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  • If past support questions showed up in searches, then more users would be able to help themselves and would never need to ask for support, so it wouldn't matter as much what platform it happened on.

    Personally, I think it would be good if support discords were all bridged to matrix spaces (currently doable, but matrix needs locking down more than discord to stop spam as the tools to prevent and remove it are worse) and the matrix history was archived somewhere search engines could index it like mailing list archives are (currently not doable). That approach would let users use what they want without forcing anyone else to, and keeps self help as easy as it was in the days of forums.

  • And yeah, the PETA kills site clearly has an agenda, but their agenda is to try and save animals from PETA’s “love.”

    Their agenda's to make PETA look bad so people don't become vegan or demand higher welfare standards from meat producers, and they can continue selling meat to Americans of such low standards that it would be illegal in the rest of the civilised world.

    You know what no-kill shelters try to do when they don’t have space? Coordinate with local foster programs, coordinate with other shelters to see if they have space. There are other alternatives besides taking in a perfectly healthy animal and dropping it in the euthanasia queue.

    As I said, they can't do that once the foster programs and other shelters are full, too, and then overflow into PETA-run shelters because they're the ones that still have a capability to receive more animals after they're full. There aren't enough shelters to keep every animal in good conditions until it's either adopted or dies of natural causes, and no amount of coordination can magically create extra capacity.

  • It doesn't strengthen your point to link Fox News and the literal website for the smear campaign I mentioned: https://www.sourcewatch.org/index.php?title=PETA_Kills_Animals

    As for PETA putting down lots of animals, that's no secret. It's really easy to get people to donate to a no-kill animal shelter, so there are lots of them. However, when you're a no-kill animal shelter, and you're full of animals you can't kill, or are asked to take an animal that can't be ethically be treated with anything other than euthanasia, you have to turn the animal down, and it ends up wherever will take it. Usually, that ends up being a PETA-run shelter. When a PETA-run shelter is being given all the rejects from everywhere else, it's obviously going to end up putting lots of animals down. It'd be better for PR if they didn't, but less ethical, and they prioritise the ethics above the PR.

    If you look at one of your more reliable sources, the Snopes article, it backs up what I'm saying, and not what you're saying. It corroborates the story from my original post, lists another incident where PETA staff were accused but not convicted, and then discusses that they put down a lot of animals in their shelters, and how it includes healthy animals. The only controversy there is the definition of adoptable - a healthy stray kitten is theoretically adoptable, but if you get ten times as many kittens in a week as you do people wanting to adopt a kitten, 90% of them won't get adopted, and your shelter will get quickly overcrowded if you insist on ignoring that fact.

  • The UK has a high rate of veganism, and part of that is attributed to the fact that the major vegetarian and vegan organisations in the UK generally recommend persuading people by offering them delicious food that is also vegetarian/vegan and saying it's more ethical. On the other hand, the equivalent organisations in the US tend to lean more towards recommending telling people that eating animal products is unethical, and it's difficult to accuse someone of unethical behaviour without being insulting. It also doesn't help that multibillion-dollar organisations have run successful smear campaigns against groups like PETA - everyone's heard of the time they took someone's pet dog and killed it, but most aren't aware that it happened once and gets reported on as if it's news every few months, or that it was an accident as the dog's collar had come off and it was with a group of strays, and got muddled with another dog, so was put down weeks earlier than it was supposed to be, bypassing the waiting period they had specifically to avoid this kind of mistake.

  • 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.

  • 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.

  • Tankies are advocating for the USSR, with any eventual communist utopia being optional.

  • They might be. They're clearly a major shareholder in Boeing.

  • It's a 250W+ part running at around 1V, so it's going to draw a lot of current. Power is supplied via many pins on the back of the CPU, and they're connected to many traces, so it's not putting all that current through just one. It still puts out a lot of heat anyway, which is why modern motherboards have large heat sinks, sometimes with fans, on their VRMs.

  • I just left a game where someone was using the Spear to great effect, although they were finding it a bit of a pain to lock. That's pretty different to completely broken.

  • This kind of mod is always a DLL of some kind, and typically, they'll have you install the DLL to a location that the script extender will load DLLs from automatically (but sometimes they instead use the same name as a Windows DLL and go in the same directory as the game's executable, as when the game tries to load the Windows DLL, it'll try ones in its own directory before System32 and similar folders, then as long as the mod DLL in turn loads the real DLL, everything will still work). When the DLL's loading, it'll either overwrite bits of memory corresponding to functions with its own code, or if it needs to replace the whole function, will swap out the first few instructions with instructions to jump to a mod function instead.

  • If all they do is add more Creation Club content, all that happens is the functions people are hooking end up the same, but at different addresses. After the first few Creation Club updates, tools were made to automate mapping old addresses to new ones, and most script-extender-based mods could be made to work with just an Address Library update, which said which new addresses to use.

    This is not that kind of update. The compiler version and settings used have changed, so functions, even ones that do the same thing, end up with different machine code at different addresses. This means a lot of mods will need making from scratch, and a lot of mods will need lots of work tracking down which functions need hooking now and how to do it even if there's still stuff that's salvageable.

  • There's a pretty extensive API, capable of more than most games that advertise modding support, but it can't do literally everything anyone could think of, so people reverse engineer the game engine to make it possible to do even more things (hence it being called a script extender rather than the modding API). It's the mod reliant on reverse engineering the executable that break, not the ones using the modding API.

  • Fixing the script extender itself won't take that long as it doesn't need to hook that many functions (although depending on how much free time people have and whether there are any surprises, it could still take longer than most people expect). Fixing all the mods that depend on it will take much longer, as between them, they hook lots more functions than the script extender itself, and with this update, it's not just a case of most functions being the same, but at a slightly different address (as was typical with creation club updates, which tools could help with), but instead lots of functions have changed slightly due to using an updated compiler, and lots of functions have been inlined differently (so instead of just existing once, they get copied into every function that uses them, and then optimised differently in each place based on the surrounding code).

  • doggos

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  • You can put magnets near dogs.

  • Since Thatcher, we're not allowed state-owned things, so schools charter a lot of buses.

  • Federation ships explicitly have warp drives in the movie, allowing FTL travel.

  • Purdy Purdy Prisoner is both gay and a rapist, and the two aspects aren't presented as orthogonal.

  • Look at the wheels to check for bogies. A train or tram without bogies will come to a stop. One with bogies will multi-track drift until the tracks get too far apart.

  • The plan at the time was what the film explicitly said. They were devastatingly effective at taking the Tantive IV. They were devastatingly effective at destroying the sandcrawler (to the point that they couldn't disguise it as having been attacked by sand people). They were devastatingly effective at nearly hitting the protagonists enough times that they believed they were being shot at for real, when actually they were just being herded onto a ship with a tracker on it so they'd reveal the location of the rebel base they'd spend the first half the film failing to threaten or torture out of Leia. They were devastatingly effective at destroying the rebel's attack force against the Death Star, and were seconds away from destroying Yavin IV and the rebel base on it when someone used supposedly-extinct space magic to make what the film had previously described as an impossible shot against a tiny target.

    The only time they miss is when the film says they did so on purpose.