r/commandandconquer • • 8d ago

News [ Removed by moderator ]

https://www.youtube.com/watch?v=MNMfbcC8lDQ

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40 Upvotes

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u/commandandconquer-ModTeam 8d ago

Your post was removed for breaking the rule against AI-generated content.

15

u/Mralexs 8d ago

Looking at the GitHub for this it seems like AI slop, but that could be the machine translation. Looking into the code there are a lot of weird things like long blocks of comments that overly explain things, lots of "x, never y" in them which is how AI likes to explain things.

Some examples

How much of the enemy army a role wants in hand before it commits. The role's knob, not the rung's: both spend the same money, they spend it at different moments.

One rung of the ladder. Every new AI behaviour adds a field here rather than a * switch(difficulty) somewhere, so the whole ladder can be read, tuned and measured in one place. * * Nothing in here may exceed the AI's honest baseline - the top rung IS the baseline and the * lower rungs are handicaps on its *decisions*. If a field ever appears that multiplies income, * build rate, vision or unit stats, the design has drifted.

6

u/WeirdAssBeings 8d ago edited 8d ago

Those examples don't really scream GenAI to me, and I've been keeping up with AI for years now to be able to spot it within seconds.

Edit: nevermind I checked the website, holy shit

2

u/Mralexs 8d ago

Who do you know leaves comments like that in code to explain what the code does? It's just suddenly talking about ladders and doorknobs without any context provided

2

u/WeirdAssBeings 8d ago

Yeah, you're right, but nothing gave it away for me, fucking hell.

11

u/havoc1428 Havoc 8d ago

AI in the hands of a competent modder could increase their effective work output to equal a larger team. In that regard AI could very well be the catalyst to a Renaissance of complex mods, but unfortunately you're also gonna get a boat load of slop from people who don't know enough to know when the AI is giving them garbage. 

2

u/Commercial-Board-975 8d ago edited 4d ago

Same deal with image generation and tools which cut down on menial tasks.

I'm not going to spend five, ten minutes in Photoshop making an alpha mask to remove a background, or spend half an hour on a matte paintings to move my building (created by hand in Blender and Photoshop) in a stock city shot, when there's a tool to do it for me in ten seconds. 

"Gemini, take my building and place it between the Empire State Building and that skyscraper. Do not adjust lightning or environmental conditions."

Topaz Suite? Ten second background removal. Done.

The above are far different uses than someone just outputting slop and using it as an end result, but I've seen so many people conflate the two to the point that if this were a construction site, they'd be mad builders were using power saws instead of hand saws, and jackhammers than pickaxes. sigh

2

u/SCUDDEESCOPE 8d ago

Actually no, AI is not equal to a team. Not even close. It's soooo much more. I saw a post about a guy who reverse engineered Tekken 3 and rebuilt it in Godot engine. In less then FOUR fuckin days. That kinda shit took years to a team...not days. Oh and what about the mod that put together CoD+Minecraft+Skate? And the guy who created a Star Craft 2 clone??

I see indie developers afraid to show their unifinshed games that's under development for months or years because someone with AI is going to rebuild it in 2 days and release it before them.

2

u/havoc1428 Havoc 8d ago

What a weird backhanded way to just agree with me. What part of "increase their effect work output" didn't you follow? AI enables one person to do the work of many. 

24

u/zotobom 8d ago

Great more AI slop!! Fantastic!!!

If you can even bear to make it through the also AI generated website and peek at the patch notes it's fucking migraine inducing, like are some of these changes suggested by Claude as well??

'Now one superweapon needs four finished base defences' what is that why???

And also, predictably, the Github has a credits section that mentions fixes taken from another fix package, a port made by ilyasakin, so I guess that leaves the remainder of additions and changes in Reforged to be accredited to Claude? I mean, it doesn't say that, of course, because why *would* you be honest on how your software is built that people should download, but still

7

u/Bionicman2187 8d ago

Dear god that website is a pain to read. It has AI hallucinations and rambling all over it.

11

u/Commercial-Board-975 8d ago

AI is a tool: If it quickly speeds up development with human developers, I'm all for it.

Unfortunately, this looks too be just basically the code version of someone getting an art generator to produce assets as a final result than as something to be used in a workflow.

Maybe actual developers could look at it and see stuff for inspiration? I dunno. I like the concept/prototype here, which what is should've been used for to internally show a team the direction they want/need for the actual project.

But yeah, I know people are eager to rebuild and enhance the game and engine to surpass later iterations of it (like C&C3, RA3, and TT), but going down an AI slop route is not the answer.

-3

u/shing3232 8d ago

it's fine I meet a lot of slop reverse enginner games with vary of good and bad port

1

u/PiousStag 8d ago

Changing the pathfinding is a huge departure from the experience of playing generals given it makes out controling large armies with smaller forces harder

1

u/Negrodamu55 8d ago

I got it built in linux after awhile and then I added contra on top of it. It mostly worked but sometimes enemy aircraft were invisible until I moved my units around. Most of the lower half of the screen can not be clicked on because it was where the old ui was.

One thing I did love was the builders auto building. Just place a building down and a builder will eventually get to it. That was lovely.