And then a bunch of “making the playoffs and losing is not mediocrity, the preds have done so much since 2018” from willy and I felt like I was going into psychosis. It really was a must listen
I just went back and listened to the 10-20 minutes of yesterday’s 102.5 conversation between adam vingan and willy daunic about “would you rather be the preds or the sharks” and all I can say is thank god we have adam vingan covering the preds
@tmscags99@AdamVingan Also as a STH you should want the mediocre play to stop. We haven’t made a meaningful run in almost a decade. I want the team to win but it’s been clear that this franchise needs to get something we’ve never had with a top line center.
@AdamVingan Honestly the schtick is getting a bit old…we get it, you want a full tear down. I pay a lot of money for season tickets & I am thrilled they are playing meaningful hockey in late March…maybe they get to playoffs , maybe they don’t
But not in”load management”
It is OK to enjoy
TCU HC Sonny Dykes didn’t hold back talking about Josh Hoover heading to Indiana
“Josh started 31 games here as a quarterback, and turned the ball over 42 times.”
The #Preds have scored five goals in a single period for just the 10th time in franchise history - and five in the first period for only the second time, with the other coming on Feb. 28, 2009 (8-0 W vs. DET).
BUNGULATORS!!! We are running a 2 PC giveaway.
2x RTX 5070 STARFORGE Gaming PC Bundles.
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The previous Nissan Stadium has four escalators, the new one will have 44. The #Titans have also dedicated 30 elevators, an increase from six in the current one. Also, team CEO Burke Nihill standing on the main concourse with some info on the team stores.
New alleged GTA 6 leak with details about the game’s advanced NPC dialogue system:
- This information comes from someone who allegedly worked on audio regression and subtitles validation
- There are hundreds of thousands of recorded lines just for ambient/world NPCs, not story or main characters, just people walking around, reacting, talking, calling out
- They replayed random world interactions, making sure lines triggered correctly, matched subtitles and didn’t overlap
- The NPC dialogue system isn’t like GTAV’s simple random pool of lines. It’s fully structured with detailed tags and categories
- Every line is labeled in a very specific way depending on context, situation, and variation, making it more like a database than a loose collection of voice lines
- They had access to a debug browser where they could see the line IDs and tags
The system relies heavily on conditional dialogue. NPCs don’t just say random lines, they react based on specific conditions such as:
- Whether they saw you commit a crime or only heard about it
- Whether they recognize you or not
-Whether it’s their first reaction or a repeated encounter
- Time of day (day vs night tone differences)
- Weather conditions (NPCs sound more annoyed in heat/rain variants)
- There were bugs where the wrong emotional intensity would play because the system pulled from the wrong tag group, like a calm line triggering during a panic state.
- Other bugs involved chain steps triggering out of order and people were arguing backwards
Actors are recording multiple versions of the same line with different:
- Emotions
- Intensity levels
- Phrasings for the same situation
- Different demographic variations so NPCs don’t all sound the same
- There are entire sets of lines that are nearly identical but differ slightly in tone, such as neutral, panicked, whispering, or injured versions of the same situation
- The game actually uses these variations depending on what’s happening in real time
- There’s a dialogue decay system that avoids repeating the same lines by pulling from deeper variants if you stay in an area for too long
- There are conversation chains so NPCs don’t just say one-off lines
- There are mini conversations between NPCs where person A reacts then person B responds then person A escalates or backs off
- The system also includes social awareness dialogue where NPCs can comment on things happening in the world, such as increased crime, police presence, or referencing viral clips
- There are lines referencing the player’s reputation or recent actions locally, making the environment feel more responsive to what the player has been doing
- NPCs feeling “alive” isn’t just about AI behavior. It’s heavily driven by the enormous amount of structured, context-aware dialogue and the systems designed to deliver it in a natural, non-repetitive way
The scale and complexity of all this helps explain why voice actors (in relation to SAG-AFTRA concerns) might push back because it’s not a normal voice voice acting gig anymore, it’s like building a database.
This information remains unconfirmed but it doesn’t seem that far fetched, considering that RDR2 had 450,000 lines of dialogue with a deep greet/antagonize system.
(via u/Brave_Plan_9659)