@@yyyyyeeeee4060 I was guessing the same thing, but I find it interesting that it wouldn't have the different mipmaps in memory. In source 1, VTF files have all the mipmaps in one file, and it appears to be the same for source 2. Seems weird to re-read the file every time.
<a href="#" class="seekto" data-time="500">8:20</a> This is some actual horror material, with corrupted noises outside POV, subtitles disintegrating during flash to be seen clearly, and a crash with a figure seen in the distance. Real homemade interloper experience
@@M0rinkashi It honestly looked more like it was loading random bytes in place of the obviously missing text strings... I also saw Chinese characters in there so. Raw binary looks similar when loaded in a text editor, since all characters are just a set of hex bytes that the text editor decodes to show as something human readable. There are thousands of characters, mainly due to languages like Chinese, Japanese, Korean etc. with a few extras thrown in their from things like Cyrillic and Arabic. That said...it's odd. I wonder why anything was thrown into the CC (Closed Caption) box at all. Source certainly has its ways of remaining unique to this day lmao
@@matthewdemarey4762if it tries to retrieve the subtitles from the drive over and over again and just recieves the same error message bit string from the engine could it be displaying that? The different marks are propably because each subtitle would have located in a different memory location and the error it recieves propably includes that. And it is then interpreted as a character. Just a guess. Im not a programmer
I'm honestly not sure, but it's an interesting guess! It's honestly almost like the error handling code is half there...that or that's just what the Half Life 2 build of Source does when the closed captions code runs into an null error. But I would say the former is most likely of those two options at least. I know programming fairly okay, I've just genuinely never seen such weird behavior before! Not that that's really unusual in this field lol
<a href="#" class="seekto" data-time="724">12:04</a> reminds me so much of a bug that used to be in older versions of Gmod. Back when you could still make traditional save games, if you saved on a map with NPCs you had spawned in and then loaded that save, sounds would get mixed up like this. I have a very distinct memory of loading a save in rp_silenthill where my footsteps made headcrab zombie sounds and firing the default pistol played the Father Grigori line, "Cover me, brother!"
Bruh, that intro at <a href="#" class="seekto" data-time="35">0:35</a> is straight up fire! I wouldn't have been able to or thought that just a USB stick intro could be so intriguing.
Thx lol, it was something i thought of after i allready started recording the main video, so i had to put the usb stick back into tge package and set it all up
Source 2 is kind of interesting, I guess with how sophisticated it is. Interesting how in HLA the already loaded in things were corrupting instead of corrupting when trying to load things.
Yes, like @gb_2_ hinted at, it's because of Level of Detail (LOD). As the character gets closer to an object the model updates to a higher quality version so it looks better up close but obviously doesn't need to look as good when its far away. The engine attempts to grab the texture from the drive, but as the USB is unplugged it causes a missing texture error.
Might have something to do with update rates and more advanced graphics? It might be calculating stuff in real time so that could explain a few things, imo.
@@fuji_films it's dynamically loading more resolution depending on how far away you are from said texture, this is called texture streaming as gb_2_ said, it trades a bit of CPU resources and potentially saves loads of GPU resources
I did some digging on the curious symbol that appears widely throughout L4D1's corrupted subtitles starting from around <a href="#" class="seekto" data-time="970">16:10</a>. Turns out, it's called "Right-Facing Armenian Eternity Sign" and has the code U+058D. It looks like this: ֍ This symbol has been included in Unicode since 2014 and represents a symbol that appears widely in Armenian religious architecture and in the modern day serves as a national symbol of the country, represented on the seal of Yerevan (its capital city), the logo of the People's Art Centre in Yerevan, the National Library of Armenia and a commemorative coin that celebrates the entry of the country joining the council of Europe. Pretty cool stuff!
dude the windchime at <a href="#" class="seekto" data-time="1780">29:40</a> freaked me the fuck out cuz im so used to realistic first person camera view and that chime meaning something interloper related KDJFHGJKDFGHDFH my ears perked tf up dawg
really cool !! also I believe half life alyx works that way because of the LOD system, basicaly the closer you are to a model the more details render and for this you need to load textures & models
Ngl the most interesting in my opinion was Half Life: Alyx, didn't crashed, just started slowly corrupting... can't even imagine how it felt in VR seeing world around you slowly corrupting, it's need be really weird o.o
Hell yeah INFRA mentioned! You might also try Vampire: The Masquerade - Bloodlines and Cry of Fear cause they are source games too. Bloodlines could be quite interesting because it infamously uses a really old version of Source.
this is so tangential to the actual point of the video but like thank you so much for providing the give me that link. i was in the s&box beta a minute ago but got booted due to not launching the game in a while (i really thought i had)
It'd be interesting to try this with the xbox 360 versions of Source games as well, since it's possible to install them to the hard drive. An unmodded console will probably automatically close the game when the storage device is removed, but a modded console could probably bypass that.
You could actually play CSGO servers, Valve just doesn't have any anymore. Community servers still exist, which you could access through websites or the community server browser.
Didn't even notice the video was half an hour long. It's pretty fun to see how different games act kinda differently (and HL:A was definitely worth it). Well i hope different engine games won't simply crash from that
I tried gta vice city right after finishing this video, and it displayed a "error reading Grand Theft Auto Vice City DVD" which is an error i didnt even know was possible in tge pc version (since it cant run directly off of a dvd, unlike the console versions). So i hope there will be more cool thing like that
@@JukoYT perhaps it's checking if DVD is on for license purposes? Well it's interesting it appeared in this situation, we'll see what comes up with other games i guess
You're doing, very well. Please be advised that a noticeable taste of blood,is not part of testing protocol and it's an unintended side effect,of the metarial imansipation grill
What's interesting is how it generates these sounds, and maybe the developers put try and catch into their source code? Like in any programming languages there are error exceptions, that is, if an error occurs, then an exception occurs and the program continues to work
the game begins to "bleed" out all the data and methods it uses to playback sound, so instead of playing a specific sound or showing a proper subtitle, it'll begin playing the RAW data of the audio file, you'll get the exact same glitch sound if you try to import that audio file into let's say Audacity as raw data. i call it "bleeding out until data loss" cause it sounds cool
@@JukoYTi've tried similar thing in RDR2. NPC won't be able to speak, some sounds begins to stop, and if i move, the geometry will slowly fade to low quality before crashing
Newer versions of the Source Engine use VPK file packs to stream in resources unlike older with loose files in folders. This is why it behaves differently. Also hope you dont forget Stanley Parable (but not Ultra Deluxe as that runs on Unity)
Nice content. To expand the knowledge, the basic technical reason why your game is still running is because the game assets with all it's method and function is loaded into your RAM and VRAM. When you unplug your USB, the game experienced an error, looping, where there is nothing to load. Then the game will use the oldest jutsu in programming history to save your PC from bluescreen. An Exception Handling Jutsu Series called Game Crash. I'm going to check part 1 now.
Same principle. The software expects audio data, but you're feeding it garbage. Instead of a nice wavy signal, you get a harsh step 44000 times a second, completely unfiltered. If you want to blow up an amp or some speakers, this is the way to do it.
If you didn’t try already with one of these, you should try installing the game on the USB and unpacking its VPKs, to see if that would make a difference.
The first Half-Life is just under 2GB. It's bonkers to think such a revolutionary game of the past could be loaded entirely into your RAM. Maybe even VRAM. And it wouldn't even be a problem on modern systems with 8-64GB Absolutely wild.
not a veteran coder by any means, but i believe that your pc tries to load normal subtitles from the game files to your RAM, then tries to read them from where they would normally be in your RAM. the thing is, since game files can't have been loaded (because they were on the now removed USB stick) that location in the RAM wasn't overwritten with the subtitles, therefore your game takes whatever was there before and spits it out on the screen. this data is most likely not a text, but another resource (texture, model, sound), therefore resulting in a mess. (you can try to open nearly any type of a file with a text editor and your results will be most likely similar garbage to what you saw in the subtitles)
the glitchy audio is likely source trying to read memory after fetching from a USB stick without verifying that the data was fetched properly, therefore reading random shit from memory and playing it back as PCM audio. crashes caused from missing audio are likely because memory that it was trying to read wasn't allocated to the game. Similar sounds can be heard here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-Zy6A4az4Pjw.html
Hey Juko I also try this experiment to Garry’s mod, portal 2, team fortress 2, Left for dead 2 and half life 2. In a 128 gb USB stick, and it worked the same way like in the video. Really cool! And it took a week to download all of them.
<a href="#" class="seekto" data-time="1545">25:45</a>. Presuming you have an Index, double-tapping the dashboard button on either controller activates the pass-through cameras. They're not *great* but at least you can see. More Source engine game suggestions: Dystopia Empires Vindictus (Mabinogi Heroes) Postal 3 Zombie Master Zombie Panic!: Source Half-Life 2: VR GMod V9.0.4 (or other pre-retail versions)
Oh, TIL there are passthrough cameras lol, i just looked out the little hole by the nose indent. I planned to include HL2 vr, i even recorded the footage (twice, as the 1st time it didnt record audio), but video lenght was allready nearing 30 minutes so i cut it. It was strangely more stable, but all of the classic hl2 corruptions were still present. (I guess i could include it in part 3, after i gather enought games to make it a thing)
ngl, as a loiste fan, i wasnt expecting INFRA to make a apperance despite knowing full well that its a source engine game, so it was quiet nice to see you mention it :D
I'm pretty sure HLA looked the way it did because it was attempting to fetch mipmaps (lower resolution versions of textures) as you get further from or closer to them.
This is an informed guess at best of what is happening to the game's audio in Source 1 games. The sounds resemble the noises created when non-audio data is interpreted as audio data. (I actually have a few such examples uploaded on my channel, mostly of random files I had on my PC.) So, my guess as to what is happening is that since the game cannot load audio from the USB as it is not connected, it's playing whatever is in your computer's memory as audio instead. If I remember correctly, there is a way to play your computer's memory as audio in Linux, too.
12:11 may prove this point even more. This may perhaps be some game audio, or audio of something else, cached in memory being played in the wrong place.
Here's an interesting game: Stardew Valley. What would a 2-dimensional dinky little game that my sister plays often look like if it got the USB treatment?
Technically, if you want to play through the entirety of hl1, hl2, etc., you need to precache EVERYTHING (down to the unnecessary models) to play through them even while the game isnt even technically downloaded! This however is only technical since it will most likely will never be possible to precache everything that the game has to offer. But still, its certainly an interesting idea!