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there’s also a norwegian version! they both came out before the swedish one so the tone is pretty different, the most popular jönssonligan films were made in the 80s.


this is going to be a super obscure one.

so there’s this popular swedish movie franchise that started out as an adoption of a danish movie franchise, but blew through all of their scripts and outgrew it after just three films. it’s about a trio of thieves who try to steal high-stakes targets by means of ludicrous plans[1] but usually fail due to sheer incompetency, only to then have the treasure land in their lap by sheer luck at the end. and in the late 90’s, when macromedia shockwave was the big thing, a couple of shockwave-based point-and-click adventures were released with the trio as protagonists. each character has their own special skill, and you need to switch between them to use them. a fun premise, and a fitting one. i had both, but only got the second one much later. the first one is seared into my mind.

the problems start almost immediately. the first puzzle in the game is to blow up a door using dynamite, and at your home base you have five different bags of dynamite to choose from, from one to five sticks. if you pick three, you get through the door. if you take any more, you blow the whole wall out and the police are immediately alerted. game over. if you pick less, you make too much noise and the police are immediately alerted. game over. and if you pick them all up and select the right one, the rest stay in your inventory for the entire game. the inventory is a bar at the bottom of the screen you have to scroll from left to right, and there’s so many junk items to pick up that you can easily spend minutes searching for every puzzle. and you don’t know what items are junk without playing because while the heist and the items needed for it is planned out beforehand, getting those items always involves hilarious hi-jinks and inventory puzzles. and then the actual heists involve hilarious hi-jinks, inventory puzzles, and extremely exact timing. in a game running on shockwave. at something like five frames per second.

my family gathered around the pc and managed to get through it after many gruelling nights, but only because my mum repeatedly flirted with the studio’s it support guy over the phone so he would give us hints.


  1. like for example there's this one heist

    where a unique diamond necklace is being transported through stockholm in an armored van for display at a high-security museum, and they decide to intercept it en-route. for this they acquire 100 helium balloons, a big bone, a tiny dog, a flagpole, and a sandwich. guy 1 and his kid use the big bone to lure away a guard dog at the marina while the guard is distracted, then replace the guard dog with the tiny dog so the guard faints when he looks at it. the kid then sneaks into the marina to steal a dinghy, and together they mount the flagpole on it so it has a really tall mast. meanwhile guy 2 and 3 hide on a bus to its end stop, where there’s usually a bathroom for the driver. when the driver goes in, they steal the bus but leave the sandwich so he has something to eat before calling it in. guy 1 runs up onto the roof of a nearby building to look for the van. when he sees the van approach a lifting bridge, he releases the balloons as a signal to the others. the kid approaches the lifting bridge in the dinghy with the really tall mast so it has to open. while the armored van is stopped at the bridge, guy 2 drives up next to it in the bus and opens the back door, where guy 3 picks the lock, climbs in, and starts putting the diamonds in his bag. but because guy 3 is a pompous ass, he stops a bit longer to pick up some champagne that’s also in the armored van for some reason. at this exact moment the bridge closes the van starts moving with him inside. luckily guy 2 manages to also open the front door of the bus exactly as guy 3 steps out. victory! …and then guy 1’s wife gives the bag with the diamonds in it to charity because it’s old and ugly and she didn’t look inside and they’re gonna be rich because of the diamonds anyway so who wants an old, ugly bag. women! <slide whistle>

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i think it died before then. latest version is from 2008.


the previous versions at least need the software to supply motion vectors. otherwise it’s just guesswork. i’m assuming there will be some way to supply lighting information as well.

whatever the final product can do, they certainly didn’t show it off in their examples.


fof got better but it still to this day has massive timing issues.




yeah it does have style, but it’s pretty low fidelity compared to its contemporaries. the scope is also a lot larger though.


that’s not a complete rewrite. hell, depending on how it was architected it may just be a recompile


in bethesdas case though?

a similar thing happened with arma reforger a few years ago, it was supposed to be a tech demonstrator for a new engine but it turned out to still be the same codebase as operation flashpoint from 1995. the engine is solid but it’s super annoying to program for, they have this custom scripting language that’s completely batshit insane because everything is infix by default, and an ui toolkit that is written as c++ classes meaning the actual game has a compiler in it for a subset of c++. so the scripts can be edited at runtime but if there is an error in the ui the game crashes at startup. people were hoping they’d finally switch to something that made sense but no.


i mean, a 23 year old codebase is bound to have some tech debt.


yeah it’s not bethesda’s engine. but my point was about where the codebase for the creation engine comes from, and that’s the morrowind code.


yeah morrowind used netimmerse, first time bethesda used it.


2015? that codebase started in morrowind. and say what you want about that game but it is not a looker. it launched the same year as metroid prime.


also if you’re curious, uniracers/unirally is worth playing. at least for a while. the controls are weird, but also weirdly intuitive.


i also hope so, but with them adding the wonders i lost a bit of the hope. unless they’ve changed something between experimental and release, there is still no incentive to, say, plug all badwater sources or make the whole map lush. you just collect enough resources to build a big building and then you’re done.


it’s about production chains, but there’s very little automation. the main mechanic, unsurprisingly, is building dams. water makes the soil fertile, and during droughts all the water goes away. so you need to dam the rivers in order to retain water for the bad seasons.



okay, so all a storefront has to do is build a better system and take, say, 20%. that would pull in both sellers and buyers. why isn’t the other storefronts building competitors? epic has infinite money but all they seem to use it on is bribes. gog offers standalone installers and online community systems, but not both at the same time. itch is held together by duct tape and dreams.


if that was all they got the money for, and the devs were indeed hurt to a significant degree by it, a competitor with a lower fee (say, epic, with their 8%) would have outgrown them years ago, since steam doesn’t do exclusivity deals.


ah, usually the creative aspect draws people in but i know not everyone is that way.





they’re ass because they’re inconsistent, have aliasing issues, are obviously stretched/squashed, are put against a noisy background, and in some cases are just wrong.

and no, if the name was not on it i would not assume that the ps4 was a ps4. it looks like a modem. and the 360 has a keyhole for some reason.


the graphics are ass, and the text is hard to read


maybe i do then because i just keep staring and thinking “how in the world did anyone sign off on this mess”. if it’s not ai, that makes it even worse.


for the asymmetry on the switch i was mostly referring to the silhouette. should havj clarified that.



the proportions are off and the lines are crooked. there’s also the typical latent noise on places like the controller buttons.


the buttons on the switch and ps2, the asymmetry of the ps1 and switch, the logo on the ps4, and the lack of pixellation and strange proportions of the 360 and ps3. also the fact that only some of them have controllers depicted.


oh great, ai generated pixel art.


gta2 is still my favourite of the series. the first game was so damn janky that i could barely play it but the second one is smooth as butter, and with the artstyle they chose it looks really unique.


most procedural algorithms don’t require training data, for one. they can just be given a seed and run. or rather, the number of weights is so minimal that you can set them by hand.


generative ai is a subset of procedural generation algorithms. specifically it’s a procedural algorithm with a massive amount of weight parameters, on the order of hundreds of billions. you get the weights by training. for image generation (which i’m assuming is what was in use here), the term to look up is “latent diffusion”. basically you take all your training images and blur them step by step, then set your weights to mimic the blur operation. then when you want an image you run the model backwards.


no apology necessary, i find it an interesting question. i was aware of things like worldedit but using a pure voxel editor for terrain work is new to me.

i think the relationship is probably reversed here though, it’s more likely that tools like avoyd can be made to export things for use in luanti and/or bonsai.


but those tools are built for minecraft right? this is a different system with (presumably) a different format, and from what i can see, no builtin terrain generation algorithm. it would be easier to just build one in luanti.



luanti is an engine and so is bonsai. i don’t think they can be “used together”.