a fixed difficulty level, there’ll always be people who find it easier than the developers intended, and people who’d still be unable to finish it with thousands of hours of practice (and plenty of people will play for ten or twenty hours before deciding they don’t have time to find out if they’d eventually get good enough). On the other hand, if a game’s got several modes, then there’s a good chance a player will pick a difficulty level that’s too easy or hard for them, so it could make the problem worse, but, critically, it wouldn’t be what introduced it in the first place.

    Regarding your point about Animal Farm, it’s a bit more like deciding not to read an encrypted copy of the book. It might be a trivial Caesar cipher that could be easily broken, and you could be reading about some animals being more equal than others in a few seconds, or it could be modern AES that can’t be broken before the heat death of the universe, or it could be anything in between. If you don’t quickly make enough progress to see that you’re actually going to get to read it, then you’ve no way to know whether it’s seemingly insurmountable or literally insurmountable.

    If someone’s saying they don’t have time to get good at Dark Souls, they’re agreeing with you that not everything has to be for everyone, and they’ve decided that Dark Souls isn’t for them. They don’t have to be happy about that, though, especially if they’ve had to pay for the game to find out.


  • AnyOldName3@lemmy.worldtoMemes@lemmy.mlGame difficulty
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    10 months ago

    Different people have different skill levels, so will experience different levels of hardship. Someone who’d played every Dark Souls game ten times (which isn’t that rare) would find Elden Ring much easier than someone who’d never played a soulslike before. If the difficultly could be scaled to normalise for that, then everyone would have a more consistent experience closer to the intended one. It’s probably not remotely practical to achieve that in every case, though.