AI: The Rise of the Machines... Or Just a Lot of Overhyped Chatbots?

Noodleface

A Mod Real Quick
40,471
20,526
Over the last year Ive spent more time than I should have using agents to learn the internals of every aspect of Everquest.

Anywhere from just texture updates all the way to reverse engineering a majority of the client. the last year provided a handful of phases where AI gave me the holy shit moments, but so far this takes the cake. With all the videos that have been released recently showing how agents were injecting multiple games into one, I figured I'd see what it could do in terms of porting eq into unreal.

Other people have accomplished this before manually, but the videos on YouTube basically just showcased a simplified zone viewer in UR and not much beyond that. The projects never seem to go anywhere either.

Ill preface that Ive never opened or used URE in my life. Within about 18 hours of guiding it, Claude has managed to build out Greater Faydark, pcs, npcs, pathing, all audio, animations, chat, spell casting with the associated particle system, combat, looting, merchant functionality, while upgrading all associated the classic textures via openart's mcp. I'm probably forgetting a couple of other things. It was also was able to implement things the live client lost over time by reverse engineering the orIginal client from the 2000 era.

The speed that it was able to do all of that (with very, very minimal issues) was impressive, but the thing that I found most impressIve is that it was able to adapt and integrate with the public emulator server code people use to spin up eq emus within like 20 minutes. And doing that had no effect on using the rof2 client usually used for eq emus to connect to the exact same server.


Most here probably dgaf about EQ at this point, but after seeing this in action Im looking forward to what the future for gaming holds.
There's a handful of us in the MnM thread that love EQ
 
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Kajiimagi

<Aristocrat╭ರ_•́>
6,405
11,090
Over the last year Ive spent more time than I should have using agents to learn the internals of every aspect of Everquest.

Anywhere from just texture updates all the way to reverse engineering a majority of the client. the last year provided a handful of phases where AI gave me the holy shit moments, but so far this takes the cake. With all the videos that have been released recently showing how agents were injecting multiple games into one, I figured I'd see what it could do in terms of porting eq into unreal.

Other people have accomplished this before manually, but the videos on YouTube basically just showcased a simplified zone viewer in UR and not much beyond that. The projects never seem to go anywhere either.

Ill preface that Ive never opened or used URE in my life. Within about 18 hours of guiding it, Claude has managed to build out Greater Faydark, pcs, npcs, pathing, all audio, animations, chat, spell casting with the associated particle system, combat, looting, merchant functionality, while upgrading all associated the classic textures via openart's mcp. I'm probably forgetting a couple of other things. It was also was able to implement things the live client lost over time by reverse engineering the orIginal client from the 2000 era.

The speed that it was able to do all of that (with very, very minimal issues) was impressive, but the thing that I found most impressIve is that it was able to adapt and integrate with the public emulator server code people use to spin up eq emus within like 20 minutes. And doing that had no effect on using the rof2 client usually used for eq emus to connect to the exact same server.


Most here probably dgaf about EQ at this point, but after seeing this in action Im looking forward to what the future for gaming holds.
Bro this place was made on EQ. Neat stuff, post pics/videos.
 

dragonbr

Blackwing Lair Raider
229
309
Bro this place was made on EQ. Neat stuff, post pics/videos.
Ill post some whenever I get home. I basically gave it dumbass promp this morning to basically just continue implementing systems and features with really no guidance at all.

I haven't kept up with everything its done all day, but last I saw it spawned other characters to test groups and raids, and had moved on to implementing tradeskills 🤣
 

Kajiimagi

<Aristocrat╭ರ_•́>
6,405
11,090

ShakyJake

<Donor>
8,872
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Ill post some whenever I get home. I basically gave it dumbass promp this morning to basically just continue implementing systems and features with really no guidance at all.

I haven't kept up with everything its done all day, but last I saw it spawned other characters to test groups and raids, and had moved on to implementing tradeskills 🤣
I mentioned, maybe in this thread I can't remember, that I've been creating BG3 mods. The current one I'm doing is reworking zones, populating them with different enemies. Initially I was manually pointing to specific places on a map to put enemies here, and here, and over here. Then I just said, Claude, just examine the zone and you place enemies and patrols where you think makes the most sense. Fucker did it better than I ever could.
 

dragonbr

Blackwing Lair Raider
229
309
I mentioned, maybe in this thread I can't remember, that I've been creating BG3 mods. The current one I'm doing is reworking zones, populating them with different enemies. Initially I was manually pointing to specific places on a map to put enemies here, and here, and over here. Then I just said, Claude, just examine the zone and you place enemies and patrols where you think makes the most sense. Fucker did it better than I ever could.
Hah, its funny you say that because in most situations where Ive messed around with standing an emulator up, it never really felt worthwhile to actually play. Not that Everquest has any surprises at this point, but it sort of ruins it even more if you the exact math and tables behind it all.

In the same way you figured it out, I realized I could really have it completely rework anything and everything and so long as I dont go digging in the db, I wont unless I play it.
 

BrutulTM

Good, bad, I'm the guy with the gun.
<Silver Donator>
16,545
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So you could make the frogloks in guk hit for 20,000 or whatever it takes to damage a high level player these days?