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gently caress I forgot about this WWE glitch. It's an old one and probably has been posted but it's a goodie
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# ? Nov 30, 2019 14:23 |
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# ? May 30, 2024 13:57 |
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Testekill posted:
Definitive proof that video games are art.
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# ? Nov 30, 2019 22:08 |
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# ? Dec 1, 2019 00:15 |
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stuffed crust punk posted:
Someone absconded with a huge trove of Sonic and other Sega games. Betas, pre-release versions, poo poo that keeps gaming historians hard for months. Like you mentioned, TCRF has a pretty good analysis of it.
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# ? Dec 2, 2019 20:44 |
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Testekill posted:
I will probably never play or buy any of these games. But the series has brought me an immeasurable amount of pleasure over the years, and am thankful that they are still a gift to those of us who love absurd glitches in gif format. Hopefully they have at least a few more years left in them.
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# ? Dec 2, 2019 21:41 |
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I got that Twitter link from Discord, and my reply to it was this video.
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# ? Dec 2, 2019 22:11 |
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Oohh It finally happened https://www.youtube.com/watch?v=FCBgfg2O8CE
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# ? Dec 5, 2019 17:15 |
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Not a glitch exactly, but still fitting. Courtesy of the fine folks playing Tomba over in the LP subforum. One of the voice actors flubs his line and has to try again and they inexplicably keep the take in the game. https://www.youtube.com/watch?v=_Hihs_U1ehg&t=1485s
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# ? Dec 6, 2019 09:06 |
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Sonic 06 has one of those too. https://www.youtube.com/watch?v=WxMME64yVE4
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# ? Dec 6, 2019 13:01 |
There's at least one in Oblivion, too. IIRC it includes the VA going "wait, can I try that again?" too. I do not have a link on hand though.
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# ? Dec 6, 2019 14:08 |
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There's more than one actually https://youtu.be/OX8najPmiyc Fathis Munk has a new favorite as of 19:00 on Dec 6, 2019 |
# ? Dec 6, 2019 14:28 |
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They just didn't care
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# ? Dec 6, 2019 18:44 |
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I'd guess that part of that is not having a good workflow for turning the raw recorded voice acting into individual lines. Some tired person is sorting through hundreds of hours of people talking and trying to identify where each line starts and stops without having to listen to the entire thing. This is 100% cheating since it's for a game I'm actively working on, but I was trying to set up basic AI airplane movement and, uh, made the airplane singularity. https://twitter.com/byobattleship/status/1202727023702970368
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# ? Dec 6, 2019 19:20 |
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TooMuchAbstraction posted:I'd guess that part of that is not having a good workflow for turning the raw recorded voice acting into individual lines. Some tired person is sorting through hundreds of hours of people talking and trying to identify where each line starts and stops without having to listen to the entire thing. Tomba 2 is definitely a treasure trove for low budget acting. Like, you can feel how little they spent on the dubwork with every single line.
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# ? Dec 6, 2019 20:18 |
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Kennel posted:Copied from the Steam thread. Actually badly thought virtual economy rather than a proper glitch, but fits here nicely: This is awesome Edit: I mean like awesome in the sense that you can breed and sell zoo animals and slightly awesome that the economy behaves like it would IRL
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# ? Dec 6, 2019 20:49 |
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TooMuchAbstraction posted:I'd guess that part of that is not having a good workflow for turning the raw recorded voice acting into individual lines. Some tired person is sorting through hundreds of hours of people talking and trying to identify where each line starts and stops without having to listen to the entire thing. That's more of a plurality.
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# ? Dec 6, 2019 21:21 |
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Fathis Munk posted:There's more than one actually Sounds like they forgot to split some takes for the first ones. The Tomba flub seems like it was too quick for a sleepy engineer to catch.
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# ? Dec 6, 2019 21:37 |
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Feature, not a bug.
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# ? Dec 6, 2019 23:36 |
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TooMuchAbstraction posted:I'd guess that part of that is not having a good workflow for turning the raw recorded voice acting into individual lines. Some tired person is sorting through hundreds of hours of people talking and trying to identify where each line starts and stops without having to listen to the entire thing. Guess what? I got a fever! And the only prescription.. is more planes!
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# ? Dec 8, 2019 00:37 |
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Jedi Fallen Order. I somehow made Bogano jump into Hyperspace: https://www.youtube.com/watch?v=RvZuJRQ6Gtk
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# ? Dec 10, 2019 02:26 |
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TooMuchAbstraction posted:I'd guess that part of that is not having a good workflow for turning the raw recorded voice acting into individual lines. Some tired person is sorting through hundreds of hours of people talking and trying to identify where each line starts and stops without having to listen to the entire thing. Nah, that's just what late war US airstrikes looked like.
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# ? Dec 10, 2019 02:31 |
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Dead Jedi posted:Jedi Fallen Order. I somehow made Bogano jump into Hyperspace: I would pay $0.99 to unlock this as a mod
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# ? Dec 10, 2019 03:17 |
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I mean, looking at that skybox, it's probably an improvement.
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# ? Dec 10, 2019 03:25 |
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That's going to be the big threat in the new movie after starkiller base failed. Just slap hyperdrive engines on planets and smash them into each other. Cheap, effective, and you don't have to actually pilot your entire base to within firing range
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# ? Dec 10, 2019 03:41 |
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Beartaco posted:Not a glitch exactly, but still fitting. Courtesy of the fine folks playing Tomba over in the LP subforum. One of the voice actors flubs his line and has to try again and they inexplicably keep the take in the game. Is there a clip of this where the dialogue isn't inaudibly quiet? I cannot make out the game audio.
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# ? Dec 10, 2019 05:41 |
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https://twitter.com/_taylorswope/status/1205252714680045568 Excellent payoff
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# ? Dec 13, 2019 06:31 |
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lol But why didn't they set a breakpoint in npc.position.height > 100 or whatever once they figured out it had to do with fall damage?
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# ? Dec 13, 2019 09:10 |
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That's amazing. Like watching someone figure out a murder mystery that might have involved being catapulted by cows popping into existence.
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# ? Dec 13, 2019 10:36 |
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Krankenstyle posted:lol He goes into that in a later tweet. Basically, at this point there are so many interconnections everywhere that you never quite know just what a single change might indirectly affect down the line, so doing anything without knowing 100% why and what for is inviting even more bugs. Chances are there's probably some place somewhere where they legitimately do have to go that high and this would have them phase down into the floor or something.
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# ? Dec 13, 2019 11:16 |
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usually, easy fixes aren't
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# ? Dec 13, 2019 11:54 |
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And you have to figure out what the problem is before you can fix it. Patching out the undesired result rather than the cause is how you get Bethesda code.
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# ? Dec 13, 2019 12:08 |
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Yeah, with stuff like that, all you really know to begin with is that A Behaviour is happening, and that something is causing it, which is not really enough to determine the actual problem. I wouldn't be too surprised if they started searching by literally just breaking if an ally goes too high as you suggested, but that only gets you so far, and you definitely can't write a fix based on that alone. Generally if your fix for the bad behaviour is to make something else happen when that behaviour happens, you're writing a hack, not an actual fix. You've gotta get to the actual root cause, which is tricky without some great evidence like, for example, a character climbing an invisible ladder in the background of a conversation, to tip off that it's a specific interaction or system. Actually getting that evidence depends pretty heavily on how complex the engine and game are, how rare the behaviour is, how good your debugging tools are, etc etc. Game dev is utterly packed with weird pitfalls, though that example is especially, especially wack. I feel their pain, as I am personally very paranoid about the concept of "pause the game but not everything pauses because you forgot to handle time stopping in some system somewhere" and have gone to great lengths to avoid such a thing happening in my own engine. I had a nightmare about this concept once, feel free to mock me https://www.raspberrypi.org/blog/xenon-death-flash-a-free-physics-lesson/ This was also in the replies, it's not a game, but the fact that some Raspberry Pis will crash if you take a flash photo of them with a xenon flash is pretty dang amusing Also, I bring tidings with my post, I found a small folder full of screenshots from around ~2008-2012 from a bunch of places and put them in an imgur album a little while ago, which I feel like you guys might enjoy (the last two are mine, the last one is extremely mine)
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# ? Dec 13, 2019 12:11 |
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A breakpoint is a debug tool that stops active threads and yells at you/starts a source/memory debugger at a predetermined point. He was asking why they couldn't set a watch breakpoint on the height variable and see what caused it when they figured out it was fall damage code. He wasn't saying cap the NPC height variable or whatever you might have thought that meant. Which I think the answer is more because they didn't realize it was fall damage until they had figured it out totally. They had localized it to the player ship because that's where the NPC = dead code could trigger with a game setting turned on that prevents death usually. And then noticed the companion climbing to the moon and had the eureka moment. E. I reread it and I guess they did have that bunch earlier than the eureka, and you know what they probably did have something like a breakpoint and they just didn't call it out explicit. But you still have to do the ground work to find out how exactly they can get to that height at all. zedprime has a new favorite as of 14:33 on Dec 13, 2019 |
# ? Dec 13, 2019 14:31 |
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I love how the companion quest that was failed in the example was titled "Don't Bite the Sun".
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# ? Dec 13, 2019 14:38 |
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https://twitter.com/_taylorswope/status/1205252973611237376
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# ? Dec 13, 2019 14:39 |
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Game development, and especially for games that are trying to be real, reminds me of that Carl Sagan quote: "if you wish to make an apple pie from scratch, you must first invent the universe."
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# ? Dec 13, 2019 14:58 |
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zedprime posted:A breakpoint is a debug tool that stops active threads and yells at you/starts a source/memory debugger at a predetermined point. He was asking why they couldn't set a watch breakpoint on the height variable and see what caused it when they figured out it was fall damage code. He wasn't saying cap the NPC height variable or whatever you might have thought that meant. Yeah I meant breakpoint, not cap lol. For the uninitiated, it allows you to use a debugger to inspect the callstack and see what everything looks like at that point in time. Then you can step through it one by one or change a value or whatever you want. So if your breakpoint tells you its height is now too high, you check the callstack for which functions were called to cause the height variable to rise, and see that it's npc.interact(FurnitureLadder, climb) or something. It wouldn't tell you why it was climbing, but now you could set a breakpoint on the npc climb function and see when and why that is called and so on, instead of just going "welp idk ship it" Carthag Tuek has a new favorite as of 16:10 on Dec 13, 2019 |
# ? Dec 13, 2019 16:08 |
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zedprime posted:A breakpoint is a debug tool that stops active threads and yells at you/starts a source/memory debugger at a predetermined point. He was asking why they couldn't set a watch breakpoint on the height variable and see what caused it when they figured out it was fall damage code. He wasn't saying cap the NPC height variable or whatever you might have thought that meant. Yeah, figuring out that NPCs were falling happened early...but it's not like you can just set the breakpoint and play for awhile, trigger it, then see what's going on. It took very specific circumstances for the bug to happen, which were rare under normal game testing, but not so rare that they never happened when you increased the number of "testers" by several orders of magnitude. Theoretically they could have shipped out a patched version of the game that logged a bunch of information when NPCs exceeded some set height and sent those logs back to HQ, then waited for the logs to come in. That's not exactly a player-friendly way to fix bugs though.
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# ? Dec 13, 2019 16:26 |
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Oh derp, my bad. I know what a breakpoint is, but for some reason I still took your post to mean artificially limiting how high up NPCs can go.
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# ? Dec 13, 2019 17:14 |
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# ? May 30, 2024 13:57 |
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Has anyone posted the latest Fallout 76 bugs, because lol that reloading your gun makes you lose over a hundred points of armor value.
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# ? Dec 13, 2019 17:35 |