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Christoph posted:Skyrim's Louis Letrush doesn't just perform mitosis. I love how even the bear seems a little taken aback.
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# ¿ Aug 3, 2012 22:15 |
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# ¿ Apr 20, 2024 02:11 |
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Phobophilia posted:https://www.youtube.com/watch?v=0lkozVf-Mz0 Where is this taking place in the game? I don't recognize the area at all.
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# ¿ Aug 9, 2012 14:44 |
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Brother Jonathan posted:Publishers used to put "cheat codes" in games that let one mess with the physics and gameplay. Example: Minority Report: Everybody Runs (2002). I wish that they still did that. This was one of the (very few) good things about Enter the Matrix, it did this in a really clever and appropriate way. You could bring up a command line and literally hack into the game to enable invulnerability or whatever.
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# ¿ Aug 16, 2012 07:20 |
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I'm not sure if I'm playing AC3 wrong or just not for long enough; it hasn't been very glitchy for me at all. The parkour is slightly less smooth than the previous titles, and once the camera got stuck looking at the ground after petting a cat (and corrected itself a few seconds later), but from reading these threads I should be expecting The Elder Scrolls: New England.
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# ¿ Nov 14, 2012 19:13 |
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As for why the thrashing happens, it's usually when the object is subject to two mutually exclusive constraints. The body is not allowed to penetrate the wall but it's also not allowed to have its limbs bend further than a certain angle and it can't break into pieces or cave in like a real object can, so Havok has no good way to resolve the situation. It'll try for the least wrong solution it can find, but doing so in one frame just changes the situation slightly and next frame it'll have a slightly different guess at what's least wrong.
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# ¿ Nov 14, 2012 21:09 |
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Did anyone ever figure out why Louis Letrush specifically is so much more prone to glitches than any other named NPC?
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# ¿ Feb 23, 2013 00:11 |
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It's not just games that can have hilarious AI screwups. In one of the first tests of Massive, the battle simulator Weta developed for the LOTR movies, as soon as the two armies got a good look at each other they both spun around and ran for the hills and the battle didnt happen at all.
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# ¿ May 12, 2013 04:43 |
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2house2fly posted:I'm not certain, but I think for me it's the absurdity of a piece of media designed to be an immersive experience having completely immersion-breaking insane things happening. Imagine a movie or documentary where a bunch of knights leap about the battlefield like the Hulk, flailing at each other and screaming in terror the whole time. Or where two characters have a conversation that looks like this, or the hero fights a sabre-tooth tiger and then watches baffled as it soars majestically into space. Of course that doesn't really explain why I laugh at the SNES ones as well. All I know is that I laugh, really. All humor is really a violation of expectation when you get down to it. This is the interactive equivalent of a record scratch.
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# ¿ Jun 8, 2013 07:01 |
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Not as much fun (or as frustrating) as the gnome achievement in Episode 2.
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# ¿ Jun 15, 2013 07:22 |
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In The Last Of Us, when you're hiding in cover the AI cannot see your NPC partners- but they can still collide with them. I just spent 45 seconds watching a guy trying to walk through a doorway, not realizing that he was making no progress because Ellie was crouching in his way.
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# ¿ Jun 17, 2013 08:20 |
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Yeah, you have no control over the NPCs, so if the enemies could see them the stealth system would be completely broken. I totally understand why they set it up like that and agree with the decision but its still kinda funny to catch in a no-win scenario.
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# ¿ Jun 18, 2013 05:15 |
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The mindset that every single moment of the game must be carefully designed, verified, polished, and approved by the creative team makes that sort of thing nearly impossible. No one has the confidence to create interdependent feedback systems and just let 'er rip because if the game does something dumb or frustrating of its own accord they believe it reflects badly on them and their future sales. Of course, the problem with the games that do take that approach is that they become way more fun to read about than actually play.
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# ¿ Jun 20, 2013 19:29 |
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Deus Ex Invisible War used the same engine, and had its own share of hilarious bugs. In the first level, you were given no weapons, so upon your first meeting with a certain plot-critical NPC you had no way to directly harm her. However, you could move her around by walking into her, which meant that you could gradually push her down the hall and into the shower in your dormitory. For some reason, taking a shower did her a very small amount of damage, so you could kill her with the shower ahead of schedule. This was funny as hell until a few levels later, when her absence made the game scripts completely poo poo themselves and now your save is useless.
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# ¿ Sep 3, 2013 17:19 |
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Someone told me once that the Nintendo cert process now includes handling physically impossible inputs like that, because they once got a complaint from some kid who broke his controller in such a way that it produced such inputs and it made his games malfunction.
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# ¿ Sep 6, 2013 06:53 |
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Wow, they sure changed a lot for the HD Myst remake.
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# ¿ Nov 23, 2013 00:01 |
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It's not technically a glitch, but I loved the deliberate use of reference pose in Saint's Row 4. It's a great meta-joke on the player's knowledge of the medium.
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# ¿ Nov 26, 2013 16:34 |
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Congratulations, you guys have remade Saints Row 4.
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# ¿ Jan 6, 2014 21:55 |
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RatHat posted:There's a point in MGS2 where it tries to trick you into shutting off the console. It's pretty mean. Eternal Darkness can do a dead-on simulation of a CRT powering off. It will also turn down your volume (complete with onscreen indicator), pretend your controller is disconnected, and suddenly pop up a message that says "Thanks for playing the demo!" It was really the king of this kind of messing with your head, and no one else is going to dethrone it because Nintendo patented that idea.
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# ¿ Feb 21, 2014 22:52 |
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Games in which the main adversary is physics have been around for decades, certainly since The Incredible Machine and probably earlier.
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# ¿ Mar 7, 2014 21:00 |
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Pneub posted:What does this do? It looks like it lets you do more actions on your turn than you're supposed to.
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# ¿ Apr 9, 2014 19:27 |
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If it's like most games each character plays several overlapping animations at once. So he's using the "intently listening" animation for his face, the "look at speaker" animation for his neck, and the "pole dance" animation for his body rather than whatever he's supposed to be doing in that scene.
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# ¿ Apr 15, 2014 20:09 |
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Doctor Bishop posted:Goddamn, that's got to be the best snowballing glitch narrative I've heard since the Corrupted Blood Plague. Speaking of which, anyone happen to know of any other incidents of status effects or whatever getting out of hand and becoming virtual epidemics in online games or is the Corrupted Blood one really the only time that's ever happened? The Sims had (or possibly still has, I don't really follow that game) a similar problem where modded objects could spread like viruses through the house-sharing service.
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# ¿ Apr 15, 2014 20:57 |
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The best Skyrim glitch hands down is THE GODS KNOW WHAT YOU'VE DONE.
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# ¿ May 7, 2014 15:18 |
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I'm sure those glitches are super funny and amazing but all the popup text makes that video unwatchable.
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# ¿ Jun 4, 2014 15:38 |
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I'm goofing off at work with the sound turned off, so that does nothing for me (and I doubt it would even if I could hear it).
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# ¿ Jun 4, 2014 17:42 |
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carry on then posted:Half-Life 2 does a similar thing with video screens in-game. For instance, in the first area you can walk around, if you noclip into the sky you can find the room where Dr. Breen's torso is addressing the camera, and dump Barney there. In early Unreal-engine games the skybox worked the same way, and you could have a bunch of five-mile enemies patrolling around in the distance.
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# ¿ Jul 6, 2014 19:38 |
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Shortly after starting out, I found myself in a cave with an angry bear many levels above me. I turn around and run away, hearing it right at my back, but quickly realize the bear isn't chasing me. It's still snarling, but it's spontaneously embedded itself in the ceiling with only its paws sticking out. There used to be an entire separate thread just for Skyrim stories.
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# ¿ Aug 26, 2014 23:59 |
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The Sims 4: Eraserhead
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# ¿ Sep 4, 2014 15:58 |
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neogeo0823 posted:This is great if you imagine the guy as some seriously pissed off dog. I'm imagining that he sounds like the Angry Sphere.
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# ¿ Sep 22, 2014 17:48 |
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TZer0 posted:A recent update for Verdun turned the water pink (magenta to be specific). Verdun 3: Blood Dragon
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# ¿ Oct 8, 2014 17:58 |
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Also: https://www.youtube.com/watch?v=wVU-EPWIqIg
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# ¿ Oct 20, 2014 17:33 |
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dpbjinc posted:With modern systems, you might not be able to rely on setting the time to seed the RNG. Some PRNG generators rely on environmental noise like system temperature, fan speed, and hard disk rotation to generate random numbers, which are for all intents and purposes impossible to replicate in the same combination. If we're talking about TASes in virtualized or emulated environments, it should be possible to trap the system calls made to query those and feed in preset values.
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# ¿ Oct 22, 2014 18:53 |
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The whole gif is gold but the driver's personal tidbit makes it platinum.
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# ¿ Nov 6, 2014 22:00 |
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Another thing, also speaking from game dev experience- it's extremely difficult and risky to delete assets out of a project once they've been added. A particular file might look like it serves no purpose, but there's always a chance that something you overlooked depends on it and will break when it's gone. This is also why games constantly ship with unfinished cut content in the package, it costs almost nothing to increase the file size a little bit and getting rid of it entails risk.
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# ¿ Dec 10, 2014 05:45 |
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At least one of those is deliberately induced with a mod, but they're all great. The Shepard one is amazing.
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# ¿ Jan 2, 2015 15:19 |
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Looks like GTAV.
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# ¿ Jan 16, 2015 16:58 |
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mycot posted:During Iron Bull's personal quest in Dragon Age: Inquisition, it's apparently possible for the quest NPC to die in the fight before the conversation starts. What happens is enormously awkward pauses, the camera veering off and focusing on random bits of scenery, and Iron Bull staring into the camera like he's Jim from The Office (at 00:50). (Spoilers for the whole quest.) This is amazing. Dragon Age via Tarkovsky.
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# ¿ Jan 23, 2015 17:21 |
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larchesdanrew posted:I was always a fan of that one superhero MMO where, when the servers shut down, everyone still logged in contorted and their heads went flying up their own butts. The last sight anyone saw from a gameplay perspective was a "Connecting..." window and a sea of heads up butts in the background. it was The Matrix Online
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# ¿ Feb 9, 2015 19:20 |
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Then the ability to choose a segment under those circumstances is a bug.
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# ¿ Feb 17, 2015 14:19 |
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# ¿ Apr 20, 2024 02:11 |
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God dammit I knew it was a bad idea to build this garage on an Indian burial ground
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# ¿ Mar 2, 2015 22:43 |