This leaves out the fact that attempting to make a human out of these just results in an abomination (and the ability to do alchemy without a transmutation circle).
This may be tangential, but the interesting thing to me about the Warcraft Wiki is that it serves the lore and API information in great detail and is my go-to resource for those. But when it comes to precise data about the content (e.g. spell data and its coefficients), guides for current content, etc. Wowhead has much more relevant content in greater detail - which is a shame because to me the navigability and discoverability on Wowhead is nowhere near as good as MediaWiki.
My dream is somebody takes the data from Wowhead and ports it into MediaWiki and the community rallies behind keeping that in date, but I know it's a bit of a pipe dream.
One of the best cases of leaving Fandom that I know of is the Runescape wiki mentioned in the article[0]. The community that ran the fandom wiki had buy-in from the creators of Runescape to assist with the transition, help with funding, and eventually direct integration into their games. In a game as information-dense as Runescape, that updates weekly, the wiki is basically a necessity for folks to play efficiently, or to find out how a new update actually works.
Fandom isn't the only bad wiki site though. Fextralife had (has? I haven't kept up) an issue where they were embedding Twitch streams on each page load, which was boosting viewer counts for whatever streamer they decided to embed on every page.
I'd love to see a world where more companies self-host the wiki for their game/TV show/etc, especially given the relatively low cost of deploying and hosting, but I also understand that most companies don't have the motivation to do that as it doesn't always directly impact their bottom line and it can take effort to moderate.
Unless they've moved backwards, that hasn't been doable for a very long time. The client in the past didn't have the information sent to it about things in fog of war. The closest was seeing a skill shot come across your screen and cheats gave an approximate location of where it was launched in fog of war.
I haven't kept up on the current state of cheats, but 10 years ago there were cheats that would automatically last hit minions (necessary to gain gold), automatically path towards your cursor while aiming and targeting your skills, move you out of the way of incoming abilities, all with inhuman reaction times.
There was a motto through the LoL cheating community of "Spacebar to Win", where spacebar was the keybind for unloading all your abilities and trying to kill the opponent. A player with good game knowledge and game sense would be easily able to climb to Challenger (the highest rank bracket).
There was a bot that played as a support champion and with a basic decision tree it reached Silver 2. Someone wrote a neural net algorithm for it instead and it reached Gold 4.
Is there any framework/system that distributes the work across multiple GPUs on different computers over a network (LAN or WAN)? I'm not concerned much about latency or generation time, but would love to train or load up huge models and send jobs to run overnight.
I've used coqui.ai's TTS models[0] and library[1] to great success. I was able to get cloned voice to be rendered in about 80% of the audio clip length, and I believe you can also stream the response. Do note the model license for XTTS, it is one they wrote themselves that has some restrictions.
In my experience, modern entertainment takes too much cognitive load to get up and running. With streaming/on demand, I have to make pointed decisions on what show I'm watching. I don't always want to make a decision right now of what to watch, I just want to watch something that's good enough or fits a certain theme. TV Channel creation programs, like DizqueTV[0] or ErsatzTV[1] have taken the load off, or at least lets me do that cognitive work in advance when making the channels.
You still need some way to get input to swap between these digital channels (I use Plex to surface my shows and schedule), but if you have existing local content it really feels like the "old" way of doing TV. You can even add commercials between episodes if you wanted!
I'm not sure if I'd call this foolproof for a 94-year-old, especially since sometimes the software needs to restart, but it's a step above modern streaming IMO.
I'm a big proponent of having sanity checks that values are populated properly, because all it takes is some misalignment between the backend and frontend on the API definition to break some parameters (name mismatch, added in one not the other, etc.). When I work with latitude and longitude, I typically add a test location/customer/etc. at Null Island so that I (and QA) have a very easy time debugging this particular issue. It's come in handy a few separate times!
Ruffle[0] can be embedded in your website to make flash work in modern browsers. Neopets actually did just this a few days ago[1] to bring back their catalog of old flash games.
So if you can find a way to write Flash (the old tools should still be fine, but I haven't looked too deep) you can leverage it and let folks play today.
> The standard penalty for a violation is $5,000, which is a fraction of the value of the bonus space developers receive from the agreements. For example, the owners of 325 Fifth Avenue have been assessed a total of $54,000 in penalties since 2015. By contrast, the bonus floor area that the developers gained could be worth approximately $80 million if used for residential space, based on 2022 sales prices provided by Jonathan J. Miller, a New York City real estate appraiser.
When the penalty is this much lower than the benefit, it's just the cost of doing business. I wonder if this same problem would happen if the fine was scaled to better reflect the increase in value.
I recently installed Clone Hero, with my only PC Guitar Hero-like experience being Frets on Fire probably 15 years ago, and I was blown away by how it felt exactly like Guitar Hero.
FoF felt so clunky whereas Clone Hero is a delight. It handled high FPS well, the song interface looked exactly like Guitar Hero, and the customizability is the icing on top. The community has ported over basically every song from every Rock Band or Guitar Hero game, so there's more than enough content. Clone Hero was so smooth I bought a wireless receiver to use my old Rock Band drums and play with my wife. It's a blast!
I don't know that it's a great plan to do a blogpost and in-app notification as the first round of reminders and email on the day of the change. Both the blogpost and in-app notification requires you to explicitly go on GitLab and see there's a problem. Maybe there's a reason to avoid it, but emailing from the get-go seems like it is the right move for transparency and not rug-pulling.
Hey there! I'm a mid-level developer with experience in full stack development, GDPR compliance, SaaS, and getting scrappy PoCs off the ground. Outside of work, I'm interested in environmentally friendly agriculture and the emergent behaviors in MMOs.
I'd love to work on sustainable and ethical projects which improve the lives of everyday people. I'm available for contracting work, part time positions, or full time positions.