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)

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).