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The MSJ
May 17, 2010

goose fleet posted:

That is impressively lazy for a big-budget game.

Well they aren't going to program drivable vehicles, aren't they?

I also read that it's not actually an NPC wearing a train hat, but actually your character wearing the train.

Say Nothing posted:



Even drew the pointy nipples!

Sure, they got the nipples pointy but they still make her bustier than she should be.

Fan art!




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Ariong
Jun 25, 2012

Get bashed, platonist!

Honestly I was kind of impressed when I saw that since it looks fine in-game. It's a low-effort, low-budget solution that still works well. I wonder if it's possible to cheat Train Head into your inventory.

The MSJ
May 17, 2010

Internet Kraken
Apr 24, 2010

slightly amused

Ariong posted:

Honestly I was kind of impressed when I saw that since it looks fine in-game. It's a low-effort, low-budget solution that still works well. I wonder if it's possible to cheat Train Head into your inventory.

Bethesda takes a lot of shortcuts that are fine in theory since the player will never be able to see this kind of stuff. It doesn't work out when the game breaks horribly though, as their games are prone to do. I wouldn't have it any other way though. I love laughing at this stuff.

Picture unrelated;

Heresiarch
Oct 6, 2005

Literature is not exhaustible, for the sufficient and simple reason that no single book is. A book is not an isolated being: it is a relationship, an axis of innumerable relationships.
That's actually rather elegant in a horribly twisted sort of way. You make your vehicle a subclass of NPC, which already has pathing and movement code written and tested.

Then a flag fails to get set properly and your tram ends up bleeding when you shoot it or something.

Mr. Squishy
Mar 22, 2010

A country where you can always get richer.
I think this only became known when a designer posted about it online, so uh. Suck it.

Arsonist Daria
Feb 27, 2011

Requiescat in pace.
Yeah it actually worked perfectly afaik, the larger problems with gamebryo happen when you try to make some elegant solution to its dumbass problems. It's either work with the shittiness or write a ton of new code in order to make it work half-assedly.

Lady Naga
Apr 25, 2008

Voyons Donc!
For real. If you think that's bad I'd hate to see how you'd react to like 90% of WoW's coding, or the fact that the Resident Evil engine was modified from the Goof Troop SNES game.

Skellybones
May 31, 2011




Fun Shoe
Does WoW still run on dead children/rabbits?

Lady Naga
Apr 25, 2008

Voyons Donc!

Skellybones posted:

Does WoW still run on dead children/rabbits?

Invisible rabbits that die in order to trigger scripts, yes.

Sakurazuka
Jan 24, 2004

NANI?

Lady Naga posted:

or the fact that the Resident Evil engine was modified from the Goof Troop SNES game.

I need to know the story behind this.

Kabanaw
Jan 27, 2012

The real Pokemon begins here
Chances are the team working on a game that's the most overworked is the programmers and "add vehicle support for a single cutscene transport" was probably pretty low on their priority list, so tram-hat was the technical designer's solution.

Ashsaber
Oct 24, 2010

Deploying Swordbreakers!
College Slice

Lady Naga posted:

Invisible rabbits that die in order to trigger scripts, yes.

You know, given what I've heard of Sim City's most recent game, I can't be sure whether this is literal or not.

Lady Naga
Apr 25, 2008

Voyons Donc!

Sakurazuka posted:

I need to know the story behind this.

It's not all that sexy or interesting, Shinji Mikami worked on Goof Troop for Capcom and decided he'd be more comfortable working with an engine he knew for REvil, rather than creating a new one or using something unfamiliar.

quote:

A friend who is a genius computer programmer once explained to me how Resident Evil was built upon the source code of Capcom's Goof Troop—which was a 2D game for the Super Nintendo. This blew my mind—and then it blew my mind even harder when he showed me proof and walked me through the details.

I can't begin to get into it without having to Make Stuff Up, so you'll have to bear with me while I fudge it: the two-dimensional ground plane is distorted in some tricky way to make it so the impression of characters moving farther away from and/or closer to the camera appears "natural", if not realistic (we'll get to the "if not realistic" part in a bit).

http://kotaku.com/5939487/i-love-final-fantasy-vii-now-watch-me-pretend-i-hate-it

Ashsaber posted:

You know, given what I've heard of Sim City's most recent game, I can't be sure whether this is literal or not.
It's no joke.
http://wowwiki.wikia.com/wiki/Bunny_triggers

Internet Kraken
Apr 24, 2010

slightly amused

Mr. Squishy posted:

I think this only became known when a designer posted about it online, so uh. Suck it.

Absolutely no way that's the case. Modders would of found this the second they started working on Broken Steel. Unless when people looked at the new armour they honestly couldn't figure out what the giant tram head could possibly be for.

Rough Lobster
May 27, 2009

Don't be such a squid, bro

Say Nothing posted:



Even drew the pointy nipples!

No moustache, 0/10

The MSJ
May 17, 2010







FactsAreUseless
Feb 16, 2011

Lady Naga posted:

Invisible rabbits that die in order to trigger scripts, yes.
Explain, please.

Taciturn Tactician
Jan 27, 2011

The secret to good health is a balanced diet and unstable healing radiation
Lipstick Apathy

FactsAreUseless posted:

Explain, please.

Presumably, given that WoW is a game about killing monsters to do things, triggers are probably mostly tied to things dying, so they have little invisible things that die to trigger scripted events. Some programmer made the placeholder model a bunny because it amused them.

Arsonist Daria
Feb 27, 2011

Requiescat in pace.

FactsAreUseless posted:

Explain, please.

It's easier to script sequences in WoW if you use an object as a reference point, so they spawn something the players can't see and as the sequence goes on, it'll kill the object to say, go on to the next event in the sequence, or end it, or whatever.

They're basically just acting as flags.

Waffleman_
Jan 20, 2011


I don't wanna I don't wanna I don't wanna I don't wanna!!!

The backbone of coding, especially game coding, is "Does it work? Fine, whatever."

SirPhoebos
Dec 10, 2007

WELL THAT JUST HAPPENED!

FactsAreUseless posted:

Explain, please.

On a fundamental level, quests in WoW are only able to accept three completion criteria: Talk to an NPC, deliver X number of objects to an NPC, or kill X number of mobs. Even back in Vanilla though there were quests that had objectives other than these three (like visit an area, or *shudder* safely escort an NPC). So to make them work, accepting a quest would cause an invisible critter (ie the bunny) to spawn underground. When the player accomplished whatever the quest called for, a script would kill the bunny, letting the game know that the quest was ready to turn in.

Lady Naga
Apr 25, 2008

Voyons Donc!
It's also running on a thirteen year old engine that wasn't built for an MMO. Team Fortress, Counter-Strike GO and the (non-reborn) Dota 2 are all running on stuff that's based on Quake code. Game engines for the most part are like jenga towers.

C.M. Kruger
Oct 28, 2013

Lady Naga posted:

It's also running on a thirteen year old engine that wasn't built for an MMO. Team Fortress, Counter-Strike GO and the (non-reborn) Dota 2 are all running on stuff that's based on Quake code. Game engines for the most part are like jenga towers.

Call of Duty still uses a highly-modified Quake 3 engine as I recall.

Lady Naga
Apr 25, 2008

Voyons Donc!
It's debatable how true this is because Yuke's don't really publicize their nitty-gritty stuff, but at the very least the WWE games up until 2k14 used a modified engine from 1995, with 2k15 possibly doing the same.

Red Bones
Aug 9, 2012

"I think he's a bad enough person to stay ghost through his sheer love of child-killing."

In these studio's defense, how many different times do you really need to code an engine for shooting people in a 3D environment?

Captain Invictus
Apr 5, 2005

Try reading some manga!


Clever Betty

Lady Naga posted:

It's not all that sexy or interesting, Shinji Mikami worked on Goof Troop for Capcom and decided he'd be more comfortable working with an engine he knew for REvil, rather than creating a new one or using something unfamiliar.


http://kotaku.com/5939487/i-love-final-fantasy-vii-now-watch-me-pretend-i-hate-it

It's no joke.
http://wowwiki.wikia.com/wiki/Bunny_triggers

I would love an entire thread dedicated to quirky behind-the-scenes stuff like this.

General Specific
Jun 22, 2007

I had one of those, but the front wheel fell off and I had to get rid of it.

Red Bones posted:

In these studio's defense, how many different times do you really need to code an engine for shooting people in a 3D environment?

I suppose it depends on if a new engine is needed for things like vehicles, physics (including bullet physics), or saner map formats, or if those things are easier and cheaper to hack on to an existing engine. I imagine the latter is true in the majority of cases, especially considering the difficulty of debugging a brand new engine while also trying to make a game in it.

Lady Naga
Apr 25, 2008

Voyons Donc!

Captain Invictus posted:

I would love an entire thread dedicated to quirky behind-the-scenes stuff like this.

Sadly (?) a lot of this stuff isn't all that prevalent any more now that we have "universal" engines that can be licensed and update every year, like Unreal and Unity and CryTek and what have you.

General Specific posted:

I suppose it depends on if a new engine is needed for things like vehicles, physics (including bullet physics), or saner map formats, or if those things are easier and cheaper to hack on to an existing engine. I imagine the latter is true in the majority of cases, especially considering the difficulty of debugging a brand new engine while also trying to make a game in it.
It's like anything else, really. In general companies (and the people that work in them) would rather bolt on some new element they need to an engine that they're already familiar with, rather than have to make a totally new one and re-learn everything. Now that iterative, licensed engines exist though the only companies that still do wacky bunny trigger or tramhead stuff are those that already had their own proprietary engine before something better came along.

Lady Naga has a new favorite as of 20:41 on Sep 8, 2015

Internet Kraken
Apr 24, 2010

slightly amused

Lady Naga posted:

It's debatable how true this is because Yuke's don't really publicize their nitty-gritty stuff, but at the very least the WWE games up until 2k14 used a modified engine from 1995, with 2k15 possibly doing the same.

This doesn't surprise me at all given the way the WWE games break horribly.

EDIT: I should probably put something in all these posts.

Internet Kraken has a new favorite as of 21:14 on Sep 8, 2015

Terrorforge
Dec 22, 2013

More of a furnace, really

Lady Naga posted:

Sadly (?) a lot of this stuff isn't all that prevalent any more now that we have "universal" engines that can be licensed and update every year, like Unreal and Unity and CryTek and what have you.

If you expand the scope beyond just video game engines, this stuff is everywhere. Not only are there lots of stories about weird poo poo that's been done in the spaghetti code of tiny startups, some really important systems (including stuff like banking) still run on code so ancient and obscure modifying them is practically a form of experimental archaeology.

For example, one of the legitimate y2k issues was the fact that when these systems were programmed in the 60s and 70s, storage was so poo poo that not having to save the first two numbers of the year in a stored date constituted a meaningful increase in performance. This lead many of them to be hardcoded to assume it was always the year 19XX.

Captain Invictus
Apr 5, 2005

Try reading some manga!


Clever Betty

Lady Naga posted:

Sadly (?) a lot of this stuff isn't all that prevalent any more now that we have "universal" engines that can be licensed and update every year, like Unreal and Unity and CryTek and what have you.

It's like anything else, really. In general companies (and the people that work in them) would rather bolt on some new element they need to an engine that they're already familiar with, rather than have to make a totally new one and re-learn everything. Now that iterative, licensed engines exist though the only companies that still do wacky bunny trigger or tramhead stuff are those that already had their own proprietary engine before something better came along.
Still, there's gotta be good stories about past stuff, there's nearly half a century of gaming history at this point.

C.M. Kruger
Oct 28, 2013

Red Bones posted:

In these studio's defense, how many different times do you really need to code an engine for shooting people in a 3D environment?

Well for Call of Duty at least, it's fun to poke at the fans/developers going on about their "new engine" which is really just iD Tech 3 with new bloom layers and post-processing or whatever.

Red Bones
Aug 9, 2012

"I think he's a bad enough person to stay ghost through his sheer love of child-killing."

Terrorforge posted:

some really important systems (including stuff like banking) still run on code so ancient and obscure modifying them is practically a form of experimental archaeology.

I thought you were talking about legal systems for a minute, because law is just a worse version of the kind of accumulative pileup with periodic iterative overhauls that you're talking about in regard to coding.

mycot
Oct 23, 2014

"It's okay. There are other Terminators! Just give us this one!"
Hell Gem

Internet Kraken posted:

Absolutely no way that's the case. Modders would of found this the second they started working on Broken Steel. Unless when people looked at the new armour they honestly couldn't figure out what the giant tram head could possibly be for.

You would think that would be the case, but AFAIK this was only discovered a few months ago. :shrug: Which is why we're only getting weird fanart of it now.

Say Nothing
Mar 5, 2013

by FactsAreUseless

Paladinus
Jan 11, 2014

heyHEYYYY!!!
Probably qualifies as fanart.
https://www.youtube.com/watch?v=apTvXFGJzAs

ShortyMR.CAT
Sep 25, 2008

:blastu::dogcited:
Lipstick Apathy

This actually quite badass, considering how nerdy this is.

CzarChasm
Mar 14, 2009

I don't like it when you're watching me eat.

I hope someone sent that to Kojima's twitter or facebook or whatever he has.

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corn in the bible
Jun 5, 2004

Oh no oh god it's all true!

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