Epic failures in the game development field.

This blog covers funny/weird issues and bugs from games that happened during development.

Send your own contributions to igetyourfail at repi.se (can be anonymous if specified)

Wednesday, December 31, 2008

why you should never port other people's games

Exhibit 1:

if (!ShouldTaunt())

Exhibit 2:



Exhibit 3:
(I can not even begin to guess wtf our draw scale is going to be set to)


Exhibit 4:
(for this code the comment says it all)

// hack of the month : set bCheckSoundOcclusion if I am a guest,
// which will remove the controller from the list in the end in native code:
// (the reason, by the way, is that I do not want to have to
// rebuild EngineClasses.h, and the SeamlessTravel is hacked up
// anyways :-P )

Exhibit 5:

EngineSound.PitchMultiplier = FClamp(((VSize(Velocity) - 150)/600) + 0.9, 0.9, 1.4);
EngineSound.PitchMultiplier = Lerp(1.4, 0.9, FClamp(((VSize(Velocity)- 150)/600)/0.5 , 0, 1));

(Thanks to Anon)

Sore wood collector

From D&D Online during development.
Mr Soarwood collector was supposed to be holding a guitar.


(Thanks to Anon)

Wednesday, December 24, 2008

The Long Neck Syndrome - Part 1

In-development skinning/animation mismatch bug


Tuesday, December 23, 2008

Monday, December 22, 2008

Saturday, December 20, 2008

Friday, December 19, 2008


eastl::map<eastl::string, PipelineMeshSubsetPtrVector >::iterator mapMeshIt;

for (mapMeshIt = meshMap.begin(); mapMeshIt != meshMap.end(); ++mapMeshIt++)

Code actually works though :) Only incremented once per iteration.

(Thanks to Robert)

Oops, shipped a stack memory overwrite we did

Vec unpackedTransform[4];

#if defined(SPU)
vecLoadHalf8(unpackedTransform[0], unpackedTransform[1], &sourceTransform->data[0]);
unpackedTransform[2] = vecLoadHalf4(&sourceTransform->data[8]);
// get alignment errors with both vecLoadHalf8 and convertHalfToFloat array, so use naive but working method instead
// convertHalfToFloat(reinterpret_cast<float*>(unpackedTransform), &sourceTransform->data[0], 12);
for (uint i=0; i<24; i++)
reinterpret_cast<float*>(unpackedTransform)[i] = convertHalfToFloat(sourceTransform->data[i]);

Sometimes more comments are good

/// @warning Be careful! This tool is useful for debug but it can also
class DebugDrawer

(Thanks to Alex)

Friday, December 5, 2008

Thanks for writing comments

// if dl==-1, nothing to do
if ( dl == -1 )

(Thanks to Tom)

Thursday, November 27, 2008

Link time

*** [Engine.Game_Xxx_Release.elf] Error 1

Error 2 from Engine.Game - build stopping

Engine.Game - 23294 error(s), 0 warning(s)

========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
Total Build Time 0:12

Friday, November 21, 2008

Tuesday, November 18, 2008


// Some shims

__forceinline bool isEmpty(const char* str) { return *str == 0; }
__forceinline bool isEmpty(const eastl::string& str) { return !str.empty(); }

__forceinline bool is_empty(const eastl::string& str) { return str.empty(); }

Monday, September 22, 2008

Monday, September 8, 2008

Busy Network

Wednesday, August 6, 2008

Wednesday, May 28, 2008

Monday, May 26, 2008

Here an example how to create realtimeshadows

For the next release you could add a realtime shadow by simple adding a lightsource.
If you want to know how to do this please call me.



It's a bit more complicated than that. We want to do it for 2.0 release, but that's not 100% certain. Currently you can do shadows using a blob-shadow, or bake your shadows into a texture...

Thanks for the offer of assistance in any case.

Customer again:
Here an example how to create realtimeshadows:

if (ray.isfirsttime)

I hope somebody in your team knows what I mean with this. If not then you can contact me at the telephone number below.

I hope this will help you to create realtimeshadows. (I would like to use them)


(Thanks to Aras)

Sunday, May 25, 2008

Helpfail.. not!

Thursday, May 8, 2008


Sunday, April 13, 2008

Friday, April 11, 2008


Not game development related, but sure in the right spirit for the blog!

Never underestimate the brutal honesty of gamers

From the Paradise City forums:

This game sucks, then it crashes.

For any one who is considering getting this game..


(Thanks to Mikkel)

Debug rendering for the win

Thursday, April 3, 2008

Cel proceling

"Battle field is awesom and lok as if real life movie

it have mountans woods and house

cel proceling"

From GameTrailers comment thread

Tuesday, April 1, 2008

A data the miss match

"Usually happens when there is a data the miss match"

Wednesday, March 26, 2008

Med boxes - glitching and bouncing

Battlefield: Bad Company Beta - Bouncing Meds Glitch

Friday, March 14, 2008

I Get Your Version

// Now OF COURSE starting with catalyst 5.13 or so they decreased the number
// in GL version by 3000 or so. So GL version of Catalyst 6.11 is 2.0.1072
// (whereas Catalyst 5.3 is 2.0.4955).
// So we also detect the driver DLL version (5.3 is ati2dvag,
// Wonderful!
if( version <= 20 && buildVersion <= 4955 && driverNameString ==
"ati2dvag" && (driverVersion <=
windriverutils::VersionInfo(6,14,10,6517)) )
hasVertexProgram = false;
printf_console( "GL: disabling vertex programs due to Radeon
driver bugs\n" );

(Submitted by Aras)

Thursday, March 13, 2008

Error codes, a way of life

(Submitted by ReJ)

can has paddid bufr pls?

RWAudioCore Library assertion failed:
Info : rw::audio::core::System::GetCommandSlot() - Ran out of command buffer space.
Please increase the size of the command buffer specified to rw::audio::core::System::CreateInstance().
Assert: mCommandIndex <= mCommandBufferSize
File : C:/packages/rwaudiocore/3.06.01/include/rw/audio/core/system.h
Line : 2684

(Submitted by Scav)

Friday, March 7, 2008

Tuesday, March 4, 2008



Steps to reproduce
1:You suck anus hole. 2:every 20 seconds the game restarts internet
explorer. 3:you suck. 4:FIX THE STUPID ERROR! and 5: YOU SUCK!

(Submitted by Aras)

Possible cause that you should make sure

graphics error 262 : 00000000 00000000
Invalid graphics command data
Basic: 00000000 Extended: 00000000
Possible cause that you should make sure...

Saturday, March 1, 2008

Friday, February 29, 2008

I get your GPU ray source

---------------------------- Original Message ----------------------------
Subject: I get your GPU ray source..
From: ¼Ò¾Æ¶÷ [censored]
Date: Sat, January 26, 2008 10:48
To: [censored]

to [censored]

hello I'm Korean Graduate student.

last time I'm get your source code.

I want arange GPU RAY source code.

Addition KD-Tree, and one pass Rendering.

what do you thninking about?

that is possibile?

that is efficient method?

waiting for your reply.

thank you.

From. Korean [censored]

Wednesday, February 27, 2008

Whooping and yanking

Hang After Passing An Assert When Yanking The Network Cable As The Last Gold Crate Explodes

The title does not seem to be asserting any longer, but it is still hanging after following the original steps (it is extremely timing specific, you must remove the network cable on the 35th 'whoop' of the alarm when the last crate is armed.)

We are obviously unable to provide you with a crash dump as reproducing this bug involves removing the network cable.

Tuesday, February 26, 2008

Thursday, February 21, 2008

Cows have a place in motorsports too

Monte Carlo Massacre

Orange is beautiful

Hungry bug, unhappy PS3

In search of tangent space basis

Error building vertex shader "ShaderCache/SrpXenon/VertexShaders/1104/6D497FE9-57EB-3786-AF3A-9A22702B96EA" using surface shader "Objects/Undergrowth/Shaders/MP_Harbor_Destruction" because of: Couldn't find vertex element "tangent" (available: pos, normal, texCoord0, index, worldTrans1, worldTrans2, worldTrans3) when building for surface shader "Objects/Undergrowth/Shaders/MP_Harbor_Destruction", vertex shader fragment "Systems/Undergrowth/Wind" and geometry declaration "Objects/Undergrowth/MudClump_01_Mesh_lod0/Stones_small_01:polySurface15_DUP_Stones_small_01:TnTShader1/StreamInstancingHalf". Caused by a mismatch of vertex elements between the state and the surface shader or vertex shader fragment (names are case sensitive).

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