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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:
Sure, they got the nipples pointy but they still make her bustier than she should be. Fan art!
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# ? Sep 8, 2015 06:39 |
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# ? Jun 5, 2024 08:42 |
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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.
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# ? Sep 8, 2015 06:41 |
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# ? Sep 8, 2015 06:42 |
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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;
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# ? Sep 8, 2015 07:01 |
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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.
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# ? Sep 8, 2015 10:39 |
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I think this only became known when a designer posted about it online, so uh. Suck it.
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# ? Sep 8, 2015 10:55 |
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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.
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# ? Sep 8, 2015 11:06 |
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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.
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# ? Sep 8, 2015 13:14 |
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Does WoW still run on dead children/rabbits?
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# ? Sep 8, 2015 13:20 |
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Skellybones posted:Does WoW still run on dead children/rabbits? Invisible rabbits that die in order to trigger scripts, yes.
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# ? Sep 8, 2015 13:22 |
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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.
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# ? Sep 8, 2015 13:22 |
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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.
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# ? Sep 8, 2015 13:26 |
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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.
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# ? Sep 8, 2015 13:28 |
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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. 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. http://wowwiki.wikia.com/wiki/Bunny_triggers
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# ? Sep 8, 2015 13:29 |
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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.
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# ? Sep 8, 2015 14:59 |
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Say Nothing posted:
No moustache, 0/10
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# ? Sep 8, 2015 15:07 |
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# ? Sep 8, 2015 15:47 |
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Lady Naga posted:Invisible rabbits that die in order to trigger scripts, yes.
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# ? Sep 8, 2015 17:07 |
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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.
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# ? Sep 8, 2015 17:19 |
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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.
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# ? Sep 8, 2015 17:23 |
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The backbone of coding, especially game coding, is "Does it work? Fine, whatever."
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# ? Sep 8, 2015 17:26 |
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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.
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# ? Sep 8, 2015 17:39 |
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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.
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# ? Sep 8, 2015 19:15 |
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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.
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# ? Sep 8, 2015 19:51 |
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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.
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# ? Sep 8, 2015 20:07 |
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In these studio's defense, how many different times do you really need to code an engine for shooting people in a 3D environment?
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# ? Sep 8, 2015 20:20 |
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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. I would love an entire thread dedicated to quirky behind-the-scenes stuff like this.
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# ? Sep 8, 2015 20:31 |
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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.
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# ? Sep 8, 2015 20:37 |
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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. Lady Naga has a new favorite as of 20:41 on Sep 8, 2015 |
# ? Sep 8, 2015 20:37 |
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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 |
# ? Sep 8, 2015 20:49 |
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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.
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# ? Sep 8, 2015 20:54 |
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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.
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# ? Sep 8, 2015 21:08 |
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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.
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# ? Sep 8, 2015 21:19 |
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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.
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# ? Sep 8, 2015 21:20 |
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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. Which is why we're only getting weird fanart of it now.
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# ? Sep 9, 2015 01:15 |
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# ? Sep 9, 2015 02:45 |
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Probably qualifies as fanart. https://www.youtube.com/watch?v=apTvXFGJzAs
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# ? Sep 9, 2015 20:56 |
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Paladinus posted:Probably qualifies as fanart. This actually quite badass, considering how nerdy this is.
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# ? Sep 9, 2015 20:59 |
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Paladinus posted:Probably qualifies as fanart. I hope someone sent that to Kojima's twitter or facebook or whatever he has.
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# ? Sep 10, 2015 00:48 |
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# ? Jun 5, 2024 08:42 |
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# ? Sep 10, 2015 04:41 |