That’s what I remember, so I’m not convinced the other commenter posted correct numbers.
That’s what I remember, so I’m not convinced the other commenter posted correct numbers.
No, that’s the cyborgs.
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).
In the olden days, online games didn’t have servers run by the publisher, they came with a separate program users would run to host their own server. Things like Minecraft still work that way, although I think there are servers run by Microsoft too now. For some games, this will be more complicated than others, but it’s not impossible.
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.
Really, this is the games’ fault, at least if they were released in the last ten years. That’s how long Documents has been a subdirectory of OneDrive by default. If you’ve built software that can’t handle that gracefully and released it since, that’s just negligent. It’s not like the windows documentation doesn’t tell you places that wouldn’t have this problem where you can store machine-specific data.
They’d probably have less of an impression that Linux is only for people they wouldn’t want to associate with, as that’s the impression you’re giving.
About ten years ago, I was using a third-party OneDrive client to sync it on an Ubuntu install. It was working brilliantly until daylight savings started our stopped, then it got confused about file times not matching so tried resyncing everything, and then saw the times still didn’t match, so made a new file for each file with an added numeric suffix, then tried doing the same for the new files, and kept going until my disk was full. That was a mess to tidy up, and once it was sorted, I had to start the sync program in GMT to stop it happening again.
It kind of doesn’t, though. Because you can still launch non-Steam games through Steam, and activate retail Steam keys without Valve taking a cut, there are plenty of ways for things to compete against the Steam Store without needing to also compete against the Steam launcher.
It really shows that Douglas Adams was an author and not a game designer with how easy it is to soft-lock that game if you visit rooms in the wrong order or spend too long or short a time exploring one. Most of the possible mistakes become reasonably apparent reasonably quickly, but not always.
Mono died because Microsoft bought it out and used parts of it along with parts of regular .NET to make the modern cross-platform MIT-licenced .NET implementation that’s used both on Windows and elsewhere. There’s no need for an open source third party .NET implementation if the first party one is already open source.