The mod has been consistently going since 2005, so they’ve had a lot of time to build up assets! There’s a lot of snazzy new features, but everything still aims to integrate with Freelancer’s original setting and lore. Mixed success, but it works more often than not. There’s a community Discord if you wanted to take a look around or ask questions.
Do you know where that link happened to be? I’m wondering if it could be dredged up with the Wayback machine.
We’ve got a Discord server if you want to drop by and take a look around. :)
Yep! Discovery alone has been going since 2006, and has had a 24/7 multiplayer server running consistently that entire time (barring minor outages from faults and attacks). Pretty incredible really.
I also don’t like thinking about it because I first registered an account on their forum in 2007… really puts the inexorable march of time into perspective.
You can host your own server too, although there’s a few steps you need to follow to get FLServer working properly. There’s instructions on the Discovery forums for that.
That’s a hell of a nostalgia trip. Freelancer is probably my all time favourite game, and I had literally a decade of fond memories of Disco before I eventually drifted off.
What’s it looking like these days? The pop count and surviving factions were looking a little sad the last time I checked in a year or two ago.
The two YouTube links from Haelian in my summary set up the context for why this is really hard, and then commentary on the actual run itself.
Those last few seconds were absolutely hair-raising, even if we already knew how it was going to end!
See you in 200 hours, enjoy!
Also, if you’re playing for the first time maybe don’t watch those videos until you’ve completed at least one run for spoiler reasons.
since C2PA relies on creators to opt in, the protocol doesn’t really address the problem of bad actors using AI-generated content. And it’s not yet clear just how helpful the provision of metadata will be when it comes to media fluency of the public. Provenance labels do not necessarily mention whether the content is true or accurate.
Interesting approach, but I can’t help but feel the actual utility is fairly limited. For example, I could see it being useful for large corporate creative studios that have contractual / union agreements that govern AI content usage.
If they’re using enterprise tools that build in C2PA, it’d give them a metadata audit trail showing exactly when and where AI was used.
That’s completely useless in the context where AI content flagging is most useful though. As the quote says, this provenance data is applied at the point of creation, and in a world where there are open source branches of generation models, there’s no way to ensure provenance tagging is built in.
This technology is most needed to combat AI powered misinformation campaigns, when that is the use case this is least able to address.
Data Protection shouldn’t be a relevant issue - at least not in the sense that it forcss them to delete accounts. When you process data under the GDPR, you have to identify a lawful basis.
I assume that transactions through the eStore would be handled under the contract basis, with the hosting of the game in the library forming part of the contractual relationship. That would enable them to maintain an account for as long as the contractual relationship persisted.
That basically means GDPR doesn’t force them to close an account, they close an account based on their policies because they choose to. That’ll be based on their T&Cs, so things will fundamentally circle back to whether their T&Cs are legitimate and lawful.
It is possible that a data subject could potentially raise a claim for damages under the GDPR, on the grounds that the deletion of their account is a breach of contract that amounts to an availability data breach.
Maybe Amnesia: The Bunker is something to look into. I’ve not played it myself yet, but the reviews I saw made it sound like it might meet most of your criteria.
You might want to take a look at Shadows of Doubt. It’s a sci-fi noir game where you’re a private detective in a procedurally generated dystopian city. You’re supposed to solve murders but usually just end up causing more of them.
NPCs have homes, workplaces, acquaintances and routines, and you have the ability to interact with (and disrupt) all of it. It’s an Early Access game so expect jank, but there’s a load of really good let’s plays on YouTube if you want to see if it’s your kind of thing.
Is that a Space Marine Chapel Barracks I see there?
Make rhino and then blow it up with TNT. Take away their metal boxes…
One of my all-time favourites is Freelancer, 2003. Just a really fun arcade space sandbox with an engaging campaign and great multiplayer and modding scene.
Something else that can help with this too:
If you’re using Bing, it can read the web page you’ve got open and use that to inform responses as context.
It can’t read anything that’s gated behind an account like a Google document, but it can read a PDF if you open it in the browser.
Due to that, I created a single document containing setting info, plot hooks, NPC details, session recaps and party details etc.
When prompting Bing I’d ask it to refer to the campaign document and that cut out a lot of the parameters I’d otherwise have needed to repeat at the beginning of each chat otherwise.
It also means it’s got access to a much wider pool of material to iterate on. For example, if I ask it to generate more plot hooks for a particular district in my city-based game, it’d cross reference NPCs and plots from elsewhere in the city, rather than providing a tailored (but generic) output.
Don’t know if you’ve tried this before, but there at a few guides for getting the mod working on Linux. This might help?
https://discoverygc.com/forums/showthread.php?tid=147190