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Cake day: October 24th, 2023

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  • I actually felt like the Elder Scrolls games handled this elegantly. The interactable doors could be wonky but also strategic, but for cell changing doors, on today’s hardware you barely even notice the loading screen.

    It felt like it kept each area of the game nice and concise, but also it still felt so connected! Especially with how characters could follow you between cell changes after Morrowind. (SURPRISE, pants-ruining Oblivion guard jumpscare!)



  • A browser based Doom or Quake engine world sim to run around playing with others sounds like such an awesome concept. I’d love that!! And in the 90"s no less. That would’ve been crazy impressive.

    Microsoft and MMOs, man. I remember they were gonna make a really neat online fantasy one for the Xbox and canned it, too.

    That’s such a wild story. Thanks for sharing that with us! I wish they wouldn’t have cold shouldered you like that…

    Here’s how I was imagining that went down the whole time I was reading it lmao. Just for you.



  • Haha that does sound slightly familiar! Like Mario Kart’s Lakatu on steroids. 😂

    Lol okay solved! Colliding with an opening door just yeets an NPC (safely) out of the way.

    Haha there needs to be a “monkey’s paw” community but around what new bugs pop up when someone proposes a fix for a mechanic.


    New bug report: Essential NPC unable to be interacted with because they walk toward the door to greet the player and get clipped through the opposite wall at high speed.

    Sometimes they fall through the map and the game crashes when they reach -9999 meters, other times they die intersecting the wall and it soft locks the main quest.


    Fun story rq: Deus Ex: Human Revolution had the most bizarre bug where, if you talked to a gang before getting the quest to go clear them out, on the second visit one of them would just spawn… like…on the moon, apparently? (A ridiculous distance upwards, not even visible except by objective marker) Made the quest unbeatable until they patched it hahaha.


  • Now we need to decide in the case of collisions if:

    • Doors violently push anyone out of the way, possibly “crushing” them into walls or
    • Force themselves back closed, turning any random NPC / obstacle on the other side into an unbeatable lock or
    • Just trap an unfortunate NPC in a corner on the other side, or
    • If they use the physics system to swing open, in which case they’ll look smooth but possibly bonk the player/actor going through them a few times and could potentially (and comically) insta-kill them if physics is feeling grumpy.

    The frustratingly comedic unintended results of any choice makes for great organic marketing though.

    Gamedev is magical.

    Aside: Know what did this really well though? Resident Evil games after RE:4.

    The ability to “slowly quietly open”, and then at any time decide to violently action-hero kick it open to send a zombie on the other side flying, was genius.


  • extremely good “search engines” or interactive versions of “stack overflow”

    Which is such a decent use of them! I’ve used it on my own hardware a few times just to say “Hey give me a comparison of these things”, or “How would I write a function that does this?” Or “Please explain this more simply…more simply…more simply…”

    I see it as a search engine that connects nodes of concepts together, basically.

    And it’s great for that. And it’s impressive!

    But all the hype monkeys out there are trying to pedestal it like some kind of techno-super-intelligence, completely ignoring what it is good for in favor of “It’ll replace all human coders” fever dreams.



  • Sometimes a bad UX is just bad UX.

    Totally can be! Absolutely!

    Although Blender’s amazingly usable now and has had lots of love in that regard! But it took a LOT of support to get this far.

    Good UX is crazy important.

    I think I’m more irritated at the people who seem to show up in so many FOSS discussions, expect FOSS alternatives to compete 1:1 with their billion-dollar corpo-ware of choice, demand the world of it, offer zero support, and then declare “it sucks and isn’t ready for the real world” because it’s not so perfect that Autodesk and Adobe are like “Well we’ve had a good run, guys.” and give up lol.

    I sympathize because I know where the frustration comes from. They’re sick of their tools being held hostage by interests that constantly seek to screw them! But change requires flexibility, cooperation, and support.

    I think a lot of people just don’t want to say “I want Maya/Photoshop/Excel/Solidworks/Windows/etc…but free and without dark-patterns!” (Don’t we all lol) Because they know that sounds unreasonable (yarr aside lol) , but people tend to get settled and comfortable with whatever got to them first.

    But taking that out on the community isn’t helping anybody.

    Constructive criticism of UI/UX is absolutely essential though, and requires a lot more understanding of how humans interact with things than simply “Well, billion-dollar-ware has always done it this way.” Haha



  • I am sympathetic but also so damn tired of seeing what essentially translates to:

    “Look, [megacorpo] bought out my school’s ecosystem so that’s all I learned. It’s “industry standard”, I can’t believe this FOSS can’t even do this one niche corporate-job feature, therefore it’s objectively terrible / not ready / inferior / useless for job work.”

    Which can usually be further boiled down to:

    “I tried it but it wasn’t a carbon copy of my preferred corpo-ware without any strings attached so it basically sucks.”


  • Great point. I’m a Savage Worlds fanguy myself, and gotta admit it handles these situations quite smoothly, albeit more generally so you add some specific flavor yourself. It has guidelines for how long things take to heal, or if they’re permanent, all that good stuff, without pages and pages of specifics.

    Running a random silly off-the-cuff game to share the system involved an angry monkey bartender who rolled ridiculously high on throwing a poo at one of my players causing a ruckus.

    (A “ha-poo-ken!” , if you will…)

    This caused a roll on the injury table. Oh did we have a laugh when the “injury location” conferred with the dice and came up “Unmentionables.”

    I do like reading through write-ups like these though, because it gives less experienced GMs like me a quick understanding model for gauging levels of severity in specific circumstances, even if I wouldn’t be flipping through something like this during a game.




  • How complex is making a roll-your-own NAS?

    It really depends on what you want out of it. I personally installed ProxMox on an old gaming machine (DDR3 RAM old lol) and have an Open Media Vault virtual machine running on it with access to my ZFS mirrored pair of storage drives.

    Enabling Samba support in Open Media Vault gives you a nice little NAS. I believe it’s okay to install bare metal if you really want to also.

    It also has a nice Docker interface, so although I should probably not bundle services together so tightly, it runs things like Jellyfin for media, Paperless NGX for document storage, and NextCloud AIO for a convenient (if slightly resource-hungry) interface.

    ProxMox lets me do fun things though, like back up the VMs, spin up virtual machines for PiHole ad blocking and Klipper for controlling my 3D printer.

    My most important data gets synced to a subscription to a service called iDrive as my offsite. Pretty affordable for 5TB and my own encryption keys. :)

    I want to stress that I’m not an IT professional or anything either. If you’re reasonably comfortable with Linux and understand some basic networking, I’d say at least getting Proxmox and/or Open Media Vault up and running so you can access it on your home network isn’t too hard.

    Outside of that, and if you want HTTPS and stuff? There’s lots of guides but I would recommend using TailScale instead of opening any ports to the web.

    Sorry if this post was meandering but hope it gave you a little bit to go on! :)