

Yes, but that’s immediately profitable, which is why so many companies do it.
Yes, but that’s immediately profitable, which is why so many companies do it.
Is there much innovation happening for the old games? If not, that might be a significant factor. That, and people also tend to speedrun games after playing them for real, and more people play modern games.
Bold of you to assume such spec or docs exist. Usually it’s all cowboyed and tightly coupled, with no planning for reuse.
And that’s one of the big reasons companies don’t even think about open-sourcing their code.
Everyone knows where the proprietary code is. It doesn’t just get merged in “by accident” unless you are a really shit developer (and to be fair some are).
Heh. You are still overestimating the average developer. Random code gets copy-pasted into files without attribution all the time. One guy might know, but if he gets moved to a different team, the new guy has no idea. That can be a ticking legal time-bomb.
It doesn’t, that’s why companies rarely open-source their code. If you want to publish it you have to make sure you have all the rights to do so, you have to code in a way that’s readable for outside users, you have to make sure people can reproduce your build process, and ideally you provide support.
On the other hand, if you’re not developing the source for publication, you can leave undocumented dirty hacks, only have to make sure it builds on your machine, and include third-party proprietary code wherever you want. That’s faster and cheaper, so naturally companies will prefer it.
Which is doable, but is additional time and money.
“That stuff” is often core to the game. Any anti-cheat library, for example. On the client site, libraries like physx, bink video, and others are all proprietary and must be replaced and tested before it can be released in a working state. Few companies would release a non-functional game and let reviewers drag them through the mud for it.
To my knowledge, they have not.
Let’s be real, open sourcing it isn’t “hardly any work”. All the code has to be reviewed to make sure they can legally release it, no third-party proprietary stuff.
Agreed. If the data is suitable enough, there are plenty of tools to slurp a CSV into mariadb or whatever.
Yeah this has been standard since GDPR. Anyone not doing it is decades behind.
It’s complicated. Some countries are allied in one aspect, and bitter enemies in another. For example, the US and Russia are military and world-power rivals, but frequently cooperate in scientific endeavors like the ISS, and conduct plenty of resource trading, like oil and minerals.
Or at least they did for a while. Russia invading Ukraine hampered that a bit.
How much storage are you actually using? You could just split it between the r230s and set up zfs replication in proxmox.
It should have power monitoring in the idrac already.
A wiki would be great, since it allows user contributions and a familiar interface.
Not necessarily mediawiki, though. Or maybe something that allows people to submit individual options in a category and vote on them.
Get it running and set it loose!
Unattended-upgrades or dnf-automatic
Text:
Subnautica 2 07.03.25 A Letter to our Community
Hello Subnauts,
We know that you have a lot of questions and concerns about the news from our publisher regarding the leadership changes at Unknown Worlds.
First, we want to take a moment to reflect on the vision and core values of exploration and discovery that have defined Subnautica from the very beginning. They have not only shaped the identity of the entire series, but they continue to guide how we think, build, and create every day. We believe strongly in those values and are dedicated to upholding them in Subnautica 2.
We’re also supporting Steve Papoutsis as he transitions into his role as CEO at Unknown Worlds. He’s already expressed his excitement to check out everything we’ve been working on and is diving into supporting our ongoing vision and journey to releasing Subnautica 2 Early Access.
When it comes to Subnautica 2, the team that has been working on the game day-to-day over the last few years remains completely unchanged. That team includes veterans of the Subnautica series, dating back to the earliest days of the original Subnautica, to the many incredible and talented developers who came aboard to help us bring our vision for Subnautica 2 to life.
The world and experience we’ve been crafting is something that we’re all extremely proud of. From the story we’re hoping to tell, to every creature (big and small), down to the tiniest rock. We want to reassure you that KRAFTON feels strongly about supporting that vision at the studio, as we continue to navigate the game toward Early Access.
Our commitment to Open Development and crafting Subnautica 2 alongside our community during Early Access hasn’t changed. We believe strongly in listening to your voices, and have already received invaluable feedback from hundreds of community members who have participated in early playtests of the game. We want to ensure, along with full support from KRAFTON, that Subnautica 2 meets the highest quality standards and delivers on your expectations.
While we work closely with Steve and get him up to speed with all the amazing work the team has already done on Subnautica 2, we also understand that it means we’ll need to ask you to remain a little patient and support us as he comes on board. An update to our schedule and more information, including the Early Access timeline, will be coming soon!
One final thing we want to address, as we’ve seen some additional concerns about it: Nothing has changed with how the game is structured. It will remain a single-player first experience, with optional co-operative multiplayer. No subscriptions. No loot boxes. No battle pass.
We want to thank you, as always, for your incredible support and enthusiasm for Subnautica 2. We’ve seen so many of your messages and well wishes for the studio and development team, and we’re all incredibly grateful for every one.
Keep Diving!
I’d argue they’re different markets. The people who play every new Call of Duty and the people who play Spec Ops: The Line are not the same people.