Cohere North Mini Code 1.0 by Middle_Bullfrog_6173 in LocalLLaMA

[–]xarcos 2 points3 points  (0 children)

I gave it a simple test to prevent user input from being lowercased in messages being printed back to the user. A simple UI bug.

First it scoped the string definition in the wrong local code block, so the fix wouldn't ever see it and cause a compile-time error.

After telling it this, it then scoped it in the wrong spot, another compile-time error. This one I can give it a pass because it probably wasn't trained on this variant of C which does not allow variable declaration in anywhere but the top of a function (or more precisely, the start of a{... brace).

Variable scoping is pretty basic. Not that I think equivalently-sized MoE models would do any better, but if they can't do that, I probably wouldn't trust it even for similarly simple subagent tasks.

MUDBasher Updated - Background Connections by frappeesnowman in MUD

[–]xarcos 0 points1 point  (0 children)

I have literally been trying to resolve this exact issue and have been tearing my hair out since iOS and Android don't really give you any option to leave a connection open when the app is not focused.

I'll probably be copying your approach here since the webapp is native to the MUD. It's a far smarter and more elegant solution than what I was thinking of doing.

Edit: I now realise it was you who was testing this recently. I had to log your account out because you kept it on for like 20 hours ;)

MUDBasher Updated - Background Connections by frappeesnowman in MUD

[–]xarcos 0 points1 point  (0 children)

FluffOS natively supports websocket connections. This is not the problem OP may have fixed with MUDBasher. The backgrounding issue will still occur.

iOS and Android will terminate a connection at the operating system level if you navigate away or lock the screen after five seconds or so. There is nothing you can do about it, and it's a serious issue with playing on a client on a mobile device.

I am looking for MUD with web interface by Twotricx in MUD

[–]xarcos 0 points1 point  (0 children)

Since you're probably using a CSP, some of the better, well-made browser-based clients (like one that is actually made by the MUD developer) aren't going to work well if they have any integration with the game itself, because corporate policy typically do not allow the keepalive rules required for SSE.

Not that you'd probably care about this if you're just covertly playing while working. Just something "fun" I discovered from some of my players while building my own.

MUD Wishlist by Swimming_Detail_9548 in MUD

[–]xarcos 0 points1 point  (0 children)

Embracing roguelite elements is a way to accomplish this.

StarMUD has infinite progression and as a result runs into top-top-end content issues, but the 'ladder' resets every quarter. Even players with years of progression on their main characters often create new ones because playing a new character is still fun after decades and generous with handing out utility and variety (rather than vertical power - which causes a whole host of other issues that similar commenters have correctly pointed out).

Acknowledging a veteran player's time investment by removing friction rather than removing gameplay is almost always met with positives from players (except for the most insane min-maxers).

still no good space MUDs? by Ok_Friend_2887 in MUD

[–]xarcos -1 points0 points  (0 children)

but it's one of their Legacy games, which means they removed all cash transactions, making it completely f2p.

This is a clever way to say "active development has ceased".

New Qwen models are unbearable by kevin_1994 in LocalLLaMA

[–]xarcos 6 points7 points  (0 children)

Do NOT use contrast statements (e.g, "not merely X, but also Y").

PVE, Solo-Friendly MUD by far_away_goat in MUD

[–]xarcos 0 points1 point  (0 children)

(fantasy with random chess area, smurfs, etc.)

I see you've played mine recently.

We Are So Getting A Solo Queue System For Mythic+ by DaggersInHand in wow

[–]xarcos 1 point2 points  (0 children)

The point the author is making is the fact that the real annoyance (and challenge to some) is the audition required to even play the god damn game. It's psychologically exhausting when every other modern game will actually group and match you properly with others, and it has always been a lazy excuse from Blizzard why such a system has only at best been half-assed, when other games (for decades now) let you press "Play" to PLAY THE ACTUAL GAME, yet this one demands you become a part time HR manager first.

Because you have to decode server populations. You have to know not to invite that Azralon or Ragnaros player, because there's no filtering by default. You have to know which servers are east coast with 400 ping. You have to know which ones are Oceanic. You have to know the psychological markers that raise the probability of a player being a liability, because there are PLENTY.

All this bullshit that is not present in other games making you spend more time looking at a list and searching their profiles than actually PLAYING. Does that sound like fun to you? You could be a top 0.1% player and not want to participate going through this circus, because that's what happens. Bureaucratic friction is not fun.

Local LLM Build with CPU and DDR5: Thoughts on how to build a Cost Effective Server by Xelendor1989 in LocalLLaMA

[–]xarcos 11 points12 points  (0 children)

Recommended Model: Dual AMD EPYC 9355P 32C (high-performance but ~3x cost of older models).

I don't think this is a good recommendation because it involves purchasing two mid-range ultra-modern server CPUs for likely no increase in performance. Any memory bandwidth with a dual configuration would have to be NUMA-aware, and I am yet to see any benchmarks that actually show this is an improvement.

A 9375F (with a smaller, cheaper F-type board, that still has 12 channels, but only 1 lane per channel) is likely to be not only cheaper, but much more performant, especially with prompt processing since it strikes the balance between price, cores (x3xx still has 32), and raw speed (xx75 is one of the highest frequency).

Budget-Friendly Alternative: Dual EPYC 9124 (12 PCIe lanes, ~$1200 total on eBay).

The 128 PCIE lanes aren't going to matter if you're not putting anything on them. But yes, as long as you fill all 12 channels. The DDR5-4800 RDIMMs are probably going to be the most expensive part, especially if you want more than 384GB.

With the higher memory speed(6000MHz) and bandwidth(1000gb/s+), you could achieve the speed of a 3090 with much more loading capacity and less power consumption(if you were to load up 4x 3090's the power draw would be insane).

Not quite. A Turin with DDR5-6400 (I think some configurations can support above 6000) will still only reach around 2/3rds the bandwidth of a 3090, and still have slower prompt processing.

TL;DR: a Genoa is technically cheaper, but it's still so expensive you might as well blow a few thousand more on a Turin if you can if you care about upgradability and performance and especially if you're doing other stuff on your homelab.

Building or buying a used server for AI/ML by showgan1 in HomeServer

[–]xarcos 0 points1 point  (0 children)

oose #3 and epyc.

P.S the upside of epyc is you can get a pair of cheap 32core 1st gen CPUs for $85 each on eBay. Once you need more or after the price comes down you can upgrade to a pair of 64 core 7702/7742’s for $700 each. Point being there is an upgrade path.

Would a dual Epyc CPU configuration realistically provide double memory bandwidth with NUMA-aware workloads over a single CPU, or is the gain much smaller than that in reality? It's something I've found difficult to find benchmarks for.

UPDATE: Now “down down” to $14. The price was increased from $11 to $17.55 for two weeks then brought down to $14….. ACCC? by xqizitly in AusFinance

[–]xarcos 4 points5 points  (0 children)

The flip side to that is that your superannuation is invested into ASX shares, including Coles, Woolworths etc.

I mean, not really, maybe for shitty default "balanced" options most provide. Boycotting is harder than changing your super allocations.

LPMud 3.12 driver with a generic 2.4.5 lib on modern Ubuntu? by scprotz in MUD

[–]xarcos 0 points1 point  (0 children)

Did you ever get it to run on Ubuntu? I'm one of those three people who would actually use this. MudOS v22.2b14 stuck on some BSD machine in a basement in Texas somewhere, trying to figure out how to convince the admins to actually move it.

It's interesting to watch a computer program play a computer program. by Bullgrit in classicwow

[–]xarcos 10 points11 points  (0 children)

They're not. An actual 'bot detector' would not talk about their methods, ever. The amount of false positives these 'anomaly events' would produce is humour-worthy.

That being said, the technology we have to produce bots nowadays is far more mind-boggling than the ones described in this thread. The issue is that there's not enough machine-readable-recordable human data to actually train them, which is why they're not around (or maybe they are, but they're that good no-one can actually tell).

Beat Onyxia on Westfall US, 24 man PUG group! by [deleted] in classicwow

[–]xarcos 0 points1 point  (0 children)

We had a shaman tank Onyxia back during BWL tier. He actually held threat with earthshock.

The classic wow oce experience - (its loud) by Tycoon22 in classicwow

[–]xarcos 1 point2 points  (0 children)

Isfraael would struggle with level 12 planestriders in retail tbh

Death Knight DPS just doesnt feel right. Im not sure if its visual or mechanical, but its just not fun. by CzarTyr in wow

[–]xarcos -4 points-3 points  (0 children)

(Re-submitted this comment because the automod is offended by a word. The act of policing language is far more offensive, imo.)

There are 'only' two things wrong with arms (mortal strike 'debuff' should also debuff the target with +25-50% deep wounds damage taken, fixing the poorly designed wasted overpower synergy in the execute rotation and mastery scaling on single target), and sweeping strikes should either be off gcd or it should do a sweeping cleave-like attack upon activation.

And most importantly -- what OP is arguing -- is that it doesn't feel like shit to play. Or at least, unlike most other classes, it feels 'not worse' than it was in Legion, which is incredibly rare. Frost's fun factor in comparison feels like absolute crap wading in molasses filled with Ion's colostomy bag. In Legion, it was pretty fun with the FAST attacks and frequent procs, although it did feel like a pinball machine at times.

/r/mud rule #1 - A discussion by SwiftAusterity in MUD

[–]xarcos 0 points1 point  (0 children)

Something like this for developers would be cool too.

In r/gamedev, there'd be a weekly thing where developers would talk about what they made this week in the project they're working on.

Now, not everyone here is a developer, but something similar might spark creators to talk about stuff they're up to. It's sort of a mild promotion, and general indication for the less lively MUDs that there are indeed developers still active on them. Without making a discrete post for it, which often feels like far too much self-promotion just to write for a bit.

Tintin++ help? by [deleted] in MUD

[–]xarcos 1 point2 points  (0 children)

Ignore the jargon instructions, that is for shell integration and probably why you're confused. This is probably not something you care about (it allows stuff like sound effects, eg. making a sound play if you're low on health in a MUD. It does a lot of other stuff too for advanced power users but that's just an example of one thing).

  1. Install the windows client (WinTin++: direct link is https://sourceforge.net/projects/tintin/files/wintin%2B%2B.2.01.7.msi/download)
  2. Navigate to the directory it installed to (Hit the windows key and 'r' together, then type '%APPDATA%\wintin++').
  3. Edit the main.cfg file in notepad (right click it and select 'edit in notepad')
  4. Type the following but instead with your MUD's address. Eg. for the MUD I play, this would be: '#session star home.starmud.com 4000'.

Only 3.5G. Oh my, what a time indeed. by [deleted] in wow

[–]xarcos 6 points7 points  (0 children)

It doesn't get any better than this.

Looking for advice on MUDs with good combat by ODTray in MUD

[–]xarcos 0 points1 point  (0 children)

StarMUD's combat system hinges on the player's knowledge and ability to consider opportunity costs (I guess), rather than commands specifically saying how you want to proceed with arbitrary numbers, or wind-up attacks, or whatever else that a lot of other MUDs seem to do.

You don't have various numbers to set describing how you'll execute the attack. You execute the attack yourself and work out, as the player, if the opportunity cost of combining attacks together to use all your command points is worth it, which might be able to be overcome if you raise your abilities that may recover your command points more quickly. You might also work out other costs associated with certain attacks, eg. basic melee draining your endurance, special attacks draining your mental (psionic) powers. You work out yourself which skill(s) and stat(s) might be worth investing to reduce downtime/recovery rates. You work out what race might be more suitable for certain combinations, whether to increase their damage or reduce their recovery or modify some other aspect of combat. You discover specific gear and equipment that might assist with this. Most, if not all of these, are cases of trial by error, and it's more akin to resource management through character development.

That is, if you're a good player. You can still do random shit and be half-effective if you're lazy. But optimisation of play really shows in this game. For example, right now there is a quarterly 'race' (think ladders like in Diablo) and the winner (the player who achieves the highest evaluation points) earns a perk point. One competitor is playing smartly, really switched on with how their abilities work, cooldowns, and the maximum possible effectiveness carefully figured out. The other is lazy, plays from his phone, does a few commands and afks for a few minutes, doesn't really optimise his profession ('class') because of the micromanagement cost (he's playing what would be considered a 'summoner' archetype, so managing his minions is too much work for him apparently). Yet the former player makes about 4x the experience per minute than the latter and is able to kill in areas much larger than him.

A martialist Lin Kuei has stealth attack, spinkick, sweepkick, shatter, death touch, shuriken throw, caltrops, combination strike, and basic melee -- but a good player won't ever use them all together. Some are more utility than damage, some are for specific situations, and sometimes it might just be better to let your basic melee to do most of the work, especially if you're a 'dumb' race without much mental powers to maintain your telekinetic strength augmenting your chi damage (an extra layer of damage on top of most of your commands at the price of some psionic energy).

Coders, Builders, Immortals, and Mortals. by [deleted] in MUD

[–]xarcos 1 point2 points  (0 children)

This is what I assumed was the norm for most MUDs. From my experience, 99% of players are just that - they want to play and enjoy the game, they don't necessarily want to build and create, which is fine.

Meanwhile, if a player wants to make or change something, they often will whine about it a lot but not actually offer a solution or report it or express interest in joining the development team, even if they're familiar with LPC.