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Buzkashi posted:Richard Pryor's day job
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# ? Jul 4, 2014 13:14 |
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# ? May 11, 2024 16:33 |
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Haruharuharuko posted:I like to think to driver of the taxi was smoking and then this happened.
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# ? Jul 4, 2014 13:27 |
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That guard just found himself in the middle of a fairy tale musical number. Some daaaay my Dovahkin will come...
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# ? Jul 4, 2014 14:51 |
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"Must've been the wind..." Content: My pose glitched out slightly in Dark Souls. I don't think it is a good idea to warm your legs like that...
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# ? Jul 4, 2014 16:28 |
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TZer0 posted:Content: You've been wading around in a poisonous swamp all day, it's good to dry your feet! Content: I was messing around with modifying armors (using CE) and one misstep later my character lost his torso and started playing an invisible trombone..
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# ? Jul 4, 2014 16:35 |
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Was flipping through my steam screenshots, and this one is probably my favourite glitch that I could replicate. (Max Payne 3 in case it wasn't obvious)
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# ? Jul 4, 2014 21:36 |
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Its happened to me too.
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# ? Jul 4, 2014 21:54 |
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WWE14K AI is a gift that keeps giving. Then she kept walking around like that for 3 minutes while others brawled. Kennel has a new favorite as of 23:29 on Jul 4, 2014 |
# ? Jul 4, 2014 23:21 |
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# ? Jul 5, 2014 09:26 |
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Ewwww its a corpse full of maggots!
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# ? Jul 5, 2014 10:51 |
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Ugh. That's a glitch? I can see a horror game using this to freak out the players into thinking something's going to burst out.
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# ? Jul 5, 2014 15:36 |
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Ha this reminds me of a time when I completed New Vegas. It seems like the ending cinematic montage isn't a proper cutscene, because while the slides displayed General Oliver started doing endless laps of my character. Wish I had saved a screenshot or something...
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# ? Jul 5, 2014 16:32 |
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MariusLecter posted:Well c'mon, y'all! Commence the Jigglin'
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# ? Jul 5, 2014 18:59 |
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EvilHawk posted:Ha this reminds me of a time when I completed New Vegas. It seems like the ending cinematic montage isn't a proper cutscene, because while the slides displayed General Oliver started doing endless laps of my character. Wish I had saved a screenshot or something... I'm pretty sure I remember reading that the "cutscene" slideshows in New Vegas were handled by teleporting your character to a box floating inside of nothing, locking your view into place and then using one of the projectors to show you the slides. So yeah, you can have all kinds of poo poo happen in there since it's actually still "in-game."
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# ? Jul 5, 2014 21:17 |
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Inspector_666 posted:I'm pretty sure I remember reading that the "cutscene" slideshows in New Vegas were handled by teleporting your character to a box floating inside of nothing, locking your view into place and then using one of the projectors to show you the slides. So yeah, you can have all kinds of poo poo happen in there since it's actually still "in-game." That explains why I'd take a sip from my lucky canteen during the cutscenes.
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# ? Jul 5, 2014 22:23 |
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Been playing Red Dead Redemption: Undead Nightmare recently and every now and then, the world just goes bizarre and every NPC or zombie that spawns in will spawn without a head. Makes the game somewhat difficult to play given that headshots are the only reliable way to kill zombies, but oh well.
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# ? Jul 5, 2014 22:56 |
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Inspector_666 posted:I'm pretty sure I remember reading that the "cutscene" slideshows in New Vegas were handled by teleporting your character to a box floating inside of nothing, locking your view into place and then using one of the projectors to show you the slides. So yeah, you can have all kinds of poo poo happen in there since it's actually still "in-game." Apparently it warps your companion character there too.
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# ? Jul 5, 2014 23:07 |
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Robert Denby posted:
Do you just turn on noclip while you're in there?
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# ? Jul 5, 2014 23:32 |
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Avocados posted:Do you just turn on noclip while you're in there? There's actually a different set of commands that sets your perspective during scenes like that. I think all you have to do is activate player movement and reset field of view.
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# ? Jul 5, 2014 23:44 |
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Half-Life 2 does a similar thing with video screens in-game. For instance, in the first area you can walk around, if you noclip into the sky you can find the room where Dr. Breen's torso is addressing the camera, and dump Barney there.
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# ? Jul 5, 2014 23:52 |
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In FNV's hardcore mode it's possible to starve to death during the end cutscene. Gamebryo, Gamebryo never changes.
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# ? Jul 6, 2014 00:28 |
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e: also, using a monster mod that adds in a bunch of crazy stuff so something bursting out of him wasn't off the table.
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# ? Jul 6, 2014 00:34 |
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Please do not take flash photography during the piano performance by Backwardshands Pianomans.
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# ? Jul 6, 2014 10:06 |
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Avocados posted:Do you just turn on noclip while you're in there? The game has this bit of code, I think its called SetRestrained - that locks a given character in place. I'm guessing you just setrestrained to 0 for yourself and you should be able to walk around the room.
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# ? Jul 6, 2014 12:04 |
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Torquemadras posted:I think it's also due to a change in development. DS2 is a larger game than DS1, and my guess is that they had multiple teams working on zones seperately before connecting them. It explains why neighbor zones are often quite inconsistent thematically, and why there are some weirdlevel transitions. (You all know the one...) I may be alone on this one, but I think DS2 would've worked better with the archstone system from Demon's Soul. If you can't make your world consistent, chop out everything but the consistent parts, I don't mind personally. Mehh, like others have said, this doesn't really fly. Even if you go with the whole 'transitions are sometimes weird because different teams made the levels' thing, it's not like there wouldn't be someone overseeing how the levels were being designed. The way it works when you break a project up into teams, the teams are assigned specific projects decided on by the producer or director to insure consistency, and are then given a schedule with regular progress check-ins to review their work. They aren't just left to do whatever-the-gently caress and then you jumble it all together at the end and go 'whoops, tee-hee we made a lava level over your mountain, oh well!'.. I mean, even if you assume that someone had done something so hideously irresponsible with managing the creation of the game that it was all slapped together from disparate teams who were working independently with little to no communication, do you honestly think no one ever checked in before the completion of the game to see what the teams were designing? That no one would be like 'hey don't make that type of level for that area' or 'hmm, these are the levels we are making, maybe we should put the sea of lava at another transition?' I mean, if it was really so slapdash, then why wouldn't they just move the lava world somewhere else? Just switch a portal with another level that makes more sense to put up there. And do you really think they'd make it all the way through testing without anyone commenting on the strangeness of the inconsistency? It's intentional. It should be obvious it's intentional just by the inherent nature of games and how they're made. StrangersInTheNight has a new favorite as of 17:28 on Jul 6, 2014 |
# ? Jul 6, 2014 17:20 |
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carry on then posted:Half-Life 2 does a similar thing with video screens in-game. For instance, in the first area you can walk around, if you noclip into the sky you can find the room where Dr. Breen's torso is addressing the camera, and dump Barney there. In early Unreal-engine games the skybox worked the same way, and you could have a bunch of five-mile enemies patrolling around in the distance.
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# ? Jul 6, 2014 19:38 |
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Yep, source does that as well. One of the most hilarious things I've done has been to use Garry's mod to load up the first level of HL2 and just go to town.
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# ? Jul 6, 2014 20:12 |
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StrangersInTheNight posted:I mean, even if you assume that someone had done something so hideously irresponsible with managing the creation of the game that it was all slapped together from disparate teams who were working independently with little to no communication, do you honestly think no one ever checked in before the completion of the game to see what the teams were designing? That no one would be like 'hey don't make that type of level for that area' or 'hmm, these are the levels we are making, maybe we should put the sea of lava at another transition?' I mean, if it was really so slapdash, then why wouldn't they just move the lava world somewhere else? Just switch a portal with another level that makes more sense to put up there. And do you really think they'd make it all the way through testing without anyone commenting on the strangeness of the inconsistency? It happens more than you'd probably believe.
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# ? Jul 6, 2014 22:20 |
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Suspicious Dish posted:It happens more than you'd probably believe. Yeah but with Fromsoft?
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# ? Jul 6, 2014 22:47 |
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carry on then posted:Yep, source does that as well. One of the most hilarious things I've done has been to use Garry's mod to load up the first level of HL2 and just go to town. Isn't that kind of what you do anyways?
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# ? Jul 6, 2014 23:30 |
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StrangersInTheNight posted:Mehh, like others have said, this doesn't really fly. Even if you go with the whole 'transitions are sometimes weird because different teams made the levels' thing, it's not like there wouldn't be someone overseeing how the levels were being designed. The way it works when you break a project up into teams, the teams are assigned specific projects decided on by the producer or director to insure consistency, and are then given a schedule with regular progress check-ins to review their work. They aren't just left to do whatever-the-gently caress and then you jumble it all together at the end and go 'whoops, tee-hee we made a lava level over your mountain, oh well!'.. Why did you go back three pages for something nobody cares about? Can every thread pertaining to games have the subtitle "Shut up about Dark Souls 2 level transitions" (Especially the Dark Souls 2 thread.)
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# ? Jul 6, 2014 23:54 |
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It's an upside down floating castle
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# ? Jul 7, 2014 01:20 |
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StrangersInTheNight posted:It's intentional. It should be obvious it's intentional just by the inherent nature of games and how they're made. You do not have to explain project management to me. It's, frankly, a bit insulting. Also, this does by no means mean map consistency was at any point a priority for From Software, because that thing is very tough to do. It's a whole 'nother layer of complexity, and given that DS2 is a good deal bigger (as well as spread over an entire continent), I'm not surprised the head designers didn't want to deal with that as much. This leads to inconsistencies that are really small, kinda umimportant and, at worst, somewhat puzzling. Who knows, maybe some people even noticed and decided to keep it in. Does that sound like an acceptable compromise to you, or are you gonna pounce on this three pages later again?
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# ? Jul 7, 2014 10:34 |
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Just before the Dwarf Fortress 40 launch, Toady posted this:Toady One posted:Change one line and the world erupts in no-quarter knife fights apparently... hopefully we've emerged from that. For some reason that made me laugh really hard.
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# ? Jul 8, 2014 07:06 |
Sestze posted:For some reason that made me laugh really hard. GET OVER HERE
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# ? Jul 8, 2014 10:25 |
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Sestze posted:Just before the Dwarf Fortress 40 launch, Toady posted this:
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# ? Jul 8, 2014 23:52 |
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That's awfully truthful for a demon of lies.
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# ? Jul 9, 2014 00:02 |
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Technically he's no longer plotting.
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# ? Jul 9, 2014 01:33 |
And really, a lie by omission is still a lie.
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# ? Jul 9, 2014 02:31 |
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# ? May 11, 2024 16:33 |
I really wish that game was more approachable.
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# ? Jul 9, 2014 03:33 |