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Cake day: September 14th, 2025

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  • I’ve never played either the original or the remastered version of Oblivion. I got into Bethesda games via the Fallout series rather than the Elder Scrolls series.

    I think I did see a friend, who was a big fan of Daggerfall, play that. And I went back and played Morrowind with the open-source GemRB engine. But I never did Oblivion.

    EDIT: Sorry, via the open-source OpenMW engine. GemRB was for the Infinity Engine, and I also did those games.

    EDIT2: I’ve also never played Elder Scrolls Online, as I wasn’t really interested in an online experience. I did play Fallout 76, which is online, but that was only because Fallout 5 wasn’t coming out any time soon, and the most that was going to be available for a long time was Fallout 76.



  • Scrap metal was commonly used as a raw material by PMT, according to the Indonesian outlet Antara News. It’s unclear how it may have become contaminated with cesium-137. Biegalski, whose area of expertise includes nuclear forensics, told CR that the “easiest explanation” is that a medical or industrial device containing cesium-137 was inadvertently reprocessed as scrap metal

    https://en.wikipedia.org/wiki/Goiânia_accident

    The Goiânia accident [ɡoˈjɐ̃njə] was a radioactive contamination accident that occurred on September 13, 1987, in Goiânia, Goiás, Brazil, after an unsecured radiotherapy source was stolen from an abandoned hospital site in the city. It was subsequently handled by many people, resulting in four deaths. About 112,000 people were examined for radioactive contamination and 249 of them were found to have been contaminated.[1][2]

    The radiation source in the Goiânia accident was a small capsule containing about 93 grams (3.3 oz) of highly radioactive caesium chloride (a caesium salt) made with the radioactive isotope caesium-137, and encased in a shielding canister made of lead and steel.

    On September 13, 1987, the guard tasked with protecting the site did not show up for work. Roberto dos Santos Alves and Wagner Mota Pereira illegally entered the partially demolished IGR site.[7] They partially disassembled the teletherapy unit and placed the source assembly in a wheelbarrow to later take to Roberto’s home. They thought they might get some scrap value for the unit.[1]

    https://en.wikipedia.org/wiki/Ciudad_Juárez_cobalt-60_contamination_incident

    A radioactive contamination incident occurred in 1984 in Ciudad Juárez, Mexico, originating from a radiation therapy unit purchased by a private medical company and subsequently dismantled for lack of personnel to operate it. The radioactive material, cobalt-60, ended up in a junkyard, where it was sold to foundries that inadvertently melted it with other metals and produced about 6,000 tons of contaminated rebar.[1] These were distributed in 17 Mexican states and several cities in the United States. It is estimated that 4,000 people were exposed to radiation as a result of this incident.[1]

    Detection of radioactive material

    On January 16, 1984, a radiation detector at Los Alamos National Laboratory in the U.S. state of New Mexico detected the presence of radioactivity in the vicinity. The detector went on because a truck carrying rebar produced by Achisa had taken an accidental detour and passed through the entrance and exit gate of the laboratory’s LAMPF technical area.

    https://en.wikipedia.org/wiki/Samut_Prakan_radiation_accident

    A radiation accident occurred in Samut Prakan Province, Thailand in January–February 2000. The accident happened when an insecurely stored unlicensed cobalt-60 radiation source was recovered by scrap metal collectors who, together with a scrapyard worker, subsequently dismantled the container, unknowingly exposing themselves and others nearby to ionizing radiation. Over the following weeks, those exposed developed symptoms of radiation sickness and eventually sought medical attention. The Office of Atomic Energy for Peace (OAEP), Thailand’s nuclear regulatory agency, was notified when doctors came to suspect radiation injury, some 17 days after the initial exposure. The OAEP sent an emergency response team to locate and contain the radiation source, which was estimated to have an activity of 15.7 terabecquerels (420 Ci), and was eventually traced to its owner. Investigations found failure to ensure secure storage of the radiation source to be the root cause of the accident, which resulted in ten people being hospitalized for radiation injury, three of whom died, as well as the potentially significant exposure of 1,872 people.[1]

    https://en.wikipedia.org/wiki/Theft_of_radioactive_material_in_Tammiku

    The theft of radioactive material in Tammiku, often called the Tammiku nuclear accident, took place in 1994. Three brothers in Tammiku, Männiku, Saku Parish (Harju County), Estonia, who were scrap metal scavengers, entered a fenced area in the woods and broke into a small shed that was seemingly abandoned (after having had no success with entering a larger building inside the area), with stairs leading to an underground hall. The brothers did not know that the buildings were nuclear waste storage facilities (although there were signs at the gate, they did not see them because they had climbed over the fence elsewhere). One of the brothers, Ivan, suffered a crush injury when a drum fell onto him. The brothers placed some pieces of metal into their pockets and went home, planning to return later. Ivan placed a metal cylinder in his pocket, not knowing that it was a strong caesium-137 radioactive source that was released from a container broken by the falling drum.[1] He received a 4,000 rad whole-body dose and died 12 days later.[2] Only after Ivan’s family’s dog died, and Ivan’s stepson showed radiation burn of his hands (as a result of briefly touching the cylinder), was the cause of Ivan’s death identified. The delay in information was due to the brothers’ reluctance to admitting to the break-in.[3]

    While we’ve often — not always — managed to label radiation sources, in general, people scrapping metal stuff, often stealing it, haven’t done the best job of understanding or following related rules.


  • The pharmaceutical variant has a strictly controlled presence of DEG, if any, unlike the cheaper commercial kind, which has far higher levels of the compound, making it unfit for human consumption. Manufacturers, knowingly or unknowingly, use commercial-grade PG when making cough syrups to cut costs.

    Known as the “pharmacy of the world”, India accounted for 3 per cent of the world’s total pharmaceutical exports in 2023. It is particularly known for exporting affordable drugs, especially to Africa and other developing regions.

    In May 2023, following the scandals abroad, the CDSCO mandated a testing protocol for cough syrups in designated Indian laboratories before export.

    But no such testing was mandated for the domestic market, which has many small manufacturers producing low-cost medicines. It has now asked all state governments to submit a list of cough syrup manufacturers, while initiating a joint audit of these companies.

    The failure to prevent repeated cough syrup scandals has also brought up a whiff of alleged corruption. Mr Sukesh Khajuria, a public health activist who has been helping families of the 2019-20 victims in and around Jammu seek justice, alleged that the Indian government had failed to rein in corruption within the country’s drug regulatory set-up.

    “Pharma companies have hidden partnerships with the party in power,” he claimed.

    A 2024 report published on Scroll, an Indian online news website, said that 35 pharmaceutical companies in India had contributed nearly 10 billion rupees (S$146.4 million) to political parties. Of these, at least seven companies were being investigated for poor-quality drugs when they made their contributions.

    Well. If the state doesn’t fix it from a licensing side, I guess it’d be possible for a company to fill the gap. Like, certify drug manufacturers.

    The difference between certification and licensing is that a certifier can’t prohibit a company from doing business if it isn’t certified. But…it does mean that a purchaser, at least as long as they know what certification to look for, can look for a given certification.

    You can make a certification company that places any restrictions it wants to certify a product or company, so that eliminates roadblocks to getting that side of things moving. 'course, the certifier has to build reputation for the certification to mean much.


  • The tech could represent the end of visual fact — the idea that video could serve as an objective record of reality — as we know it.

    We already declared that with the advent of photoshop.

    I think that this is “video” as in “moving images”. Photoshop isn’t a fantastic tool for fabricating video (though, given enough time and expense, I suppose that it’d be theoretically possible to do it, frame-by-frame). In the past, the limitations of software have made it much harder to doctor up — not impossible, as Hollywood creates imaginary worlds, but much harder, more expensive, and requiring more expertise — to falsify a video of someone than a single still image of them.

    I don’t think that this is the “end of truth”. There was a world before photography and audio recordings. We had ways of dealing with that. Like, we’d have reputable organizations whose role it was to send someone to various events to attest to them, and place their reputation at stake. We can, if need be, return to that.

    And it may very well be that we can create new forms of recording that are more-difficult to falsify. A while back, to help deal with widespread printing technology making counterfeiting easier, we rolled out holographic images, for example.

    I can imagine an Internet-connected camera — as on a cell phone — that sends a hash of the image to a trusted server and obtains a timestamped, cryptographic signature. That doesn’t stop before-the-fact forgeries, but it does deal with things that are fabricated after-the-fact, stuff like this:

    https://en.wikipedia.org/wiki/Tourist_guy


  • I don’t see any official announcement of cancellation, but honestly, between its development not going well:

    https://en.wikipedia.org/wiki/Beyond_Good_and_Evil_2

    The game was originally announced at Ubidays 2008, with almost a decade of silence before being re-revealed at Ubisoft’s E3 2017 conference, although no release window or target platforms have been mentioned.

    Its development was characterized in the media by uncertainty, doubt, and rumors about the game’s future, and has been referred to as vaporware by industry figures such as Jason Schreier due to its lengthy development and lack of a release date.[1] In 2022, Beyond Good and Evil 2 broke the record held by Duke Nukem Forever (2011) for the longest development period of a AAA video game, at more than 15 years. In 2023, the creative director, Emile Morel, died suddenly at age 40.

    And Ubisoft as a whole having problems recently:

    https://en.wikipedia.org/wiki/Ubisoft

    Financial concerns and reorganization (2023–present)

    Citing disappointing financial results in the previous quarter, Ubisoft cancelled another three previously unannounced games in January 2023.[86] In an email to staff, Yves Guillemot told employees to take responsibility for the company’s forthcoming projects, asking that “each of you be especially careful and strategic with your spending and initiatives, to ensure we’re being as efficient and lean as possible”, while also saying that “The ball is in your court to deliver this line-up on time and at the expected level of quality, and show everyone what we are capable of achieving.”[87][88] Union workers at Ubisoft Paris took issue with this message, calling for a strike and demanding higher salaries and improved working conditions.[89]

    In August 2023, Ubisoft announced that it had reached a 15-year agreement with Microsoft to license the cloud gaming rights to Activision Blizzard titles; this came as part of efforts by Microsoft to receive approval from the UK Competition and Markets Authority (CMA) for its acquisition of Activision Blizzard. The agreement would allow Activision Blizzard games to appear on Ubisoft+, and allow Ubisoft to sublicense the cloud gaming rights for the games to third-parties.[90][91]

    As part of a cost reduction plan, Ubisoft reduced its number of employees from 20,279 in 2022 to 19,410 in September 2023.[92] In November 2023, Ubisoft laid off 124 employees from its VFX and IT teams.[93] In March 2024, Ubisoft laid off 45 employees from its publishing teams.[94] Another 45 employees were cut between its San Francisco and Cary, North Carolina offices in August 2024.[95] By the end of September 2024, Ubisoft had reduced its number of employees to 18,666.[96]

    In 2024, Ubisoft released multiple games that experienced underperforming sales and declining playerbases post-launch, which included Avatar: Frontiers of Pandora, Skull and Bones, XDefiant, and Star Wars Outlaws, causing its stock to fall to nearly its lowest levels in the previous decade.[97] As a result, the company announced they were launching an investigation of their development cycles to focus on a “player-centric approach”, and opted to delay its next major flagship game, Assassin’s Creed Shadows, from November 2024 to February 2025.[98]

    On 16 October 2024, over 700 Ubisoft employees in France began a three-day strike, protesting the company’s requirement to return to the office three days a week. The strike, organized by the STJV union, involved Ubisoft’s offices in Paris, Montpellier, Lyon, and Annecy. Workers expressed dissatisfaction over a lack of flexibility, salary increases, and profit-sharing, which they believe the company has ignored. Ubisoft has yet to address the union’s concerns.[99]

    In December 2024, Ubisoft announced that their free-to-play game XDefiant would be shutting down in June 2025, less than a year after its initial release.[100] They also announced that its lead development studio Ubisoft San Francisco, and Ubisoft Osaka, were to close, resulting in up to 277 employees being laid off.[101]

    In January 2025, Ubisoft closed the Ubisoft Leamington studio and downsized several other studios, resulting in up to 185 staff being laid off as part of ongoing cost-cutting measures.[102][103]

    Around September 2024, one of Ubisoft’s shareholders, AJ Investments, stated they were seeking to have the company purchased by a private equity firm and would push out the Guillemot family and Tencent from ownership of the company.[104] Bloomberg News reported in October 2024 that the Guillemots and Tencent were considering this and other alternatives to shift ownership of the company in light of the recent poor financial performance.[105] Later reports in December 2024 suggested that Tencent was seeking to capture a majority stake in Ubisoft and take the company private, while still giving the Guillemot family control of Ubisoft.[106] In January 2025, it was reported that the Guillemots had also considered carving out certain Ubisoft assets into a new subsidiary, which would allow Tencent to make targeted investments to increase the company’s overall value.[107] Ubisoft announced this subsidiary on 27 March 2025, devoted to its flagship Assassin’s Creed, Far Cry, and Rainbow Six franchises; the subsidiary will consist of the franchises’ assets and development teams, and have dedicated leadership. Tencent will make a €1.16 billion investment in the new subsidiary, giving it a 25% stake at a valuation of €4 billion; the value of this subsidiary is larger than the current valuation of Ubisoft, which is based on Tencent’s belief that these properties are undervalued. Ubisoft stated that the subsidiary would “focus on building game ecosystems designed to become truly evergreen and multi-platform”.[108][109][110] The new subsidiary, Vantage Studios, was unveiled in October 2025,[111] with Christophe Derennes and Charlie Guillemot to be co-CEOs.[112] With its financial quarterly report on July 2025, Ubisoft stated that it will reorganize into “creative houses” that will “enhance quality, focus, autonomy and accountability while fostering closer connections with players”, with the previously announced Tencent-backed subsidiary as an example of such a division.[113] At the end of August, Ubisoft sold the rights to five of their titles, including Grow Home and Cold Fear, to Atari SA.[114]

    …my bet would be against it coming out. Or, even if it does…I mean, people who wanted the game want it because the original Beyond Good and Evil was a solid game. That first game came out in 2003, 22 years back. That’s a long gap in time, technology, and people. Someone could probably sit down and try to come up with a list of examples where you had one very successful game in a series and another that far down the road, and my guess is that in most cases, the next game doesn’t live up to the original.

    tries to think of an example where someone’s managed something like this

    I like Carrier Command 2. That came out 33 years after Carrier Command, though it certainly didn’t meet with the same level of relative success, and there was an (unsuccessful) remake of the original between the two releases.




  • As much as I hate the idea of remastering all their games instead of just making another fucking game,

    I would pretty happily buy the 3D Fallout games remastered for the Starfield engine. Higher texture resolution. Use some of the features that were added to their engine in the years subsequent to release. Capable of being rendered at frame rates that modern monitors can display. Eliminate some of the weird ragdoll stuff they used to have. Modders have improved the models a lot, and I’m sure that that’s doable. Another popular change for Skyrim modders was doing things like opening up the world (because you didn’t need to load towns separately from the outside world on modern computers), adding more foliage and other things that computers couldn’t handle back at release, adding modern shader effects, and all that.

    I mean, sure, I’d also like to have Fallout 5, but I suspect that the cost of doing a remaster is a lot less than a new game, and the earlier games are getting old enough that they’re kinda hard to recommend. I mean, if they release Fallout 5 in the early 2030s, the last game in the mainline series will be Fallout 4, 2015, and before that, Fallout: New Vegas from 2010 and Fallout 3 from 2008. That’ll be a huge gap, if you hope to get players to play the series. If you rewind a comparable 15 years from Fallout 3, you’re at 1993. That’s the original Doom release. That’s a pretty enormous gap.

    Skyrim got the LE->SE (well, and AE) path, so it got updated to be more-playable over the years. The Fallout games are still running on the old stuff.



  • That depends on how you define the web

    Wikipedia:

    https://en.wikipedia.org/wiki/Gopher_(protocol)

    The Gopher protocol (/ˈɡoʊfər/ ⓘ) is a communication protocol designed for distributing, searching, and retrieving documents in Internet Protocol networks. The design of the Gopher protocol and user interface is menu-driven, and presented an alternative to the World Wide Web in its early stages, but ultimately fell into disfavor, yielding to Hypertext Transfer Protocol (HTTP). The Gopher ecosystem is often regarded as the effective predecessor of the World Wide Web.[1]

    gopher.floodgap.com is one of the last running Gopher servers, was the one that I usually used as a starting point when firing up a gopher client. It has a Web gateway up:

    https://gopher.floodgap.com/gopher/

    Gopher is a well-known information access protocol that predates the World Wide Web, developed at the University of Minnesota during the early 1990s. What is Gopher? (Gopher-hosted, via the Public Proxy)

    This proxy is for Gopher resources only – using it to access websites won’t work and is logged!



  • tal@olio.cafetoTechnology@lemmy.worldThe Web is Going to Die
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    6 days ago

    How many of you out there are browsing the web using Gofer?

    Gopher predated the Web.

    I do agree that there have been pretty major changes in the way websites worked, though. I’m not hand-coding pages using a very light, Markdown-like syntax with <em></em>, <a href=""></a>, and <h1></h1> anymore, for example.



  • There are some existing video games that incorporate LLMs or diffusion models. So in one sense, that’s probably very doable.

    But I think that it’s probably going to be a slow process. There are probably going to be dead ends. I kind of suspect that early games, even if they’re technically-novel, probably will suffer the same problems that past video games did before they matured. End of the day, a video game needs to be fun, and just throwing a new technology like a powerful graphics card or a fancy natural-language parser or whatever at it doesn’t get you to that fun game. I think that it’s going to take quite some years of game developers iterating to incorporate generative AI stuff well.

    That being said, there are some things I’d like to see tried.

    • My guess is that it’s probably possible to create to develop some sort of social-media-based video game that generates a choose-your-own-adventure style video game, remembering story branches generated by other users to take advantage of human-assisted creation, and trying to show “top” story forks. Like, make the bar low, use voting or link tracking or something to determine what story branches people like, and show those.

    • I’d like to see some kind of system for tracking world state that isn’t purely based on having an LLM look at the entire preceding text for context. That’s a pretty inefficient way to store world state, and implementing game logic at the LLM level is, I think, going to be problematic. Think of something like, oh, a game system like Inform/TADS/glulx-based interactive fiction. You have objects and properties and a game engine that handles tracking them and their interactions. But you try to get an LLM to generate text for those objects.

    • There are some games that use diffusion models, either statically or at runtime, to generate illustrations, where the number of permutations would be impractical for a human artist. The ones I’ve seen have been adult-oriented; I don’t know how the field has developed, and there may well be a lot more out there now.

    • One thing that I think could be done today is to start using procedurally-generated voices. Generative AI can do pretty decent voice synthesis. Video games are good at doing procedurally-generated text, but if you do that, you don’t get voice audio. That’s not really a game genre, but it’s a way in which one could provide some neat added functionality. I think that to really take advantage of this, there’d need to be a training corpus of text annotated with emotional information and such, but I’ve seen people doing this in a usable form for game mods.





  • I don’t see why it would need to be affected.

    The constraint to require a valid signing isn’t something imposed by the license on the Android code. If you want to distribute a version of Android that doesn’t check for a registered signature, that should work fine.

    I mean, the Graphene guys could impose that constraint. But they don’t have to do so.

    I think that there’s a larger issue of practicality, though. Stuff like F-Droid works in part because you don’t need to install an alternative firmware on your phone — it’s not hard to install an alternate app store with the stock firmware. If suddenly using a package from a developer that isn’t registered with Google requires installing an alternate firmware, that’s going to severely limit the potential userbase for that package.

    Even if you can handle installing the alternate firmware, a lot of developers probably just aren’t going to bother trying to develop software without being registered.