Yes, but post training cannot possibly account for all possible use cases. Sane defaults are fine, you can't really do much about sampling parameters in chatbots and coding harnesses anyway. And when making an API call, you have to actively change the parameter in your payload. I don't believe there's any real risk.
Ssh server doesn't make sense for an iPhone. How would that even work? It wouldn't be able to do anything or be a worse experience than something properly designed for the user rather than trying to force a 50 year old computing model onto a phone.
You say this matter of factly and yet I've seen countless people talk about using termux more than a desktop shell.
Maybe iPhone is different but most phones you can connect a keyboard to, making the shell pretty usable. Not my cup of tea but I have tried it. I'm still holding out on the dream that a good Linux phone might exist one day.
Then why does the creator keep complaining that the maintainers he onboards keep getting poached by AI companies. It seems more like it is scaling too well.
>They are also not consuming new AI music to be able to develop influences and synthesize new ideas.
If not they most definitely are listening to other music that influences them. If you have proof that such a producer listens to 0 music feel free to share it.
They're describing the "music" that's churned out almost entirely hands off to siphon royalties. Even the creator isn't listening to 100% of what they're uploading, it's spam that can be produced in massive quantities and can overwhelm a platform if left unchecked (as the article describes, AI music is 1-3% of actual listens by users but 44% of uploads).
Actual artists who need years to create a few hours of handcrafted content don't have a chance in an environment where hundreds of hours of slop can be generated in less than a day for a few hundred bucks. Platforms like Deezer recognize they need to address that imbalance somehow or they'll eventually lose their high quality contributors in a vicious cycle if it becomes impossible to compete.
If history is a lesson (of going from lower level to higher level programming languages), the exact opposite will happen: there'll just be so much stuff out there that any eventual gain in efficiency will be dwarfed in the grand scheme of things.
>if they do not dump the ROM from their own cartridge
That is a common myth. It can even be more illegal in the case of DS games as you also break the DMCA by circumventing the DS's protection scheme of their games.
(i) Video games in the form of computer programs embodied in physical
or downloaded formats that have been lawfully acquired as complete
games, when the copyright owner or its authorized representative has
ceased to provide access to an external computer server necessary to
facilitate an authentication process to enable gameplay, solely for the
purpose of:
(A) Permitting access to the video game to allow copying and
modification of the computer program to restore access to the game for
personal, local gameplay on a personal computer or video game console;
or
(B) Permitting access to the video game to allow copying and
modification of the computer program to restore access to the game on a
personal computer or video game console when necessary to allow
preservation of the game in a playable form by an eligible library,
archives, or museum, where such activities are carried out without any
purpose of direct or indirect commercial advantage and the video game
is not distributed or made available outside of the physical premises of
the eligible library, archives, or museum.
It's a bit of a stretch, but one that would be enough of a headache that it wouldn't be worth pursuing against a particularly stubborn person.
No many hit games started as mods. League of Legends is the one that immediately jumps to mind, but I know there are many more coming from Quake and Doom mods etc.
League's Wikipedia page describes it as "inspired by Defense of the Ancients, a custom map for Warcraft III." I believe they also hired some of the core Dota devs to work on League. I guess if you want to be pedantic it was a custom map, but that was more a consequence of WC3 lacking support for mods. They ended up having to work around a lot of limitations to make Dota work in the custom map framework.
They hired a former dev, guinsoo. At the time when LoL was announced dota was being developed by icefrog for a few good solid years already. Most of dota's popularity happened during icefrog's years. Icefrog later joined valve and helped create Dora 2.
These games used the GoldSrc engine. Any game built on this engine gets called a mod. But this is not what most people actually think of when people are talking about mods. Rust is not a mod of Unity. These are game engines that people built a game using.
>DotA
This was a custom map. Not a mod.
>LoL, HoN
These were built on in house game engines and were not a mod.
Counter-strike was definitively a mod, you had to install it in the same folder as Half-Life and start it with 'hl.exe -game cstrike'. It became a standalone game later with the retail release.
Calling DotA just a custom map is a bit of a stretch. That was merely the packaging. These "custom maps" had various scripting capabilities that made them more than just some terrain.
Also custom maps are mods by definitions anyways, with the exception of games where the creation of maps is a component of gameplay.
I mean, to those who played them, 'custom map' is basically just a term of art indicating the things you said. In the parlance of the mid-2000s WC3 scene, you would call them custom games or custom maps.
Or, if you were slightly older, you might call them UMS, as they were in Starcraft. Short for "Use Map Settings", indicating that the game logic should come from the scripts and triggers in the map file rather than the built-in logic for ladder games.
They all started out as mods to games. DotA specifically was a Warcraft 3 mod and ended up making Blizzard change their stance on such things because they lost such a massive IP to a different company. PUBG started as an Arma 2 mod and TF was a Quake mod. All the mendioned games effectively have their origins in mods for other games and likely wouldn't exist (at least in the form they are today) if that weren't for that, is what they presumably were indicating.
It was a "hit game" while it was still a mod. They were able to find investment to graduate to a standalone game because they already had a player base in the tens of thousands.
Rocket League was a sequel to Super Sonic Rocket Powered Battle Cars which was a totally new game but born from the studio building VehicleMod for Unreal Tournament.
We're talking about hit games created specifically as a sequel to a hit mod of another game, and communication to the community of the hit mod that this is where the developers are going, and that they should move to the standalone game if they want to thank the developers for all that unpaid work they did on the mod over the years.
Were you using the AppImage / Flatpak of it? Backwards policies of Linux distros that allow them to randomly change the dependencies of kdenlive made it unstable since they were using bad versions of dependencies with it.
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