I take my shitposts very seriously.

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Joined 3 years ago
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Cake day: June 24th, 2023

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  • Bioshock Infinite. I wouldn’t call it bad, but it gets a bad rep for not being the game that Bioshock superfans wanted. I hadn’t been infected by the immersive sim brain worm when I played it and didn’t judge games based on their box-stacking mechanics, nor did I care about how it fit into the lineage of *shock games. Evaluated on its own, It was a fair shooter with great visual style and okay story.

    There are other cheap shot meme games that I enjoyed for how bad they were, like Mystery of the Droods.





  • IIRC, somebody tried to trace the company back to its owners, but the chain ended with a company that is likely Chinese. One of the earliest company-hosted relay servers was also located in China based on its IP address. The company now runs multiple servers on various continents.

    Some people also freaked out when the company started offering paid, binary server images and services that added extra features like a management console, assuming (incorrectly) that they would replace the basic, no-cost, open-source images.


  • RustDesk. It works like TeamViewer: install the client on both machines, have the relative read out the client ID and one-time password over the phone, and you can connect immediately. It has self-hostable server components, but you can use the public relay servers without having to configure anything on the clients. You don’t have to open any ports on the firewall either.







  • The developers themselves are often not the package maintainers. Before a package is published or updated in one of the official Arch repos, it has to be built, tested, and sometimes patched (which is why you see a -1, -2, etc. appended to the package version), in order to work correctly not just on its own but in an Arch system with Arch packages that it is likely to encounter. The process is not as thorough as Debian for example, but it’s still the responsibility of the package maintainer. If the package is still in early development, deprecated (e.g. wine32), an out-of-tree kernel module (e.g. xpadneo-dkms), or is meant to be built from the latest available commit (any number of *-git packages), the AUR is a convenient way to share PKGBUILD files rather than have the user build the software manually based on a readme, if it even includes build instructions. The PKGBUILD is then ingested by makepkg, which both configures the environment and builds the software, and outputs a package that can then be installed and managed by Pacman.

    The caveat is that packages built from the AUR are not vetted by any package maintainers. They can have bugs, they might depend on outdated or no-longer-existent packages, or might contain malware.







  • During development, PUBG’s developers worked closely with Epic for technical support of the Unreal Engine. At the time, Epic was developing a multiplayer sandbox game that focused on building fortifications and area defense. It was a little-known title called Fortnite.

    PUBG launched into early access in March of 2017 and was an immediate massive success. Only half a year later, Epic launched Fortnite Battle Royale, which was a massive departure from the original Fortnite concept. It had the same genre as PUBG, it had the same game rules, the gameplay was nearly identical; and it retained barely anything from the original core gameplay loop of fortification-building. You’d have to be willfully ignorant on the level of flat earthers to think it’s all just an innocent coincidence.

    I don’t think Epic directly stole any of PUBG’s works, but I am absolutely certain beyond doubt that they took “inspiration” from PUBG the same way Richard Wagner took inspiration from Germanic mythology when writing his opera. Whatever abhorrent eldritch abomination Fortnite may be today, it started its life as a complete rip-off.