This is not going to make it a significantly better game. It has lots of issues.
This is second only to riverboat casino in the pantheon of Gearbox stories. That initial E3 demo might still be the most disingenuous "vertical slice" ever.
It isn't an unusual thing to see programmers that proudly display their ineptitude for language and communication, because apparently logical thinking and effective expression are incompatible.
Someone should check Battleborn, maybe the game isn't even so bad afterall!
God no, unless the true ai is the successor to Fear we've been waiting for all these years it was an ugly, repetitive nothing of a game back when it released let alone now. The story is also an abomination.
Welp, guess I'll cancel the download then, thanks.God no, unless the true ai is the successor to Fear we've been waiting for all these years it was an ugly, repetitive nothing of a game back when it released let alone now. The story is also an abomination.
I'm still disgusted by literally all preview and trailer gameplay, including footage shown days before being release, being fake and nothing resembling the game. Me and my friend were shocked when it unlocked at midnight.
It would really surprise me that an engineer wouldn't be able to debug that when noticeable bugs were happening. Outside of ineptitude, only thing I could think of is that fixing it was too costly on the CPU side with the AI... it was 5 years ago, so maybe it was tanking framerate. Would be interesting to test it on an older PC to see.
Well you can't exactly run spell check on it!So you're telling me that part of the reason this game was such a fucking mess was because like
A single line of code had a typo in it
The person who made the typo went on to write the information on Capcom box arts.It's not that I don't understand why it happened, it's that I can't believe such a crucial and egregious element completely slipped under everyone's noses
how did the motherfuckers who made this shit, and made the AI, and expected it to run a certain way
how did they just not...follow up and look and say "something isn't right"
I would think so too, but I would genuinely like to hear from someone with QA experience in video games. My thinking is that they would have reported broken AI in testing the product and it was up to someone resolving issues to look for the cause. I have never heard of QA going through INI files though. Maybe I'm wrong.
so sadSo you're telling me that part of the reason this game was such a fucking mess was because like
A single line of code had a typo in it
QA doesn't check the code, they have no need to go over the config file. The question for me, as someone already pointed out, is why did the compiler not pick up on the seemingly undeclarated object.
Not go over the code, but behaviours(ai) should be expected and if they see something off/weird, they should escalate/ask. But I guess it could be possible that it was dismissed as "this is what it is supposed to be".
It still kinda blows my mind how [apparantly?] no one noticed a huge chunck of AI patterns/behaviour was straight up not functioning.
The DefaultEngine.ini has another typo on the same line as that one, ClassRemapping=PecanGAme.PecanSeqAct_AttachXenoToTether, where the A is capitalised also causing issues and nobody noticed it
It's been previously found and tested a little according to the comments on the original discovery (scroll down), and again it allegedly helps.Good catch.
Has anyone corrected this too and seen how it affects the game? Anton, do you know what it affects?
Has Anton found another undiscovered error here that changes the gameplay?
Yes, it should be part of test automation process, but maybe it was only for development builds, not client builds.The actual development issue here isn't that there was a typo. Typos happen, and have to be expected.
The actual issue is that there is no part of the game or toolchain which prominently reports that a typo happened -- i.e. that a mapping to a non-existent element occurred. It would be different if the typo changed it to something which exists but is wrong -- I could understand that being hard to catch -- but I'd consider a non-existent element flying under the radar at load time the real underlying bug here.
The actual development issue here isn't that there was a typo. Typos happen, and have to be expected.
The actual issue is that there is no part of the game or toolchain which prominently reports that a typo happened -- i.e. that a mapping to a non-existent element occurred. It would be different if the typo changed it to something which exists but is wrong -- I could understand that being hard to catch -- but I'd consider a non-existent element flying under the radar at load time the real underlying bug here.
Its very limited popularity means the files may not have been poked around in all that much over the years.This kind of sucks. It took five whole years for anyone to discover this in a plain text file which is commonly poked about in. Once you know the solution it seems easy, but the fact that it's taken so long and god knows how many people skimming over it for years... perspective.