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Abandoned Toaster
Jun 4, 2008

synthetik posted:

Gallery of glitch GIFs (seriously too many to post here)

http://imgur.com/a/689AH?gallery

I question myself since I recognize where a lot of those came from. I saw this one though:



and had to watch a video I saw of that game in a thread like this many years ago.

https://www.youtube.com/watch?v=7gjfZABX8Kw

Not a glitch but still pretty great.

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Sustentacular
Aug 27, 2011
In Demon's Souls, as in Dark Souls, you're not supposed to be able to summon people or be invaded once you've defeated the boss of an area. However, if you quickly run back and forth over the area where the boss's fog gate used to be, you can trick the server into momentarily showing summon signs, just long enough to grab one. This means you can summon people for pvp battles in boss room arenas, which leads to silly stuff like this:



BATTLE OF THE STORM RULERS!

A Frosty Witch
Apr 21, 2005

I was just looking at it and I suddenly got this urge to get inside. No, not just an urge - more than that. It was my destiny to be here; in the box.
I don't have video of it, but I was playing Skyrim last night and had a good threefer after walking out of the Whiterun castle. I got to the town center where that tree is and I noticed a women in sitting position gently floating down from the sky, like Mary Poppins, and finding herself sitting on a bench. Then she gave me the biggest "Deal with it" look.

I continued walking and noticed a woman just chilling about 50 feet in the air above some steps. She just hung out there until I got bored.

A few minutes later, I saw a mammoth sailing through the lower stratus before crash landing in the middle of a field and ragdolling to death.

Skyrim :allears:

TheMaestroso
Nov 4, 2014

I must know your secrets.

larchesdanrew posted:

I don't have video of it, but I was playing Skyrim last night and had a good threefer after walking out of the Whiterun castle. I got to the town center where that tree is and I noticed a women in sitting position gently floating down from the sky, like Mary Poppins, and finding herself sitting on a bench. Then she gave me the biggest "Deal with it" look.

I continued walking and noticed a woman just chilling about 50 feet in the air above some steps. She just hung out there until I got bored.

A few minutes later, I saw a mammoth sailing through the lower stratus before crash landing in the middle of a field and ragdolling to death.

Skyrim :allears:

That game is a joy to behold.

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

Dragon Age Inquisition has giants who are considerably larger than normal units, and the game's geometry some times freaks out around them. It's not uncommon for them to walk over a piece of ground that suddenly launches them so high into the air that they die when they land. And often just being near them and aggro'd is enough to get XP, so basically the game just gives you a free loot pinata full of thousands of xp.

ToxicSlurpee
Nov 5, 2003

-=SEND HELP=-


Pillbug

Lumberjack Bonanza posted:

I'm surprised there aren't more people calling out EA on using such small memory spaces for scores yet. Sure, you won't see them break too often, but you can't tell me Jon Bois is the only man on the planet who buys sports games to gently caress with them.

Generally speaking from a programming standpoint it's always best to use the smallest amount of memory possible, especially in complex programs like games. The AAA industry really does constantly try to wring every last bit of performance out of a computer as possible. Which is, of course, part of why edge cases cause games to gently caress up. Under most normal use you'll never see a score over 255. Deliberately breaking the game leads to those edge cases.

Though I can understand why such things happen I personally hope that game programmers never stop programming the way they do because even games that function 99.9% of the time still can produce hilarious glitches when somebody looks hard enough.

carry on then
Jul 10, 2010

by VideoGames

(and can't post for 10 years!)

A yearly game like Madden is almost certainly made just by taking the last version and making the changes. So the code that handles keeping track of the score could be as old as the 90s, too.

Hell, I wouldn't be surprised if that contributes to the propensity for hilarious glitches in those games, if it's got a legacy about as long as Windows NT's.

Baron von Eevl
Jan 24, 2005

WHITE NOISE
GENERATOR

🔊😴
DOTA2, Steam's top game that currently has 819,856 people playing it at this moment, has bits of Quake 1 floating around in it's code.

ironcladfolly
May 22, 2007

Devil's Favorite Doggie
Not to derail too much here, but something I've wondered with game engines: is there a way to tell which engine a game is built in just by looking at it? I'll sometimes look at games built in Source and think "That looks like Half-Life 2", and I've noticed many games built on the Unreal engines look similar too. Is this just because smaller studios are borrowing art assets, or do the big engines render light/shading/colour/geometry differently enough from one another to be noticeable?

carry on then
Jul 10, 2010

by VideoGames

(and can't post for 10 years!)

It has to do with the reuse of various subsystems, yes. There's no guarantee that you can look at a game and immediately know, but it is often that UE3 developers just use the UE3 lighting system (for example) without making major alterations to it and they all start to have a similar "feel." However, looking at Mirror's Edge, I wouldn't guess that it's the same engine as Unreal Tournament 3, because they did make some major alterations to support the unique art style.

To be honest, the big tell for Source games for me wasn't the graphics, but the menus, which all used to have the exact same look regardless of game.

GyverMac
Aug 3, 2006
My posting is like I Love Lucy without the funny bits. Basically, WAAAAAAAAAAAA
AAAAAAAAAAAHHH
HHHHHHHHHHHHHH

carry on then posted:

A yearly game like Madden is almost certainly made just by taking the last version and making the changes. So the code that handles keeping track of the score could be as old as the 90s, too.

Hell, I wouldn't be surprised if that contributes to the propensity for hilarious glitches in those games, if it's got a legacy about as long as Windows NT's.

Haha, you are actually right. I listened to some podcasts a while back where a guy interviewed the people from Through The looking glass (the company that made System shock and Thief: the dark project among other games) And they talked about how they made one of the first Madden games in the early 90s, and that some of their original code is most likely still in the Madden games. Maybe its been changed in the later years, but up until the mid 00's their code was still in there.

GyverMac has a new favorite as of 17:47 on Jan 15, 2015

hirvox
Sep 8, 2009

MiketheGreat posted:

do the big engines render light/shading/colour/geometry differently enough from one another to be noticeable?
They used to at least. Games based on Quake used an additive system, where the game space was an empty void into which the designer put enough shapes to cordon off a sealed space to use as the level. The Unreal engine used a substractive system, where the game space was one big solid and you carved the level into it. The latter made it harder to leave holes in the level that the player could fall through, while the former is easier to use for big outdoor levels.

I think the biggest differences have been around lighting for the last decade or so. Both engine families can do static lighting and shadows well, but the devil is in the details. Look how moving lights change the shadows (or don't change), and how light is reflected from surfaces.

Dr. Quarex
Apr 18, 2003

I'M A BIG DORK WHO POSTS TOO MUCH ABOUT CONVENTIONS LOOK AT THIS

TOVA TOVA TOVA

carry on then posted:

To be honest, the big tell for Source games for me wasn't the graphics, but the menus, which all used to have the exact same look regardless of game.
Haha. That, and the audio track stuttering when you try to make any changes to the settings in the menu that looks exactly the same.

Every time I play a Source engine game it is like I am instantly transported back to my tiny stupid apartment in England in 2004 where I have finally found a work-around to get the newly-released Half-Life 2 to work. remember when not installing Counterstrike: Source made Half-Life 2 not work and nobody knew what was going on for the first 24 hours of release apparently because everyone installed Counterstrike: Source

Haruharuharuko
Mar 24, 2008

Yeah I lied; so what is the truth?

lord funk
Feb 16, 2004


I'm a rabbit in your headlights.

Your Computer
Oct 3, 2008




Grimey Drawer

What game is this? Got a video source? That's hilarious :allears:

haveblue
Aug 15, 2005
Probation
Can't post for 2 hours!
Toilet Rascal
Looks like GTAV.

carry on then
Jul 10, 2010

by VideoGames

(and can't post for 10 years!)

It's GTA V. Can't find the video though.

Haruharuharuko
Mar 24, 2008

Yeah I lied; so what is the truth?

Your Computer posted:

What game is this? Got a video source? That's hilarious :allears:

Yeah GTAV no vid but heres more

Jehde
Apr 21, 2010

Haruharuharuko posted:

Yeah GTAV no vid but heres more


That's been a thing in GTA since atleast VC that always makes me giggle.

Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



Jehde posted:

That's been a thing in GTA since atleast VC that always makes me giggle.

Scything dudes 50+ feet into the air when you ram them with your car never, ever gets old. :allears:

Lord Lambeth
Dec 7, 2011


Lotish posted:

Dragon Age Inquisition has giants who are considerably larger than normal units, and the game's geometry some times freaks out around them. It's not uncommon for them to walk over a piece of ground that suddenly launches them so high into the air that they die when they land. And often just being near them and aggro'd is enough to get XP, so basically the game just gives you a free loot pinata full of thousands of xp.

Man I'm pretty sure anything with legs has freaked out on that game's geometry

synthetik
Feb 28, 2007

I forgive you, Will. Will you forgive me?

GyverMac posted:

Haha, you are actually right. I listened to some podcasts a while back where a guy interviewed the people from Through The looking glass (the company that made System shock and Thief: the dark project among other games) And they talked about how they made one of the first Madden games in the early 90s, and that some of their original code is most likely still in the Madden games. Maybe its been changed in the later years, but up until the mid 00's their code was still in there.

I did contract work on the physics engine for Madden in 1997, I still get checks every year when the new one comes out.

Arsonist Daria
Feb 27, 2011

Requiescat in pace.

synthetik posted:

I did contract work on the physics engine for Madden in 1997, I still get checks every year when the new one comes out.

Man, that was a lucky gig. I assume the checks aren't enormous, but back in 97 there were a ton of competing Football games. Could've just as easily worked on the ones that didn't make it.

Phlegmish
Jul 2, 2011




This is my favorite thread in Games.

synthetik
Feb 28, 2007

I forgive you, Will. Will you forgive me?

Lumberjack Bonanza posted:

Man, that was a lucky gig. I assume the checks aren't enormous, but back in 97 there were a ton of competing Football games. Could've just as easily worked on the ones that didn't make it.

Nah, they're enough for a nice night out, but not much more. Its based on a scale of percentage of code still being used.

Chamale
Jul 11, 2010

I'm helping!



synthetik posted:

Nah, they're enough for a nice night out, but not much more. Its based on a scale of percentage of code still being used.

Are you allowed to tell us what that percentage is? I'm also curious if you have information on how much other parts of the code from '97 get reused.

Haruharuharuko
Mar 24, 2008

Yeah I lied; so what is the truth?

Croccers
Jun 15, 2012
Looks like basically any racing game played online when you're in Australia :colbert:

Basticle
Sep 12, 2011


Croccers posted:

Looks like basically any racing game played online when you're on Live :colbert:

Kimmalah
Nov 14, 2005

Basically just a baby in a trenchcoat.


If you think that's bad, you should see Watch Dogs multiplayer. Cars would just teleport in and out of existence the whole time because it was so laggy.

Basticle
Sep 12, 2011


I mean, if we're posting Forza netcode https://www.youtube.com/watch?v=2VQ1X94Fvgw

Cicadas!
Oct 27, 2010


I love the Forza and "realistic" racing game glitches because you've got these games with real-world cars, fancy lighting engines, and very grounded environments for the racetracks, but then once the race starts all the cars start bouncing around in the most cartoonish manner possible. Sort of the same reason Skate 3 videos are funny, I guess.
Please, post more Forzalikes.

Basticle
Sep 12, 2011


Well thats like most of my youtube channel so here we go I guess

https://www.youtube.com/watch?v=dQqDtHhKAzs
https://www.youtube.com/watch?v=uraYZ0TLVW4
https://www.youtube.com/watch?v=iabB-udk8EQ
https://www.youtube.com/watch?v=_IwVD-SBPG4
https://www.youtube.com/watch?v=svSbrNd3puA
https://www.youtube.com/watch?v=Fy5buWtjMlQ
https://www.youtube.com/watch?v=xFsFnw7f8tY
https://www.youtube.com/watch?v=HaYmv9p2Np0
https://www.youtube.com/watch?v=7xGq7Mt9Hu4
https://www.youtube.com/watch?v=r02xahKxupo
https://www.youtube.com/watch?v=d2ah5WmSgxo
https://www.youtube.com/watch?v=PJotwvaRCyY
https://www.youtube.com/watch?v=LZiYlcTwOeQ
https://www.youtube.com/watch?v=0EWkkNwPwTY

HonorableTB
Dec 22, 2006
Does anyone know of a website where we can look at stuff like which games are using what parts of engines? I'd like to see how old some of this engine code is :)

IShallRiseAgain
Sep 12, 2008

Well ain't that precious?

HonorableTB posted:

Does anyone know of a website where we can look at stuff like which games are using what parts of engines? I'd like to see how old some of this engine code is :)

Wikipedia is probably the best site you are going to get.

Owl Inspector
Sep 14, 2011

https://www.youtube.com/watch?v=62vYW8fNFDk

Artemis J Brassnuts
Jan 2, 2009
I regret😢 to inform📢 I am the most sexually🍆 vanilla 🍦straight 📏 dude😰 on the planet🌎

HonorableTB posted:

Does anyone know of a website where we can look at stuff like which games are using what parts of engines? I'd like to see how old some of this engine code is :)
For a modern, big-budget game they're almost definitely using either PhysX or Havok. The problems aren't necessarily due to the physics engine, but rather the integration of that engine into the existing codebase. Add networking middleware into that and it can be a nightmare; infrequent position updates due to latency can cause objects to be traveling at relativistic speeds for a frame or two. Imagine that object is a car, and your car is "nudged" during those one or two frames - all the game knows is that something hit you going very, very fast and will send you flying.

Haruharuharuko
Mar 24, 2008

Yeah I lied; so what is the truth?

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Jamfrost
Jul 20, 2013

I'm too busy thinkin' about my baby. Oh I ain't got time for nothin' else.
Slime TrainerS
Those are some fantastic crashes.

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