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Large Testicles posted:i thought the glitch was that i feel like i'm tripping balls watching it with the way everything is waving like you're on the ocean seriously tho wtf is with that animation, grass doesn't behave that way
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# ? Mar 13, 2022 20:58 |
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# ? May 14, 2024 09:51 |
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I'm gonna start saying "Frownin' Jesus" now, though
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# ? Mar 13, 2022 21:07 |
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Expressions are denoted in scripts because most games these days do face capture so the actors' face and mouth movements get directly mapped to the actual character. A lot of them do mocap at the same time so performing for games is basically just acting but you're in a mocap suit. e: Admittedly I have no idea if they'd bother to do facial capture for random NPCs, but maybe they write the scripts out with the assumption they will and then later decide who is important enough to get proper facial expressions rather than basic lip sync
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# ? Mar 13, 2022 21:12 |
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It's not a stage direction, it's a cue to switch animation states for the character's face. It should never have gotten in the script
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# ? Mar 13, 2022 21:52 |
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Nobody knows why Frownin' Jesus frowns.
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# ? Mar 14, 2022 01:53 |
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Do you think Jesus frowns because he too slightly disapproves of what he has created?
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# ? Mar 14, 2022 01:57 |
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Jesus frowns because he can no longer wept
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# ? Mar 14, 2022 02:02 |
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flatluigi posted:frowning/smiling is a perfectly fine stage direction for line reads because it effects the tone of what's being said wait so why is it in the captions
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# ? Mar 14, 2022 02:39 |
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What the frownin' Jesus is going on with that grass?
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# ? Mar 14, 2022 03:09 |
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bows1 posted:wait so why is it in the captions
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# ? Mar 14, 2022 04:00 |
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bows1 posted:wait so why is it in the captions Same reason it's what the actor said. Someone didn't scrub animation/reading notes from the script, and the mistakes got put in the game three ways. The script got read as-is by the VA, then put in to the game as the subtitles, then the facial animations were generated from that script. There's just so many lines of text in a modern game it's easy to understand how it got missed, and once audio is recorded you're more or less stuck with it unless the actor is already booked for pickups later. I wonder if they noticed the mistake when they translated it...
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# ? Mar 14, 2022 07:19 |
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Tricky Ed posted:Same reason it's what the actor said. Someone didn't scrub animation/reading notes from the script, and the mistakes got put in the game three ways. The script got read as-is by the VA, then put in to the game as the subtitles, then the facial animations were generated from that script. Well if someone wants to see if Frownin' Jesus pops up in other editions the quest is 'The Huntress' in Ravensthorpe.
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# ? Mar 14, 2022 07:22 |
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A lot of what I'm reading sounds plausible but does anyone actually know or are we all just speculating about Frownin' Jesus?
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# ? Mar 14, 2022 12:26 |
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All knowledge is by necessity illusionary, as self-declared 'knowledge' of a thing is not the thing itself. Hope this helps.
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# ? Mar 14, 2022 12:33 |
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credburn posted:A lot of what I'm reading sounds plausible but does anyone actually know or are we all just speculating about Frownin' Jesus? It's speculation, but this is far from the first time it's happened. It's a semi-common gaffe in any game with a lot of VA.
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# ? Mar 14, 2022 14:41 |
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credburn posted:A lot of what I'm reading sounds plausible but does anyone actually know or are we all just speculating about Frownin' Jesus? It's kind of a thing from time to time https://www.youtube.com/watch?v=L9REWMEOLdI A typo is a perfectly logical conclusion, but as shown above, poor editing/oversight can also be blamed. There are at least three teams working to bring something like this together: The script writers, the voice actors and anyone directing them, and editors If the script says "Frowning Jesus!" instead of [Frowning] "Jesus!" And nobody caught it or even saw it as a problem, then the script goes on to the voice actor. The actor probably has an entire pile of voice lines to read, and it's probably not his job to question what's on the page - just read it how it's written and let's move on. Again, there is probably a director of some sort who is looking at the same script, but unless he's also on the writing staff, he's not going to question what's on the page. Were the words spoken in the correct order and with the correct delivery? Great. Get it done. And all of this is assuming that the original script is written in the same language it's being recorded for. If there was a translation happening on top of that, that could add yet another layer and opportunity for mistakes. And a lot of this could also be attributed to the dreaded "Crunch" that comes with almost every game now. Everyone works on their corner of the game and gets what they need done, and someone else is goign to stitch it all together. No time for cross referencing to see if it's right, just make sure it's done. Getting all of these bits and pieces to tie together into a working product, on time and on budget- it's incredible that video games are as functional as they are.
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# ? Mar 14, 2022 17:22 |
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Yeah, it's important to remember for every embarrassing glitch and mistake ITT there were probably ten more that were a lot less funny and a lot more disruptive to actually playing the game, but they aren't here because they were caught internally and fixed
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# ? Mar 14, 2022 18:31 |
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The thing that makes stuff like that funny is also what makes it so rare, which is that it has to pass through so many people to end up in the game. Like the initial mistake of someone forgetting to put the markup around the animation directions in the scripting is pretty understandable, and even the voice actor reading it out is fairly understandable (they usually see their lines for the first time as they're reading them so they don't tend to ask a lot of questions and just assume the script is correct; it's the director's job to ask for changes in the line reading), but then you have the VO director that has to hear them read the line and not notice that they read the equivalent of a stage direction, the developer that wires up all the sound to the cutscenes not seeing it, and then all the testers playing the game not noticing the line is weird either. With so much dialogue in a modern game it's not too surprising that sometimes something slips through the cracks, but it does still depend on a lot of people not catching it at every level of development. Then again, it's also something where it's entirely possible people did catch it, but far enough down the pipe that it would have been too much expense to bring a VO back in to re-record this one extremely minor line (and maybe just editing out the "frowning" sounded weird) so they just left it as is because at the end of the day, it's not like it crashes the game or anything.
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# ? Mar 14, 2022 18:57 |
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After relistening, "frownin'' Jesus" is definitely more tightly strung together than I remembered. It should've been caught by a vo director, but I'm not at all surprised now if someone further along in the production pipeline just didn't notice. (I'm glad they didn't)
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# ? Mar 14, 2022 19:16 |
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haveblue posted:Yeah, it's important to remember for every embarrassing glitch and mistake ITT there were probably ten more that were a lot less funny and a lot more disruptive to actually playing the game, but they aren't here because they were caught internally and fixed This is very true. As an example, today three deleted script lines showed up in a pre-release build because nobody checked the drat ID numbers and instead of saying "clearly we have put the wrong words here, the words struck out in red and marked DELETE OR DO NOT USE, and we should replace them with the dialogue lines marked USE THIS INSTEAD OF LINE XYZ" they assumed it was my fault and complained the script did not make sense.
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# ? Mar 14, 2022 20:07 |
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There's a ton of little ways someone would have heard it and brought it up and through the sheer power of some-elses-problem that keeps these projects moving it would have been dismissed because "well a voice director signed off on the read and the mix, must be something weird the historians slipped in." Thinking about it the same attitude probably includes why a voice director would sign off. Frowning Jesus, these projects can be a mess.
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# ? Mar 14, 2022 20:20 |
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To be fair the game is 18 months old and as far as I can tell I'm the first person to pick up on it, so it's not an absolutely crucial fix.
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# ? Mar 14, 2022 20:53 |
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Necrothatcher posted:To be fair the game is 18 months old and as far as I can tell I'm the first person to pick up on it, so it's not an absolutely crucial fix. I mean it is ultimately what made me decide to pass on it.
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# ? Mar 14, 2022 21:08 |
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zedprime posted:There's a ton of little ways someone would have heard it and brought it up and through the sheer power of some-elses-problem that keeps these projects moving it would have been dismissed because "well a voice director signed off on the read and the mix, must be something weird the historians slipped in." That's a good point too. Given that it's a period piece I wouldn't be surprised if a few people noticed but just assumed it must have been a historically accurate phrase people just don't use anymore.
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# ? Mar 14, 2022 22:08 |
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My Face is Tired
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# ? Mar 14, 2022 23:01 |
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christmas boots posted:That's a good point too. Given that it's a period piece I wouldn't be surprised if a few people noticed but just assumed it must have been a historically accurate phrase people just don't use anymore. Yeah tbh it sounds exactly like a weird old timey euphemism so i think if i played the game blind it would not register as weird at all
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# ? Mar 14, 2022 23:45 |
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Keith David played Julius in the first Saints Row, in which he gives the player character the nickname "Playa," as in player, as both a meta thing and as a way to get around the player character having no name. He spent an entire game pronouncing playa in that way, plus additional appearances in other entries in the series. And yet, in an audio log you can find in Saints Row 4, he pronounces the word playa as though it were the Spanish word for beach, when referring to the player's actions. You'd think that everyone involved would know how Julius referred to the player character, but it slipped past because the read kind of made sense and was probably recorded out of order. Games are hard.
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# ? Mar 15, 2022 08:46 |
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Tricky Ed posted:Keith David played Julius in the first Saints Row, in which he gives the player character the nickname "Playa," as in player, as both a meta thing and as a way to get around the player character having no name. He spent an entire game pronouncing playa in that way, plus additional appearances in other entries in the series. He probably just wanted to point out what a little beach the player character was being.
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# ? Mar 15, 2022 09:13 |
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probably not, in context
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# ? Mar 15, 2022 09:54 |
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in Keith David's defense he might have been distracted by also needing to play the role of Keith David in that game
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# ? Mar 15, 2022 10:36 |
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Fleta Mcgurn posted:He probably just wanted to point out what a little beach the player character was being.
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# ? Mar 15, 2022 11:28 |
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The Saint's Row games got fuckin weird.
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# ? Mar 16, 2022 14:26 |
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Had a fun Elden Ring glitch yesterday! I was co-oping with my buddy, and I was the host. He used a torch that let's you spew purple sleep flame from your mouth and since Elden Ring, he got disconnected in the middle of the animation. When I summoned him back into the game, he was still spewing flame, and continued to do so until we beat the boss. Sadly the flame was just for show but funny because flame would shoot out whereever his face was pointing.
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# ? Mar 17, 2022 20:29 |
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so hunt currently has a game-ruining bug where disconnecting and reconnecting to a match while you're dead allows you to haunt the body of your dead hunter, sliding around on the ground and punching your killers to death as a vengeful unkillable corpse it looks incredible from both perspectives and there is no way to know someone is haunting their body as long as they stay motionless https://www.reddit.com/r/HuntShowdown/comments/tfxbnc/sick_update_crytek/ https://dm.reddit.com/r/HuntShowdown/comments/tgj7um/this_new_bug_has_some_potential_for_some_real/ Owl Inspector has a new favorite as of 06:23 on Mar 18, 2022 |
# ? Mar 18, 2022 06:18 |
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Gay Rat Wedding posted:so hunt currently has a game-ruining bug where disconnecting and reconnecting to a match while you're dead allows you to haunt the body of your dead hunter, sliding around on the ground and punching your killers to death as a vengeful unkillable corpse I dunno this one kinda fits with the overall lore of the game tho?
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# ? Mar 19, 2022 17:30 |
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GyverMac posted:I dunno this one kinda fits with the overall lore of the game tho? lol yea i was wondering what the necro magic(?) was about, were they trying to revive the person who was dead and punching?
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# ? Mar 19, 2022 18:57 |
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There’s a perk called necromancer that lets you revive a dead teammate from a distance instead of having to reach their body, so they were seeing if they were within range to do thatGyverMac posted:I dunno this one kinda fits with the overall lore of the game tho? Game’s theme isn’t named Rise Up Dead Man for nothing https://m.youtube.com/watch?v=I-4HNs3VSjg
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# ? Mar 19, 2022 19:55 |
PARTY https://twitter.com/SWAAD666/status/1505669515182743555 HARD
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# ? Mar 21, 2022 10:56 |
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I'm not 100% sure what the thing I'm seeing is. Is it a healing spell and a damage spell both proc'ing at the same time?
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# ? Mar 21, 2022 19:24 |
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# ? May 14, 2024 09:51 |
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They use the weapon art from the big spear to buff it at the cost of hurting themself, then they use the weapon art they've put on their buckler to buff something. Best guess, the second buff is somehow getting confused into thinking it should use the animation of the first buff over and over at high speed.
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# ? Mar 21, 2022 22:10 |