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Admin
As a flight sim magazine providerpublisher during this period I can say that I used to wish all flight sims and battle sims had stand alone cool cam modes so they could be run as screen savers.
I always wished the AI could fight BOTH sides of the battle and sometimes I could just turn on the action cams (as they were called in other sims) and just sit back and watch the most incredible aerial actions never caught on real aircraft gun cameras.
www.vivzizi.com the stuff of life
Admin
Now, why don't people stop running around spouting this particular nugget of bullshit.
Commercial software and FOSS both have examples of very good design, very bad design, and everything in between in roughly the same proportion.
Go dribble somewhere else.
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This is probably the first story I've read on here that has a happy ending.
I also enjoyed the crap out of playing some of those MicroProse games.
Admin
The nazis changing sides sounds very much like a bug I ran into in the PS3 version of Oblivion just a couple weeks ago. I was sneaking around a castle, got seen by a guard, putting them into combat mode. For some reason the countess's bodyguard got confused and suddenly started attacking the countess as she ran around yelling for said bodyguard to help her. Since she was a "quest" character, she couldn't die...instead, she'd get "knocked unconcious" at which point the bodyguard would go to standing around. A few minutes, she'd wake and he'd knock the crap out of her again.
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This is one of the best WTF's I've ever read.
Enough said :)
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it was called "Stunts". awesome game!
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Guess it means Incompetence then...
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I love this "Tim" dude...
"What bugs? Yeah whatever. Look at this here; I call it the cool cam!"
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Starseige: Tribes
Every map was essentially a rectangle that was tiled maybe 10-20 times to make the appearance of endless terrain around the battlefield (and generally, it worked well).
At some point, the terrain ended. At two side (North, west? I forget) jumping off the knife-edge of teh terrain shell let you fall into space forever, accelerating constantly. (You could use your jetpack curve around and "punch through" the ground from below and back to safety.)
However, at the opposite sides, gravity reversed once you crossed over the edge of the world, and you would fall upwards at similar acceleration.
Admin
Man, Carmageddon. I had the 5-minute timed demo that came with some magazine CD, which drew fast and had a gritty, rough looking environment and I thought it was the best demo ever. Then I played the actual game and they'd changed the whole rendering engine to something full of shiny polygons and my old PC couldn't handle it. I went back to playing the demo and seeing how much damage I could cause in 5 minutes!
Admin
Awesome! A troll! But seriously, there is a largely disproportionate amount of bad design with good functionality, comparatively.
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I work on an F-18 simulator which used to occasionally launch the pilot into space. It's fixed now, of course, but I kinda miss flying above the sky dome.
The (third party) image generator component uses a version of Boeing's CIGI library that has thread-unsafe global scratch variables for byte swapping. Occasionally the image generator does byte swaps in two threads simultaneously, corrupting the results. And occasionally those results are height-of-terrain data requested by the simulator. Thus the ground sometimes spikes up trillions of meters above sea level, carrying the F-18 with it. Fun stuff, I tell you.
Admin
A WTF with a happy ending. Great stuff. Reminds me of back in the day developing a 3d rendering engine. I was having troubles with animations exported from 3ds max (ended up writing my own custom file format export plugin) and went weeks with no progress. The boss was getting impatient, my animations were still screwy so instead I spent the week finishing the lighting and texture routines. Next time I showed the wonky animations there they were in all their textured, lit glory, getting the pressure off and giving me the time to write the plugin and fix the anims. Often the illusion of large progress is better than incremental improvements.
Admin
That's an interesting thing. I think we get desensitized to people who contribute design advice, because there tend to be a lot of them. My experience is that about 4 of 5 people who want to contribute to an open source project are artists of some stripe who want to design icons, change fonts, move user interface elements or align things with other things.
It's not bad, and it's nice to have interest, but it definitely blends into a sort of noise after you hear it enough, especially when a lot of things are obviously and seriously broken.
Actually, if I could point to one thing being a factor it's that it's difficult to set up a version control system with different access levels and rich controls. It'd be nice to mark out resource files as more public (having fewer restrictions on commit access), or have some more traditional editorial control on them. It should be easy for artist types to change artwork without programmer help, and do things like quietly convert data formats and fix things like file name case. No source control system I know of does this well.
SVN post commit scripts are basically useless for it.
Perforce can do fine-grained permissions, but doesn't have a rich merge interface for sticky stuff like artwork.
Alienbrain, for those who remember the dog that it was, could be made to do the right kind of editorial control, but unfortunately ran like a constipated snail who just ate a block of cheese.
Maybe somebody should make a nice-looking web app that knows about types of artwork and prose that can be plugged into programs?
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Seriously, the story was not about adding gloss to hide a flawed system for release. The point was to improve morale and the executives' interest enough to get a chance to fix the bugs before release, instead of having the project cancelled.
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From my experience, that's an industry where good coding practice and stability are much more important than other fields. Despite the old labels from the 80ies.
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Amen, brother!
To the skeptics: It's not a WTF, it's a truly inspiring story for any programmer with a creative streak.
(Captcha: Why, do I smell?)
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Oh great. It doesn't show what I was replying to. So, my comment makes little sense. I suppose you can click the link, but who does that?
(Captcha: alarm. How appropriate!)
Admin
Ah, Carmageddon! That game improved my real life driving a lot, and teached me the proper attitude towards pedestrians.
The bug you are talking about happened when you hit a solid object that only hit about half the front of the car. Once you learned that, it wasn't so annoying, in fact, it was great fun shoving opponents into such situations.
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I am working on a software project currently (doing project management but also some coding when I get a chance) and neat, unexpected, and sometimes even flashy (albeit trivial) features can inspire more confidence in the success of a software project than 25 bug fixes in one week.
Executive types take bug-fixes for granted poo-poo them as issues that shouldn't have existed in the first place. But novel features and slick interfaces make them ooh and aah because they know that the average user of the program will be impressed by them.
And as someone said earlier, perception IS reality.
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Red Storm Rising.
'Nuff said ;)
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Nice one :-) Solving a problem by not solving the problem at all.
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I'm completely convinced that what made Firefox a mainstream breakthrough is the cool recognizable logo, the name and the icon theme (in that order). Even if Mozilla-of-old would have been polished to total feature parity with Firefox I'm sure it's userbase would still be a fraction of that of Firefox.
This is also why OpenOffice.org is a completely failure, and will continue to be. In a lead developers words "And, honestly: do you really believe people prefer MS Office over OOo because of the icons? Get serious, please." (source).
Admin
As I'm typing this into Firefox, it pretty much seems to me FLOSS is quite capable of slick designs sometimes. Compare to Firefox, the UI of IE7 and Opera looks like the result of a teenager's hobby project to me. Safari on Windows is polished, but not nearly as readable and usable.
Admin
The OOo lead developer is clearly wrong. At work upgrading to MSOffice2007 was forced down my throat and I tried to resist it as it's slow and not nearly as productive as 203 but now I'm starting to LOVE it, because of the pretty, slick UI. Sometimes even usability is less important than the coolness factor i.e. how do you feel using it. Using Office2007 feels like being invited into some elite club with mahogany tables and silver utensils. I feel... honoured. Even though I get less stuff done with it. And it's not features or programming, it's just a bunch of graphics and a nice font, dammit... Think about it, OOo folks... all you need to do is get the guy who designed the slick, juicy KDE icons to work for you.
Admin
Trust me. It's not half as bad as (graphics) driver writers go through.
As has been pointed out, some do, some don't. The major problem is that (IME) F/OSS people are developers and developers suck at design.
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Yeah, this is Better Than Success!
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Depends on the rate of the bounce. It may be the physics engine hitting some drastic floating point error and miscalculating the bounce (I've written physics code before, and you have to put kludge after kludge in to get around stuff like that).
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Lovely Story! Enjoyed it a lot!
My theory on the fire-guns-rip-wings-off-bug is that the projectiles were spawned too close to the plane's wing, thus causing a friendly fire issue.
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You are correct. I actually found that bug a while after this story took place. The damage bubbles on the wings were of a radius just slightly larger than the initial velocity of the bullets. Because we allowed for friendly fire, it was possible to shoot your own wings off.
I changed the bullet "allegience" flag into a bullet "owner" flag (we were already using a byte to store the info, and the game had an upper limit of 256 planes, so it worked out fine).
BTW, this was also a very important change later in the game, when we got to network play (if you want to know who fired the shot that killed you, for the scoreboard, this info was critical).
Admin
Turbo-props, even? ;)
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Not to go into super gushy mode, but this is one of the best articles I've ever read, and not just on WTF. It made me laugh out loud with the description of German "traitors", the wings falling off, the stratospheric bounce, etc., and it also illustrated an extremely valuable point that perception is reality, that sometimes to survive you can't focus on just knocking out the obvious problems but to go off on a different tack entirely.
Well done!!
Admin
So you mean they REMOVED the bounce-into-outer-space and wings-fall-off-when-shooting features!?!?!?!?!?! WHYYYYYYYYYYYYYYY!!!!!!!!
Admin
Or, rather, you have to devise better procedural generation of textures and sounds. .kkrieger and the verein are all running on procedural textures, and the results are stunning.
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There are lots of fun physics bugs in the modern GTA games. I actually like oddities like this as long as they don't occur in places that disrupt normal gameplay.
For example, in Vice City many of the taller buildings don't have collision models all the way up, so you can use a plane or helicopter to drop down the middle of them and wind up walking around a few feet underground.
Admin
Definitely the funniest and most uplifting WTF I've ever read, and one of the very few to make me laugh out loud.
For more of the same, I have to recommend the Big Rigs article on Wikipedia. Also snort-tea-out-your-nose funny, and a perfect example of what happens when the project is neither fixed nor killed...
Admin
Wow, what an awesome story. I love how initially Tim seems totally clueless, but turns out to save the day. I wonder if that was his plan all along, or if he was genuinely clueless and just stumbled onto a way to save the project.
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I don't know... for the record, I've never been too interested in games, not by playing and not by designing and/or implementing them. But if I were to design a system where we have an object that's supposed to move from somewhere to some other place, I'd set it up in a way that I tell it "where" it needs to go next, and let it handle "where" it is now and how to get to the next place. If the "next point" in this system got underflowed to max_int, I wouldn't be surprised if the object changed it's trajectory to manage to get to that assigned point somehow...
Admin
Word. I gotta say that was one of the best "curious perversions in IT" I've read in a while, and had me laughing real hard. Good stuff!!!
And also a purposeful and wise article about communication between the world of development and the world of management.
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I think it shouldn't be done for reading rights though, I seem to remember a friend having problems with that (the repo was public read, apart from a small directory that was restricted read, and there were problems for anon users. Fine-grained commit rights shouldn't be much of an issue though)
The UI advantage of Office 2007 over OO.o isn't about the icons.Admin
I think unklegwar's jab at the name change flew over (or perhaps around) your head.
While a great computer game and many pay checks being saved from bug and cost overrun hell by an eye candy feature rather than bug-fixes is clearly a "What the fuck?!?!?" WTF, it is not a "Worse than failure" WTF.
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Argghhh.... for the sake of my own sanity, could we revise that to "The suits will pretend that their perception is reality."? Because this site is filled with reams of data suggesting that their perception is nearly always wrong.
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Another couple of games that had things like that were Driver for the PS1, and ATV Offroad Fury on PS2. In Driver, you could sometimes slam into the back of another car hard enough that it would send you flying up into the air, usually to about the height of most buildings. In a game with almost no jumps whatsoever, that was pretty fun.
In the atv game, there was a mode that let you drive freely around on the map. When you got to the edge, there was no indication that there was a border, and the terrain extended past the limits you could drive. So you'd be cruising along, minding your own business, then suddenly go flying off your atv backwards for thousands of feet before landing. Watching your ragdoll driver get thrown around like that then slam into a hillside was one of the most fun parts of that game.
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Oh, right you are! This is such an understatement.
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Michael: Who are you, and are you for hire?
I am in the exact same situation right now, at least as you've described it--including the web app in question being for project management. I actually do have user-changeable themes on the to-do list, and have a strong feeling that it will make all the difference -_-