• 12 Posts
  • 24 Comments
Joined 1 month ago
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Cake day: February 27th, 2026

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  • That’s fair, although there was more stuff in the levels of the second half (but you’re right, even then the only thing you could really interact with were doors).

    Try to do Portal 1 in a forest setting, or in a detailed medieval city centre environment. That kind of design language would completely fall apart.

    Of course. Their design was very fitting for the kind of games they were, and different games would need something different to guide players :)

    I haven’t played through them, but I believe the Half-Life games had a greater variety of environments?


  • Very fitting ending for this discussion too, as I think its message was something like “our destination is wherever we end up” (with Stanley and the narrator making up their own story, with no regards to what the game™ had planned for them).

    It was also called the confusion ending :)

    quote

    “Wouldn’t wherever we end up be our destination, even if there’s no story there? Or, put in another way, is a story with no destination still a story? Simply by the act of moving forward, are we implying a story such that a destination is inevitably conjured into being via the very manifestation of life itself—”

    “So we know that each door has to lead somewhere, which means that somewhere at the place where we’re trying to go, there must be a reverse door that leads here! And that in turn means that our destination corresponds with the counter-inverted reverse door’s origin. So, starting from the right, let us ask – will taking the right door lead us to where we’re going? And since the answer is clearly yes, that means the door on the right must be the correct one. Another victory for logic. Onwards, Stanley! To destiny!”

    I love these quotes.


  • The Portal games were really good at this. Using the environment to guide the player where they needed to go and then they used lighting to show what you should look at.

    Portal 1 did have some red arrows and “this way” signs on the walls, but that actually made sense because there was someone helping the player character out.



















  • The information returned by whois depends on the registry. For example, most registries for European TLDs basically just show whether the domain is registered (I say “most” because I’m not sure whether it’s actually all or if there are exceptions, but I know .de is like this). In that case, there aren’t even “whois privacy” services available from registrars. For TLDs from other countries or gTLDs, this might vary.

    In either case, do note what the other comment says. Whois is not the only way to identify who runs a service.

    it returns a lot of information such as registrar name, abuse contact, creation date… even though i paid extra for “whois privacy.”

    If you didn’t pay for whois privacy, it would most likely return your actual name, email address, phone number, and home address instead. “Whois privacy” just means your registrar inserts their information into these fields instead, and forwards any mail they might get to you.










  • “Following the recent discussion, we have strengthened our safeguards,” [OKA’s] Zimmerman told me. “We are now rolling out a second, independent LLM review step. Translators must run the completed draft through a separate model using a dedicated comparison prompt designed to identify potential discrepancies, omissions, or inaccuracies relative to the source text. Initial findings suggest this is highly effective at detecting potential issues.”

    Ah yes; when LLMs don’t work, just add more LLMs. Genius.

    They say it’s been “highly effective” but somehow, I doubt that.