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submitted 11 months ago* (last edited 11 months ago) by [email protected] to c/[email protected]

Negro Matapacos (“Cop-Killer Blackie”) was a famous stray dog from thestreets of Santiago who joined student protests across the city from 2010, and in particular during the 2011 movement for free education.

he was a stray dog from the streets of Santiago, and began joining student demonstrations in 2010. The following year, one of the biggest social movements since the fall of the military dictatorship began, fighting for free education and against neoliberal reforms to the education system.

Negro Matapacos was then seen regularly at every demonstration, defying tear gas and water cannons and always barking at or attacking only the riot police, and never any students or rioters. He subsequently continued to appear sporadically at future demonstrations, and hung out on university campuses, becoming beloved to student and radical movements as a symbol of resistance to violent authority.

His last days were spent resting with people who took him in, with a crowdfunded veterinarian.

Some people who knew him sent us some of their memories of him, telling us how he defied tear gas and water cannons, and only ever barked at or attacked police officers, and never students or rioters.

After his death, his legacy lives on in songs, street murals, an award-winning documentary and in the memories of all those who knew him. He was a good boy.

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[-] [email protected] 3 points 11 months ago

why though. assuming you'd get the same quantity of content, what's the difference between it being contiguous or mediated from an additional gui?

[-] [email protected] 4 points 11 months ago

From a technical perspective it has a lot going for it. The smaller "battle" maps only have to be realistically referenced internally and don't have to directly hook into a large bit of terrain. AI pathing does not have to compute as much so your bots (enemies and friends) can behave more intelligently and have more complex behaviour. The great empty bits of terrain where nothing is happening doesn't have to look like anything; it doesn't exist.

"Assuming you get the same quantity of content" is also not necessarily true. For instance, if there's an encounter that's like a back and forth conversation off the beaten path, a room, surrounding terrain etc. doesn't have to be designed and made (or is severely reduced), you can just have an icon on the overworld map and the artist/designer hours that would have gone into making sure the terrain makes sense, there's adequate loot in the room etc can go into rooms where there are actual decisions or systems.

I'm not saying there isn't an appeal to walking across a vast landscape, but there are definitely advantages to having an overworld and loading in specific zones/battlegrounds.

I think the Wasteland series does this, but it's also a top down isometric turn based game like the old fallsout

[-] [email protected] 3 points 11 months ago

it makes a great deal of sense for Mount and Blade especially wrt bots & rendering. can you imagine the kind of minds it would take to design and enjoy medieval army travel & bivouacking on the level of fully rendered environments and bots? Fallout seems like a more manageable scale. in the other direction a travel-mode would make it possible for a Fallout to go much further in the overall scale of the map shrug-outta-hecks

[-] [email protected] 4 points 11 months ago

I had a thing at work last week where I had to design a fan blade on a mounting bracket. You'll never guess what the file got named

this post was submitted on 26 Aug 2024
136 points (99.3% liked)

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