Some MW3 syndrome in NV?

Post » Tue Aug 14, 2012 3:39 am

So, for any of you who didn't have MW3 on release date, it obviously crashed rapidly, as does any hastily made game. Simularities already adding up, eh?

Well, when MW3 crashed, it would say: "Modern Warfare 2 has stopped responding." and the console said "Modern Warfare 2" as the title.

Hmmm. Well, I didn't see anything from Fallout 3 in New Vegas. Or is there....

As some of you may or may not know, I reverse engineer video games for fun, and not to toot my own horn, but I'm quite good at it.

The first obstacle I had to overcome was unpacking the EXE. 2easy. Launch it, capture it. Done. At first, I thought it was Steam CEG encryption, but it was just some compression packing, and a quite shotty one at that.

Anyway, moving on.

So I was bored last night and I was poking around the code where it adds the shell casings you pick up from your weapon, and I see this:

http://img69.imageshack.us/img69/6197/felloutofmyfallout3exce.png

For those of you who don't know what that is, it's a string related to debugging. What it does, is it sets the exception catcher's output, so if it gets an exception from within this function, it will say something like:

Exception at D:\_Fallout3\Platforms\Common\Code\Fallout Shared\InventoryChanges.cpp Line 3368.

Just thought that was a funny coincidence, considering how much of a failure Falllout New Vegas 1.0 was and the relationship to MW3.

What I also don't understand is why Bethesda stops supporting the game with patches after a year after release. There are so many bugs in New Vegas still, 99% of which are documented on the Fallout New Vegas wiki. Most of them are just scripting errors which could be fixed in a matter of seconds.

And it's not like nobody plays New Vegas anymore, it's one of the most played games on Steam: http://store.steampowered.com/stats/
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RObert loVes MOmmy
 
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Post » Mon Aug 13, 2012 11:07 pm

Ummm....ok......:shrug:
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Lily
 
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Post » Tue Aug 14, 2012 1:59 am

Well if it's so easy,why don't you or someone else who can make a community patch?
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Stu Clarke
 
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Post » Mon Aug 13, 2012 10:06 pm

Well if it's so easy,why don't you or someone else who can make a community patch?
Most of the crashes I'm experience happen within the EXE.

Most of the scripting errors have already been resolved by the community.

I just hate to see great games get shunned by the publisher after only a short period in the sun and then forget the cult followers of the series.
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Kortniie Dumont
 
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Post » Tue Aug 14, 2012 2:32 am

It's not easy to patch, that's why lots of devs give up. Patching is heavily abused, and people like M$ try to counter that. For the xbox platform, you get one free patch, then they cost $10,000 per patch. Since Bethesda can't do anything right, naturally they won't fully patch the game because there's too many bugs.(although they could do a giant patch...)
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ShOrty
 
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Post » Tue Aug 14, 2012 12:50 am

FalloutNV is basically Fallout 3 with a few engine tweaks and a different ESM, so it's not really surprising. There's all sorts of unused Fallout 3 stuff in the New Vegas GECK. Why start from scratch when you can use a previous work as a base and skip a bunch of unnecessary work?

That's why the editor ID for currency is gold001 (or Base ID 00000f) in Oblivion, Fallout 3, New Vegas and Skyrim.

Of course it is a problem when those shortcuts actually cause issues.
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Michelle davies
 
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Post » Tue Aug 14, 2012 11:25 am

It's not easy to patch, that's why lots of devs give up. Patching is heavily abused, and people like M$ try to counter that. For the xbox platform, you get one free patch, then they cost $10,000 per patch. Since Bethesda can't do anything right, naturally they won't fully patch the game because there's too many bugs.(although they could do a giant patch...)

Last I counted on the Wiki, I'm at 100+ bugs across the PS3 XBOX 360 and PC platform that still occur with the 1.4 patch. 40% of which happen on all 3 platforms so they are probably scripting errors I presume and not problems with the code.

Even if I were to fix all the problems within the EXE, their EULA specifically detests the releasing of it, because the executable is copyrighted by Bethesda, and I would be creating a cracked EXE, because I'd have to remove the Steam CEG protection for it to work on other people's computer. http://www.steampowered.com/steamworks/publishingservices.php
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Janeth Valenzuela Castelo
 
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Post » Tue Aug 14, 2012 1:57 am

It's not easy to patch, that's why lots of devs give up. Patching is heavily abused, and people like M$ try to counter that. For the xbox platform, you get one free patch, then they cost $10,000 per patch. Since Bethesda can't do anything right, naturally they won't fully patch the game because there's too many bugs.(although they could do a giant patch...)

Not really. All that would do is, at best, stave off bugs until the next DLC and at worst (and more likely,) cause a whole lot more bugs. Half the time with gamesas and bugfixes is "Fix one thing, causing another thing needs to be fixed and two more minor ones that will get ignored."
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Chantelle Walker
 
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Post » Tue Aug 14, 2012 2:41 am

Here's a list of all the .CPP stings I found in the EXE.

D:\_Fallout3\Platforms\Common\Code\Fallout Shared\Magic\EffectSettingCollection.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\Magic\MagicSystem.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\ExtraDataList.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\ModelLoader.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\TES.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\TESDataHandler.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\TESFile.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\TESActorBaseData.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\TESReactionForm.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\TESSpellList.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\Animation.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\BGSAutoWater.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\BGSDecalManager.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\BSClonePool.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\GridCell.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\InventoryChanges.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\Renderer.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\ScreenCustomSplatter.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\ScreenSplatter.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\TESWater.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\TESObjectTREE.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\BGSLoadedReferenceCollection.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\TESLand.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\TESObjectCELL.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\TESObjectREFR.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\TESTerrainLODManager.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\TESWorldSpace.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\BGSMusicType.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\TESScript.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\TESScriptFunctions.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\TESSound.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\TESActorBase.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\TESNPC.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\TESQuest.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\TESRace.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\TESTopic.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\Havok\HavokStream.cpphkVisualDebugger.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\Havok\ViewCaster.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\Sky\Moon.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\Sky\Sky.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\sky\SkyTextureManager.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\Sky\Sun.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\FaceGen\BSFaceGenManager.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\FaceGen\BSFaceGenModel.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\SpeedTree\BSTreeManager.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\SpeedTree\BSTreeModel.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\SpeedTree\BSTreeNode.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\Package.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\TempEffects\BSTempEffectGeometryDecal.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\TempEffects\BSTempEffectParticle.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\TempEffects\BSTempEffectSimpleDecal.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\Pathfinding\NavMesh_LoadSave.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\Pathfinding\NavMeshInfoMap.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\Pathfinding\NavMeshObstacleManager.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\Pathfinding\NavMeshObstacleTask.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\Pathfinding\Pathfind.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\Pathfinding\PathManager.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\Distant Terrain System\BGSDistantObjectBlock.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\Distant Terrain System\BGSDistantTreeBlock.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\Distant Terrain System\BGSTerrainChunk.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\Distant Terrain System\BGSTerrainManager.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\Distant Terrain System\BGSTerrainNode.cppD:\_Fallout3\Platforms\Common\Code\Fallout\Interface\FaderManager.cppD:\_Fallout3\Platforms\Common\Code\Fallout\Interface\Interface.cppD:\_Fallout3\Platforms\Common\Code\Fallout\Interface\InterfaceManager.cppD:\_Fallout3\Platforms\Common\Code\Fallout\Interface\Menus\LoadingMenu.cppD:\_Fallout3\Platforms\Common\Code\Fallout\Interface\Menus\StartMenu.cppD:\_Fallout3\Platforms\Common\Code\Fallout\Magic\ActiveEffect.cppD:\_Fallout3\Platforms\Common\Code\Fallout\Magic\BoundItemEffect.cppD:\_Fallout3\Platforms\Common\Code\Fallout\Audio\ImpactMixer.cppD:\_Fallout3\Platforms\Common\Code\Fallout\Dialogue\Conversation.cppD:\_Fallout3\Platforms\Common\Code\Fallout\Dialogue\MenuTopic.cppD:\_Fallout3\Platforms\Common\Code\Fallout\Misc\SaveLoad\BGSSaveLoadGame.cppD:\_Fallout3\Platforms\Common\Code\Fallout Shared\TESSaveLoadGame.cppD:\_Fallout3\Platforms\Common\Code\Fallout\Misc\BGSMoviePlayer.cppD:\_Fallout3\Platforms\Common\Code\Fallout\Misc\Main.cppD:\_Fallout3\Platforms\Common\Code\Fallout\Misc\ScreenShot.cppD:\_Fallout3\Platforms\Common\Code\Fallout\AI\Actor.cppMODELS: Increase the MAX_LIMB_BONES (%s, %d, %d) define in Actor.cpp to fix dismemberment skin problems.D:\_Fallout3\Platforms\Common\Code\Fallout\AI\Actor_Magic.cppD:\_Fallout3\Platforms\Common\Code\Fallout\Ai\ArrowProjectile.cppD:\_Fallout3\Platforms\Common\Code\Fallout\AI\BaseProcess.cppD:\_Fallout3\Platforms\Common\Code\Fallout\ai\HighProcess.cppD:\_Fallout3\Platforms\Common\Code\Fallout\Ai\LipSyncBackgroundManager.cppD:\_Fallout3\Platforms\Common\Code\Fallout\ai\LowProcess.cppD:\_Fallout3\Platforms\Common\Code\Fallout\ai\MiddleHighProcess.cppD:\_Fallout3\Platforms\Common\Code\Fallout\ai\MiddleLowProcess.cppD:\_Fallout3\Platforms\Common\Code\Fallout\AI\PlayerCharacter.cppD:\_Fallout3\Platforms\Common\Code\Fallout\ai\ProcessLists.cppD:\_Fallout3\Platforms\Common\Code\Fallout\AI\Combat\CombatManager.cppD:\_Fallout3\Platforms\Common\Code\Fallout\AI\Combat\CombatState.cppD:\_Fallout3\Platforms\Common\Code\Fallout\AI\Combat\CombatTargetMap.cppD:\_Fallout3\Platforms\Common\Code\Fallout\AI\Combat\Explosion.cppD:\_Fallout3\Platforms\Common\Code\Fallout\Ai\AlarmPackage.cppD:\_Fallout3\Platforms\Common\Code\Fallout\AI\BackUpPackage.cppD:\_Fallout3\Platforms\Common\Code\Fallout\Ai\DialoguePackage.cppD:\_Fallout3\Platforms\Common\Code\Fallout\Ai\FleePackage.cppD:\_Fallout3\Platforms\Common\Code\BSCore\MemoryManager.cppD:\_Fallout3\Platforms\Common\Code\SDK\FaceGen\FanControls.cppD:\_Fallout3\Platforms\Common\Code\SDK\FaceGen\binaryFile.cppD:\_Fallout3\Platforms\Common\Code\SDK\FaceGen\lastError.cppD:\_Fallout3\Platforms\Common\Code\SDK\FaceGen\algs.cppD:\_Fallout3\Platforms\Common\Code\BSSystem\BSFile.cppD:\_Fallout3\Platforms\Common\Code\BSSystem\BSFile.cppD:\_Fallout3\Platforms\Common\Code\BSHavok\bhkRagdollController.cppD:\_Fallout3\Platforms\Common\Code\BSHavok\bhkUnaryAction.cppD:\_Fallout3\Platforms\Common\Code\BSHavok\bhkConstraint.cppD:\_Fallout3\Platforms\Common\Code\BSHavok\bhkRigidBody.cpp.\World\hkpWorld.cppD:\_Fallout3\Platforms\Common\Code\BSHavok\bhkRagdollPenetrationUtil.cppD:\_Fallout3\Platforms\Common\Code\BSHavok\bhkNiTriStripsShape.cpp.\Entity\hkpRigidBody.cpp.\System\Error\hkError.cppD:\_Fallout3\Platforms\Common\Code\BSHavok\bhkMoppBvTreeShape.cpp.\hkVisualDebugger.cpp.\Rig\hkaSkeletonUtils.cpp.\Mapper\hkaSkeletonMapper.cpp.\Mapper\hkaSkeletonMapperUtils.cpp.\Utils\hkaRagdollUtils.cpp.\Dispatch\hkpCollisionDispatcher.cpp.\World\Simulation\Multithreaded\hkpMultithreadedSimulation.cpp.\World\Simulation\Continuous\hkpContinuousSimulation.cppD:\_Fallout3\Platforms\Common\Code\BSHavok\bhkConstraintChain.cpp.\VisualDebugger\Viewer\Dynamics\hkpSweptTransformDisplayViewer.cpp.\VisualDebugger\Viewer\Collide\hkpShapeDisplayViewer.cpp.\VisualDebugger\Viewer\Dynamics\hkpPhantomDisplayViewer.cpp.\VisualDebugger\Viewer\Collide\hkpConvexRadiusViewer.cpp.\Collide\ShapeUtils\CollapseTransform\hkpTransformCollapseUtil.cpp.\GeometryProcessing\ConvexHull\hkgpConvexHull.cpp.\System\Io\Socket\Bsd\hkBsdSocket.cpp.\Collide\Mopp\Machine\hkpMoppAabbCastVirtualMachine.cpp.\Version\hkVersionPatchManager.cpp.\Data\Native\hkDataObjectNative.cpp.\Packfile\hkPackfileWriter.cpp.\Util\hkStructureLayout.cpp.\Data\Util\hkDataObjectUtil.cpp.\Tagfile\Binary\hkBinaryTagfileReader.cpp.\Data\Dict\hkDataObjectDict.cpp.\Collide\Mopp\Machine\hkpMoppObbVirtualMachine.cpp.\Collide\Mopp\Machine\hkpMoppLongRayVirtualMachine.cpp.\Collide\Mopp\Machine\hkpMoppRayBundleVirtualMachine.cpp.\Util\Welding\hkpMeshWeldingUtility.cpp.\KdTree\Build\hkKdTreeBuilder.cpp.\Copier\hkObjectCopier.cpp..\GeometryProcessing\Mesh\hkgpMesh.cpp.\ResourceDatabase\hkResourceHandle.cpp.\Animation\SplineCompressed\hkaSplineCompressedAnimationCtor.cpp.\Animation\SplineCompressed\hkaSplineCompressedAnimation.cpp.\Constraint\Chain\hkpPoweredChainMapper.cpp.\Environment\hkxEnvironment.cpp.\Motion\Default\hkaDefaultAnimatedReferenceFrame.cpp.\Animation\Util\hkaTrackanolysis.cpp.\Constraint\Bilateral\hkpConstraintUtils.cpp.\Constraint\Chain\hkpConstraintChainUtil.cpp.\Attributes\hkxAttributeGroup.cpp.\Mesh\hkxMeshSection.cpp.\Collide\Mopp\Machine\hkpMoppEarlyExitObbVirtualMachine.cpp.\Collide\Mopp\Machine\hkpMoppSphereVirtualMachine.cpp.\Collide\Mopp\Machine\hkpMoppKDopGeometriesVirtualMachine.cpp.\Collide\Mopp\Machine\hkpMoppFindAllVirtualMachine.cpp.\Collide\Mopp\Machine\hkpMoppModifyVirtualMachine.cpp
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