|
One time I decided to download as many terrible sex mods for Skyrim as I could and I ended up with everyone having giant dicks that glitched out and stretched out infinitely when viewed from a certain angle.
|
# ? Dec 25, 2017 03:44 |
|
|
# ? Jun 4, 2024 16:28 |
|
rodbeard posted:One time I decided to download as many terrible sex mods for Skyrim as I could and I ended up with everyone having giant dicks that glitched out and stretched out infinitely when viewed from a certain angle. jesus...*furiously redownloading skyrim*
|
# ? Dec 25, 2017 04:03 |
|
My favorite monster factory moments are when they install all manner of hosed up skyrim mods and keep repeating "todd made this" and "this is todds vision"
|
# ? Dec 25, 2017 04:48 |
|
Regular Nintendo posted:My favorite monster factory moments are when they install all manner of hosed up skyrim mods and keep repeating "todd made this" and "this is todds vision" What is up with the loving eyes though, Todd?
|
# ? Dec 25, 2017 09:28 |
|
GuardianOfAsgaard posted:Also in AssCreed I had the big albino croc in Krokodilopolis spawn in like this: I've got such a croc in my neck!
|
# ? Dec 25, 2017 09:47 |
|
Regular Nintendo posted:My favorite monster factory moments are when they install all manner of hosed up skyrim mods and keep repeating "todd made this" and "this is todds vision" RIP touch the Skyrim, killed by Nick.
|
# ? Dec 25, 2017 14:25 |
|
Firos posted:RIP touch the Skyrim, killed by Nick. What happened there
|
# ? Dec 25, 2017 14:54 |
|
Regular Nintendo posted:What happened there Nick was an internet creep.
|
# ? Dec 25, 2017 15:08 |
|
Tunicate posted:I've got such a croc in my neck! That looks like those medieval drawings of crocodiles that monks that never saw one drew from descriptions.
|
# ? Dec 25, 2017 15:17 |
|
VanSandman posted:Nick was an internet creep. What a surprise!
|
# ? Dec 25, 2017 15:58 |
|
Regular Nintendo posted:What happened there VanSandman posted:Nick was an internet creep. If I recall right he was pestering several coworkers and acquaintances with dirty messages over social media. It seems like a relatively tame scandal in the grand scheme of 'holy poo poo what is wrong with us as a species', but given he was immediately let go from Polygon and he issued a public apology, it was obviously unsolicited and unwelcome. And also stupid. Why does the internet make people stupid? GuardianOfAsgaard posted:Also in AssCreed I had the big albino croc in Krokodilopolis spawn in like this: Solice Kirsk posted:That looks like those medieval drawings of crocodiles that monks that never saw one drew from descriptions. This came up earlier in the thread, I think. The latest Assassin's Creed has a very weird glitch where animals are occasionally loaded in with human skeletal animation, which...don't mesh well. https://twitter.com/tomphillipsEG/status/924961684430704640 It's incredibly baffling to me, because I have no clue how you could design a system that would occasionally do this between such different actor types and I've almost never seen it outside of people doing it on purpose.
|
# ? Dec 25, 2017 15:59 |
|
https://twitter.com/Up_In_Smoke9029/status/925067338726113280 https://twitter.com/ItsCestial/status/925463575237296128
|
# ? Dec 25, 2017 16:11 |
|
Shady Amish Terror posted:This came up earlier in the thread, I think. The latest Assassin's Creed has a very weird glitch where animals are occasionally loaded in with human skeletal animation, which...don't mesh well. Red Dead Redemption would sometimes have the opposite problem, humans spawning with animal skeletons.
|
# ? Dec 25, 2017 16:11 |
|
Shady Amish Terror posted:If I recall right he was pestering several coworkers and acquaintances with dirty messages over social media. It seems like a relatively tame scandal in the grand scheme of 'holy poo poo what is wrong with us as a species', but given he was immediately let go from Polygon and he issued a public apology, it was obviously unsolicited and unwelcome. And also stupid. Why does the internet make people stupid?
|
# ? Dec 25, 2017 16:16 |
|
Who What Now posted:Red Dead Redemption would sometimes have the opposite problem, humans spawning with animal skeletons. It was the models that would go wrong, not the skeleton. https://www.youtube.com/watch?v=rFoMvLmfFEY https://www.youtube.com/watch?v=7IrYfrOiCrY But, perhaps since animals were more common in the game, it was usually the other way around. https://www.youtube.com/watch?v=zI9ZgzxIfOM https://www.youtube.com/watch?v=PTaihZql-74 Doc Hawkins has a new favorite as of 22:45 on Dec 25, 2017 |
# ? Dec 25, 2017 17:05 |
|
I knew this was going to lead to someone posting The Incredible Donkey Lady.
|
# ? Dec 25, 2017 22:41 |
|
Forgot my favorite: https://www.youtube.com/watch?v=vavUXJXV7ec
|
# ? Dec 25, 2017 22:47 |
|
Doc Hawkins posted:It was the models that would go wrong, not the skeleton. According to a former coworker who used to work at rockstar this only happened when the game ran for like 10+ hours and they knew about it, it was just such an edge case they didn't bother with a fix
|
# ? Dec 26, 2017 01:36 |
|
Regular Nintendo posted:According to a former coworker who used to work at rockstar this only happened when the game ran for like 10+ hours and they knew about it, it was just such an edge case they didn't bother with a fix God bless us, every one.
|
# ? Dec 26, 2017 06:05 |
|
Shady Amish Terror posted:If I recall right he was pestering several coworkers and acquaintances with dirty messages over social media. It seems like a relatively tame scandal in the grand scheme of 'holy poo poo what is wrong with us as a species', but given he was immediately let go from Polygon and he issued a public apology, it was obviously unsolicited and unwelcome. And also stupid. Why does the internet make people stupid? It was perhaps even stupider: He was doing it to like every woman in the game development industry he had to contact for work, which is probably why it took so long to reach Polygon's administration. An open-secret that Nick was a total creeper in the game development industry, but significantly less well known in the games journalism industry.
|
# ? Dec 26, 2017 06:27 |
|
Never trust any guy who says they don't know who John Candy is. E: gently caress it, still funny https://www.youtube.com/watch?v=rjhHVApCkuw
|
# ? Dec 26, 2017 06:38 |
|
Bring back everything he worked on and replace him with Justin ffs
|
# ? Dec 26, 2017 07:08 |
|
Just have Christopher Plummer rerecord all of Nick's lines.
|
# ? Dec 26, 2017 07:18 |
|
Redub him with James earl jones
|
# ? Dec 26, 2017 07:41 |
|
Double Punctuation posted:Probably because computers don’t have coprocessors dedicated exclusively to pathfinding like many animals do. I would like to add: The process of actually creating a NavMesh is a horrible, soul-rending experience.
|
# ? Dec 26, 2017 09:46 |
|
https://www.youtube.com/watch?v=RgulPM_VMxM
|
# ? Dec 26, 2017 10:26 |
|
Agents are GO! posted:I would like to add: The process of actually creating a NavMesh is a horrible, soul-rending experience. But surely you can just automate the proc-
|
# ? Dec 26, 2017 10:45 |
|
I mean, you probably could. You probably shouldn't, but you probably could. I'm sort of amazed that pathfinding works at all in programming. I never quite got my head around cheating the travelling salesman problem, personally, I find it difficult to envision sane rules that allow an entity to navigate a 3d environment, especially if that environment is changing over time. Granted, I suppose that might be why allowing the player to change the environment by, say, moving cars or horses around, or laying down new solid surfaces, seems to pretty frequently break AI pathfinding.
|
# ? Dec 26, 2017 12:17 |
|
Shady Amish Terror posted:I'm sort of amazed that pathfinding works at all in programming. I never quite got my head around cheating the travelling salesman problem, personally, I find it difficult to envision sane rules that allow an entity to navigate a 3d environment, especially if that environment is changing over time. Granted, I suppose that might be why allowing the player to change the environment by, say, moving cars or horses around, or laying down new solid surfaces, seems to pretty frequently break AI pathfinding. In the vast majority of games, pathfinding never touches on TSP or similar problems; it's usually just "get this NPC from where it is to this specific other point". This gets complicated not because it's an NP-hard problem, but because the other point may itself be moving around, the graph between that NPC and its destination may be changing as it moves, and you're probably doing this for anywhere from dozens to thousands of entities at once.
|
# ? Dec 26, 2017 13:05 |
|
ToxicFrog posted:In the vast majority of games, pathfinding never touches on TSP or similar problems; it's usually just "get this NPC from where it is to this specific other point". This gets complicated not because it's an NP-hard problem, but because the other point may itself be moving around, the graph between that NPC and its destination may be changing as it moves, and you're probably doing this for anywhere from dozens to thousands of entities at once. Yeah, the problem comes from emergent rules. Like, "get this agent to point B" hits "keep this agent at least a little distance away from objects of type C" and "when the agent is playing this animation its turning circle is radius X" and "we forgot to put a second line of navigation nodes in this corridor" and all of a sudden the agent's doing loops in the middle of a cathedral because you dropped a book.
|
# ? Dec 26, 2017 13:21 |
|
Shady Amish Terror posted:I mean, you probably could. Oh, you can in the Skyrim CK, it's just that it does it stupidly. Because, you know, Bethesda.
|
# ? Dec 26, 2017 15:01 |
|
Navmeshes are very easy to work with in Unity Engine, you even have a system for setting up dynamic navmeshes and off-mesh links. Not that familiar with the system in place in engines like Unreal, but I would assume it's not that far off either. Of course, if you're coding your own stuff from scratch, you're in for a ride.
|
# ? Dec 26, 2017 16:13 |
|
Broken Cog posted:Navmeshes are very easy to work with in Unity Engine, you even have a system for setting up dynamic navmeshes and off-mesh links. Not that familiar with the system in place in engines like Unreal, but I would assume it's not that far off either. Same in UE4.
|
# ? Dec 26, 2017 16:37 |
|
The Decima engine (Horizon Zero Dawn/Death Stranding) does some interesting things with AI pathfinding in that it's completely dynamic and doesn't require really any manual setting unless you want to be specific. https://www.youtube.com/watch?v=hKqQ4XPWJcQ The AI is free to move around in areas that are blue which get blocked out in realtime if an object is moved or added.
|
# ? Dec 26, 2017 17:10 |
|
Stare-Out posted:The Decima engine (Horizon Zero Dawn/Death Stranding) does some interesting things with AI pathfinding in that it's completely dynamic and doesn't require really any manual setting unless you want to be specific. Yeah, that's height based dynamic navmesh generation. It's supported by Unity, and I assume UE as well. It's pretty neat, weird that not more games use it. There's also support for different types of agents, so you can block off certain paths for bigger units easy by adding, say, a low ceiling. Edit: Watching that video again, having walkable surfaces on dynamic physics objects seems like a recipe for disaster. Broken Cog has a new favorite as of 17:19 on Dec 26, 2017 |
# ? Dec 26, 2017 17:14 |
|
Horizon is a pretty impressive technical showcase in and of itself, really. AI behavior/communication is another one that's done in a pretty cool way. The Digital Foundry in-depth look is a fascinating watch. https://www.youtube.com/watch?v=0Y8u7MvuArA
|
# ? Dec 26, 2017 17:20 |
|
Count Uvula posted:It was perhaps even stupider: He was doing it to like every woman in the game development industry he had to contact for work, which is probably why it took so long to reach Polygon's administration. An open-secret that Nick was a total creeper in the game development industry, but significantly less well known in the games journalism industry. If anything I'm just super mad at Nick for being a total poo poo because I think him and Griffin made some of the funniest videos on youtube I have ever seen. Now that's dead forever because he's a fuckin unprofessional idiot who couldn't understand that women weren't interested in his awful advances.
|
# ? Dec 27, 2017 00:52 |
|
Firos posted:If anything I'm just super mad at Nick for being a total poo poo because I think him and Griffin made some of the funniest videos on youtube I have ever seen. Now that's dead forever because he's a fuckin unprofessional idiot who couldn't understand that women weren't interested in his awful advances. He just got way into cool games inc https://www.youtube.com/watch?v=IY8p6HxAKuM&t=53s
|
# ? Dec 27, 2017 00:59 |
|
Broken Cog posted:Edit: Watching that video again, having walkable surfaces on dynamic physics objects seems like a recipe for disaster. Naughty Dog got it working on PS3 for Uncharted 2 (and yes, it was a huge amount of work).
|
# ? Dec 27, 2017 01:58 |
|
|
# ? Jun 4, 2024 16:28 |
|
Firos posted:If anything I'm just super mad at Nick for being a total poo poo because I think him and Griffin made some of the funniest videos on youtube I have ever seen. Now that's dead forever because he's a fuckin unprofessional idiot who couldn't understand that women weren't interested in his awful advances. I always thought he was a poo poo-tier partner compared to justin but I enjoy the mcelroys a lot
|
# ? Dec 27, 2017 02:15 |