During the beta, the way we used to release CosmosUI was to send modified versions of the game interface files.
During the beta, the way we used to release CosmosUI was to send modified versions of the game interface files. On every patch, we had to manually go over all the changes we made and re-apply them to the new files. This process took several hours and in the process, no one could really play because they didn't have all their mods. Since it was becoming a real pain, I figured out that we could modify the existing functions from a new file instead of modifying the actual files[1]. I spend several weeks transforming all our code into "mods", essentially the first addons :) Once this migration was done and patches were no longer a pain point, Blizzard officially introduced the notion of addons. [1]: http://blog.vjeux.com/2011/javascript/hook.html
Posted by vjeux on May 21, 2014, 6:25 PM
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Raise real-world problems, find people facing the same issue, and discuss solutions.9,500 issues0 comments
hackernews (Other)
Not sure what you suggest to do.
NewWhy is this not yet published on the official website and why is there no CVE?
NewThe biggest problem with having an LLM do this, from what I've observed of at least frontier models, is that the way they are trained...
The biggest problem with MOND is that it was hand-crafted with additional parameters simply to fit the data.
(My comment is about detached houses).
The biggest problem with this is that I can't run my company's own internal benchmarks against this API, because they will be trained int...
> steer Claude away from over-engineering parts of the system in response to hypothetical concerns.
Why is there no comparison with FLUX 3 Image?
During the beta, the way we used to release CosmosUI was to send modified versions of the game interface files.
During the beta, the way we used to release CosmosUI was to send modified versions of the game interface files. On every patch, we had to manually go over all the changes we made and re-apply them to the new files. This process took several hours and in the process, no one could really play because they didn't have all their mods. Since it was becoming a real pain, I figured out that we could modify the existing functions from a new file instead of modifying the actual files[1]. I spend several weeks transforming all our code into "mods", essentially the first addons :) Once this migration was done and patches were no longer a pain point, Blizzard officially introduced the notion of addons. [1]: http://blog.vjeux.com/2011/javascript/hook.html
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