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Zereth posted:I'm guessing it's not getting rid of the dropped soda cans while you're looking at them. I'd throw my hat in for fat overflow.
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# ¿ Nov 15, 2021 16:45 |
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# ¿ May 14, 2024 11:03 |
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I think Pools of Radiance went one step further than Myth 2 in it's routine to delete all folder contents. Where Myth 2 was content to delete everything in the root the main exe was, due to a mixed up reference I think PoR went one file path upward and then did the same thing. So like best case you lose all your installed games if you were well organized, or else fairly commonly you lost your entire C drive.
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# ¿ Dec 30, 2021 06:20 |
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Level select as a crash handler makes extra sense as the least new effort. They will have a level select utility for testing the game, and a tester who just crashed the game probably wants to use it to reproduce or move on to another step. No reason to turn that off, cert or not.
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# ¿ Jan 4, 2022 19:58 |
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Slickdrac posted:Not so much a glitch per se, but
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# ¿ Jan 7, 2022 18:26 |
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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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Sounds like a new flavor of an existing bug for the PR. It makes sense in that it's just evaluating during combat if everyone is dead so if a script manages to avoid, skip, or ignore that for the moment there's the ability to get back to the map with everyone dead and the game won't bother to check until you're back in combat again.
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# ¿ Apr 12, 2022 14:42 |
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My favorite MGS4 hour long cutscene is Snake smoking a cigarette incredibly satisfyingly and staring me down while the game installed.
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# ¿ Apr 13, 2022 20:05 |
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Pile Of Garbage posted:I remember back in the day playing pirated games that didn't have any cutscenes where they were supposed to because they got stripped out to reduce the download size.
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# ¿ Apr 16, 2022 00:32 |
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Megillah Gorilla posted:Yeah, I was going to bang something up in photoshop, but just having these would make a world of difference: Pausing and holding correct state is a miracle on its own and you want it to run backwards or faster on demand? Where am I supposed to Google such a scripting implementation, it doesn't exist.
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# ¿ Apr 18, 2022 13:12 |
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Modern code: oh lawd that memory is protected. Go straight to code jail for this illegal operation. Pokemon assembly: yeah, the name is in the encounter pointer. So what? The former is the right way given all the overhead on processing power and memory we have 30 years later but Pokemon is impressive in it's resilience to just complete garbage being passed around and it's beautiful.
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# ¿ May 4, 2022 14:23 |
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Croccers posted:Scribblenauts in general can be a trip.
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# ¿ Jul 29, 2022 18:53 |
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So you're telling me the bee was a regression bug.
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# ¿ Jan 7, 2023 06:46 |
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Star Citizen is going well, I see
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# ¿ Feb 22, 2023 23:04 |
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I want to joke like "now that's the Arkane I remember from release Arx Fatalis and Dark Messiah" but I can't remember far back enough to know if Redfall is as janky or surpassed them.
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# ¿ May 4, 2023 16:26 |
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PurpleXVI posted:https://twitter.com/TafferKing451/status/1661658366941487108 Quoted cause it's a gigantic indexed blog: https://joesiegler.blog/2014/12/happy-20th-rise-of-the-triad/ quote:The last story is one called “I’m Free”. This is a reference to a map error in Rise of the Triad. Things that moved around the map were essentially stupid. You defined them as moving, and they’d take off and move. And would continue to move until they hit a map marker to tell them to change direction. So basically it was up to the mapper to come up with a proper working maze of arrows in the editor for all the moving walls to follow. If you didn’t, and made a mistake, the moving wall (or whatever) would just keep going until it got off the side of the map grid. That was bad, because anything that attempted to exist outside of the map grid would crash the game. (Think dividing by zero kind of issue). During map design, we would frequently make mistakes, and send pushwalls off the side of the map grid. It was annoying, because you then had to go back into Ted and follow your own path. I know I had one map path that was really weird as I had about a dozen walls all moving around 2-3 paths in a room, and it was hard to follow my own work at times. The pushwall error happened enough that one time Joe Selinske had experienced it, and just shouted “I’m Free!”. Tom being Tom drew the now famous “I’m Free” image which is a representation of the pushwall having escaped off the side of the map grid. We thought it was hilarious, I scanned in his drawing, and a trap was put in for the crash that would be generated by this error, and displayed the image. It of course was the intended behavior for two warp only levels, the aptly named “This Causes An Error!” and “This Causes an Error Too!”. The image made us laugh so hard, we created dummy levels just to show it! Haha. Your escaped physics object garbage collection needs to be really thorough (but still performant, curse you collision overhead) because you're going to at worst crash. Although interesting middleware interaction that Unity can use a coordinate system that physics eventually gives up if you pass even one out of range entity. Itd be nice if middleware with less coordinate space than the engine would have an "I'm free" type exception to crash or catch and handle as a final garbage collection trigger.
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# ¿ May 26, 2023 14:25 |
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Kyte posted:The real mistake is designing the command such that executing it twice in a row yields different results. Imagine there's some "player is stuck vibrating in place" kinda bug and you have the player tripping the trigger volume every frame or whatever. Now you've got a much bigger problem. If your PC is oscillating coordinates you're going to have a degraded collision detection throughout everything everywhere and you'll probably fix it before it vibrates in and out of the level because you're having issues going through tight spots and interacting with things.
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# ¿ May 30, 2023 14:47 |
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TooMuchAbstraction posted:I assume they made a "go to next level" trigger because that way they could just copy-paste it from one level to the next and it'd keep working. I can just about guarantee that if they'd had it be "go to level X" instead, then they would've shipped with a bug where sometimes when you hit the end-of-level trigger, you'd end up at the wrong level afterwards. Carthag Tuek posted:if the levels are always in order, you could make them a linked list and use goto(currLvl->next) or just plain objects like currLvl->transitionToNext(), etc. plenty of solutions available that aren't basically currLvl++ There's varying other places to catch calling level transition logic twice.
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# ¿ May 31, 2023 15:27 |
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A large portion of save bloat was keeping track that the wooden spoon or cheese wheel you picked up is not at its original spot and is instead in your inventory/spot A. They started combatting this in Fallout 4 by having less doodads absolutely while also every nearly every doodad is consumable by crafting or repairing.
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# ¿ Jul 22, 2023 17:42 |
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I purposefully believe linear algebra does not exist. A conviction so strong I don't see anything wrong with that video. Just some normal doors and normal breasts, nothing strange.
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# ¿ Aug 11, 2023 03:52 |
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How ever will any other triple A rpg compete with this level of polish?
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# ¿ Aug 24, 2023 20:27 |
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poo poo Fuckasaurus posted:I'm using "sanitizing inputs" as shorthand for "constructing a system robust enough to make a functional pokemon out of garbage data" which is effectively the same thing achieved by a different means but doesn't have a simple catchphrase like "sanitizing inputs" as a catch-all for the various implementations. Again, modern developers could use more of both. Modern computers and consoles would throw a memory violation trying to do a missingno - the people one level below you would say absolutely never. The preference overall is to not throw errors and this comes with neat functionality and interface design. Where you.mjgbt see a bit of error tolerant design is for moddable games to help sandbox in the mods in a way a bad mod won't just stop the game from working because you can't fully ban bad mod data because of the whole "can't program a program that says the program will terminate because you can't tell it's going to terminate" problem.
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# ¿ Aug 26, 2023 19:22 |
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poo poo Fuckasaurus posted:This is what I'm talking about with the word choice, it doesn't matter what words I used, because the concept I'm circling around has no suitable label that's less than a dozen words, and even when I used that you're attempting to correct me. It's almost entirely not error-tolerant design, it is the robust core of an engine designed to be iterated and expanded upon with minimal difficulty. The only thing they did to deliberately harden the system was add "MissingNo." as the name field for Pokemon outside of the 151 as they cut them, and it's likely that this was only to aid in determining the root cause of errors (the alternative, leaving the field blank, crashes the game when it tries to load the battle). This means that there are multiple Missingnos, at least 4 of which can be accessed through normal gameplay, and it also means that all of the Missingnos are actually fixed proto-Pokemon from an early build. Unfortunately we can tell that the memory structure changed somewhat since that build, which is why one of the Missingnos uses moves based on the moves of the other pokemon currently in your party, as the location where the player's team is stored in the release version was apparently at some point used for moves or at least indexed to the proto-pokemon entries as such. Handling an exception by subbing in a template object like a lvl 2 bulbasaur is one of a million error handling methodologies that come from a modern framework of being able to catch and handle exceptions that were only implemented piecemeal in the "good, stable software" made by "actual software developers" in the 90s (LMA all the way O describing the 90s this way) but is now purchasable off the shelf by any body using anything thicker than Rust or is described by textbooks for those big enough to roll their own. "The robust core of an engine designed to be iterated and expanded upon with minimal difficulty" is a nonsense phrase you could never teach in a computer science course but I think I get it - its kind of the thing we've been groping for how to do by rote by trying to document certain successes with OOP etc. But at the end of the day in gaming there's just good games and bad ones and there's plenty of good ones with actual trash design and plenty of bad ones with absolutely impeccable design. Overall I think you're having trouble explaining yourself because your ultimate goal is just insulting new games while building up old ones into something they weren't.
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# ¿ Aug 26, 2023 22:21 |
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dialhforhero posted:Ah, yes. Like cars. Famous for not having issues in the first 36,000 miles or three years of ownership.
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# ¿ Aug 27, 2023 20:52 |
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It's a good technique you can apply with no further higher design for cars because cars are mass manufactured to be identical in large numbers. You probably want to do it for memory management for human NPCs but at that point you need to be also thinking about scene management of some sort to avoid identical quintuplets hanging out because you just birthday paradoxed the model into 5 adjacent slots.
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# ¿ Oct 8, 2023 05:06 |
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At least the Dragon Age 2 cave map had a toilet for you to poop in.
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# ¿ Nov 13, 2023 04:39 |
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Icedude posted:It can't have been as bad as Mass Effect 1's map reuse, right? DA2 was crunched into existence in something insane like 14 months and accounting for preproduction they probably worked on gameplay assets for 6-9 months. In a technical point of view it's impressive there is as much as there is without you falling out of bounds constantly or seeing weird map generation gremlins but also they could have just not crunched for a year and made a game with lots of maps.
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# ¿ Nov 14, 2023 16:25 |
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DA2 would vary the shaders, widgets, and decals too. There was a few times I was like wow, a new map! before I found the toilet again and realized they just had a really good shader.
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# ¿ Nov 14, 2023 17:44 |
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# ¿ May 14, 2024 11:03 |
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Getting vibes of quitting the game causing a crash and replacing the exception message with "Thanks for playing the game."
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# ¿ Mar 2, 2024 16:03 |