honourable mention also goes to a bug in the crysis 1 console port where the player could park jeeps over a critical vehicle spawnpoint and break the flow. i fixed it with an invisible explosion a couple of seconds before it spawned to send any phys object blocking it to space
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((we had no “get ents in area” functionality in cryengine so this was my guerrilla warfare solution))
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I always wondered why helicopters never appeared to hunt the player on higher difficulties. In fact, there weren't any combat encounters with helis in the final version of the game AFAIK. Just background scenery flybys.
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this specific instance was where you’re fighting through the gassed red zone and everyone’s retreating from the KPA. i have a helicopter there that teleports around doing flybys and shooting at people running away. def wasn’t front and centre but it was cool ambience
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The invisible tank trick is a powerful one! Pre open-world reboot I had a bulldozer model strapped to an invisible tank which was surprisingly effective
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In Homefront the Revolution, we had a dynamic events system for spawning enemy combat encounters. Each of these activities had to have at least 1 NPC to be considered valid. Occasionally you can see an NPC appear for one frame as
@sledgesammers (ab)used this system to spawn traps -
I cant remember what horrible hack I used to get players hiding in bins and portaloos but I feel bad thinking about it still yet have purged the specifics from memory/
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I'm reading all this and I know I'm going to have nightmares tonight...
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Some of my... "workarounds" on that game still keep me awake at night
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Switching to 64bit entity guids in the day1 patch was a particular favourite of mine.
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