There's a function for simply moving the game drive to drive. You can do it manually in windows explorer if you create a steam library on the drive via steam. Is faster than when steam moves it. And you don't have to re-download the entire thing which depending on where you live is either a pain in the ass or 1-5 minutes of letting it cook.
it won't remember. it won't do anything. the actions trigger muscle memory that causes the body to do abnormal movements, some of which are done by half, like the big thumb showing without couple of fingers being bent, and some doing convulsive, terrific motions. sounds are being out, too. creature movements eventually start to being repetitive and circled, and limbs of it statters, as if circle of motions corrupts each time from a start. the movements and sounds are becoming slower. that all until it stops completely, dying.
feels like some kind of digital horror, watching the programme break down slowly as it desperately clings to life in it's final moments. pretty cool tbh.
@@akeem2983 It didn't, game just tries to show subtitles, but there is no subtitles, so it gets all other text information instead and just randomly show it. Its really rare for game using specifically this random dialogue and random part of dialogue.
5:48 Hilarious to see a random Combine soldier trapped in a dying world doomed to crash and erase his existence managed to duck a 357 bullet as his last act before the universe collapsed in on itself.
Did anyone else read the subtitles at that part? They're terrifying. "Be careful!" "You meant no harm." "Be free, my child!" "eturn to your true nature."
I know it's possible w/ some 3DS games like the 3D Classics series. Accidentally did it before while emulating 3D Classics: Kirby's Adventure via Citra and had the next area be completely blank and some flag object being at the bottom left corner
@@A-Train123 you could do it with a hex editor. The game doesn't check with a checksum or anything so literally just write some randomly bytes to the game files
@@porterde08Technically pre cached in ram so once either another map that can't be loaded in ram or ram gets emptied out by unloading something and then trying to reload it back in will crash it lol
@@IKEACherryChair Killfeed defaults to the skull icon if it doesn't have data for the icon. I'm guessing that it should load the killfeed normally since it's part of the hud
There’s a game where (for speed runs) it’s optimal to scratch (I don’t think it’s actually scratched but you get the idea disk is messed with) the disk in certain ways to get faster loads because it doesn’t bother loading music or smth
I’m p sure ps1 games loaded everything so once u were in game u could open the disc tray, theres also a racing game on ps1 that u could swap the disc for any cd with music on it and it would play during the race
The sound glitches are very interesting in all games, especially Half Life 2 and surprising how good Half Life Deathmatch worked, and I must say that dding me dding me dding me dding me dding me dding me dding me dding me dding me dding me dding me dding me dding me dding me dding me dding me dding me dding me dding me dding me
It's surprising how well the Source engine caÌÄälPBëA-°Xs†ýå¾ô(B Nova Prospekt. Can't vouch for the ro oot. It's spawning season for the oot. It's spawning season for the oot. It's spawning season for theÀ➒୍⍑ና⇙ᜰᆂ⎂ᶬః oot. It's spawning season for theÀඕ່d༜ܡᦈၜᾦᓗᓤdᅫȣ➖Ᏽ·֗ἡg᱑ෂ oot. It's spawning season for theÀXü‡ÎÂ_Š)j2ú½fx#¦
The idea of a game trying to continue on with absolutely no files to go off on and just memories of what those files are is crazy. I'm surprised Source works under these conditions.
Fun fact: There's a PS1 game that's specifically designed just to be played from those "memories"! Vib Ribbon is so small that the entire game fits into the system's RAM - the game uses this to let you replace the game CD with a music CD, and it generates levels based on the CD inserted. It's actually pretty cool!
@@CiromBreeze Though in that case it was 100% intentional. Here they didn't even consider unplugged devices, so it's more surprising. Still, Vib-Ribbon running in under 2MB is impressive.
@@pacomatic9833 Oh yeah totally, I just find it amusing that there's a game specifically built around the "memories", so to speak. But Cartridge Tilting 2 is also fun.
@@JukoYT Yeah, and it is really interesting that this line from the GLaDOS boss fight would come up during the military android course, which is much earlier... like, several internal maps earlier! Additionally, the HL2 subtitles seem to feature entirely unrelated bits from all over the game, so I guess subtitles, being much smaller than sounds, are loaded all at once? But then why all the corruption and random Unicode characters? In the HL2 footage one can even see the same fragment being repeated, followed by _different_ garbage strings. (5:33) All this looks like the strings are being jumped into at random points, suggesting garbage _string pointers,_ and the terminator NUL is overwritten (assuming C strings), so the subtitles include random garbage from whatever's next in RAM?
Judging by all the gibberish it outputs, it's possibly reading through process memory and interpreting it as characters. This may even be the cause of some of the crashes.
@@kiraventom Your "random data" is called a localization made out of functions, for example, its GLua analog is language.Add. ITS NOT ABOUT LANGUAGES THEMSELVES.
If you do this whilst fullscreen, once you pull out the USB alt-tab to another window. When you go back in to the game all textures will be missing. I had this happen to me with Half-Life 2 with an external hard-drive years ago.
@@JukoYT True, I'd be more than interested how this will work on other source engine games edit: i just realised there were other source engine games after i continued watching lol
you are not hearing electricity being turned into sound, or "ram noises". clearly you do not understand computers very well. this is just some random garbage that happens to be stored in ram being read and turned into sound
@@theultimatetrashman887 this further comment further makes me think you dont know anything about computers because modern computers are all digital, so the wavelengths do not matter anymore once we are talking software
@@cewla3348 thats different than turning electricity to sound. since these computers are digital, you could turn anything that can represent zeros and ones into the same sounds
1:57 "I can feel pain" Thats some horror stuff 5:37 "Eturn to your true nature" 5:39 "It crept forth boldly while its bretheren remained in" Thats some horror stuff
only superficially related, but i actually have a 512MB version of that thumbdrive in the thumbnail, which my mom used to use for work at over a decade ago, that does some weird shit when i plug it into my computer. when i plug it in it of course shows up in my file explorer, but it additionally causes a CD drive to show up alongside it, which contains a CD audio track with no storage capacity that occupies no storage space and yet somehow holds at least a couple hundred sound files, mostly songs, and claims to have been last modified in 1994. this track will play its contents in a random order and can repeat songs multiple times in the same playing, doesn't work at all when copied to other locations, cannot be deleted, and its contents cannot be located elsewhere on my computer. my computer was constructed in like 2017, the thumb drive was brand new when my mom got it several years prior, and weirdest of all my computer has never had a cd drive installed. as far as i can tell there is no reasonable answer for why or how this CD audio track exists, why this essentially random thumbdrive grants me access to it, or how this sort of thing could've been set up on a PC only i use. it's nice for when i need some background music and my internet is out tho, so i can't complain lmao anyways cool video, as you might guess i think it's cool when things act weird because they've been broken in strange ways lol. it's kinda funny to see how multiplayer seemed to work a lot better than singleplayer in what is essentially the same game. regular half-life 2 of course has many points of failure just due to the number of assets in play, things like models and npc dialogue or scripted sequences, but you'd expect something complex like staying connected to a server and interacting with other players to be completely and totally messed up
Sounds like the drive is mounted as an Audio CD-R? I'm not sure if that possible, maybe the computer only sees it as that, when in fact it's mounted normally, but something else with that drive is screwed and makes your PC think it's that.
Dude, this brings back memories from one time I was bored and decided to mix pirate half life two and pirate portal together in a weird mix that managed to start, run and play levels. I still have an ancient video of the glados fight like that, it was epic
As a developer, I would assume that the source engine is trying to copy some data from disk to allocated memory, which obviously fails. The side effect is that the game now starts reading from uninitialised memory, which is always garbage. Nice to know: Open some binary data in Audacity (File > Import > Raw data), turn the volume up to 100% and listen to it. It will sound the same.
Nearly the same. Compiled binary is different from active working memory. It's also typically unwrapped into its raw state that way, where you'll experience less patterns as in this video and more plain static/noise in binaries.
Normally the OS gives you zero-initialized memory as a security feature, so you would expect silence, but if it is reusing stack or heap memory then that would make sense.
My idea was that the sound is mmapped, that would explain why already loaded samples also turn into garbage. But your theory seems plausible as well, either way, they surely skipped an error handling somewhere around that area :D
@@marcsellohooves Another interesting observation is that environmental subtitles such as [Energy Ball Bounce] remain functional. I guess these are stored differently, perhaps a full copy instead of mapped memory. But yeah, they forgot some if's 😅
@@pro-hz7kx Everything you need is loaded at the start of the game and into RAM, and never really changes. You don't need new sounds or textures to load on the fly when you're playing the same map that is not changing.
From a technical point of view, it makes perfect sense. Online games in Source load the entire map at once and keep it. And unlike in singleplayer games where the game reloads the map to reset the player to their last checkpoint/save, in a multiplayer game the map stays as is because the world "doesn't revolve around you", so to speak. You're just one of the players, whom you can still see running around whilst you are temporarily dead. I expect that TF2 would probably be similar in principle, if not for the many cosmetics and paints the game almost certainly loads dynamically when needed. Having dug around in the data, I can tell you all the assets are there, installed with the game. If you play on a server that prohibits those though, it will probably work as good as HL:D in this video. Now, an _open world_ online game would be different, as the game cannot feasibly keep the entire world loaded at once and must load chunks the player is nearing and unload chunks the player is receding from.
@@lev7509 thats a very good point tbh, also, the server can like, crash or get some difficult to load if the server's creator (i mean the host) make this, it wouldn't make much sense because the server data is still there, even if you are the host. For example; L4d2, i can imagine if you unplug the usb flash drive while you are the host, can softlock you and the other players, i dunno its a dumb theory of mine.😪
Glados : Due to mandatory scheduled maintenance, the appropriate chamber for this testing sequence is currently unavailable. Keep in-mind that corrupting the enrichment center is a great way of never coming back to the "subject's city".
This brings back memories of loading hl2, quake 3, and a few other older games on a usb stick and playing them on the computers at my high school. Never experienced this before and it honestly seems hilarious.
Kind of, but at the same time with some key differences. For computer, a USB stick is handled as removable storage that is connected through the motherboard like hard drives, SATA SSDs and DVD drives, while N64 cartridge, if it works the way I think it works, is hooked up directly to the game console's CPU much like RAM does in normal computers. Interestingly, M2 storage is not like that - it is connected through PCI Express-like connection, so it is much "closer" to the CPU and some sort of SSD tilt would be essentially much closer to cartridge tilt. Portal and Half-life 2 will probably react to this the same way as they did with USB stick detaching since those games are old - so they needed to deal with slow and unresponsive hard drives, hense programmed in a way to be resistant to weird stuff happening with game data. Some newer games that are developed with SSDs in mind may react more similarly to N64 during cartridge tilt since they should rely on the storage more
I imagine this is what the last few seconds of dying are like, no sensory input, no bodily function just what information stored in your neurons firing off semi incoherently as everything quickly disappears into a mortal "crash"
I remember playing Entropy Zero 2 on an external harddrive and the subtitles were freaking out, sort of like the ones in this video but there were no audible glitches or anything
i'm not gonna lie there's something about portal 1 that's eerie already but when the subtitles literally say "I can feel pain" that's where i start to get 2nd thoughts
Stanley, don't do that. That thing is very important, you know, and I put it there for the express purpose that no one does anything with it. No, it's not useless. Leave it alone.
i did this to half life 2 once, and unplugged it rigt before the gman started speaking, and the opening cutscene played out almost lile normal, except the gman did now say a word, he just kinda looked forward and did the usual motions in total silence, without moving his mouth. the only sound was the intro music
It is interesting to see what is pre-cached, most of it is fairly logical. It would be interesting to see what would happen if you ran as little programs as possible while doing this to see if it makes things more stable.
I think what the scariest part to me is, is that the subtitles aren't always just corrupted text. They become broken pieces of subtitles from either earlier or later into the game. For example, the showcase of Half-Life 2's corruption has subtitles from Ravenholm, Highway 17, and Anticitizen One. "Would we model ourselves on the trilobite?" "May the Light of Lights be with you." "The grave holds nothing worse for thee." "You meant no harm." "Return to your true nature." "Over here, Dr. Freeman." "It crept forth boldly while its brethren remained in--" "We'll let the next base know that you're coming." "Patch him up and get him to the back as soon as he's stable."
I imagine something like the entire games dialogue script is loaded into the ram and then triggers what subtitle to display when the player hits a certain condition, but without any data from the install telling which line it should display it to just freaks out and chooses something from a number input somewhere in the ram instead
Some of the dialogue sounds like it comes straight out of a creepypasta... 1:57 "I can feel pain." Really scary in the context of you corrupting and breaking the game. 5:39 "It crept forth boldly while its brethren remained in ▯▯步麼路裝至美▯▯雄尤" "You meant no harm." "eturn to your true nature." wtf...
1st one could be a glados boss battle line 2nd is a breencast during the uprising in half life 2 3rd is probably a vortigaunt or something 4th is father grigori from Ravenholm
dding me. Seriously, though... Without knowing the in's and out's of Source Engine, I find it pretty interesting that audio and subtitles are most affected immediately. Thank you for doing this! It's cool to see how it progressively breaks down and makes me wonder about how Source prioritizes asset storage in memory. It's also pretty wild that HL2 MP is somewhat stable, but I think that might make sense if someone else or a server is hosting, that way there's less reliance on client side memory when you unplug.
It seems to panic every time it runs a vcd file (basically cutscene files for npc animations, dialogue, and subtitles). In the portal games its only really used for glados, the turrets, and the occasional wheatley cutscenes in portal 2, but half life 2 uses it a LOT, both for typical cutscenes and random npc chatter, hence the chaos as all the combine soldiers try to call commands, radio home, etc. neat stuff.
I think the reason old Source games are so resilient is that before we had asset streaming, we just loaded everything needed for the level into memory and hoped for the best. Then audio got streamed first because it was just so low fidelity, so it's probably trying to use random data as audio streamed from, I don't even know where. I'm actually amazed that doesn't crash it.
It's actually very interesting, it looks like every sound gets mixed up with some random subtitles, as it can't load the proper ones. For instance, "dding me" occurs when a turret shoot into a glass pane. Didn't think it'd be that interesting 👍
This was very interesting and unique that’s for sure. Was a bit unexpected to see that happen as a result of the experiment, but also was somewhat funny and peculiar haha :).
You’re the first person to call it what it is. “Unplugging the game” yet you don’t have upvotes. Shows how the majority are dumb. The game is still installed to the device your unplugging it from.
The reason the game crashed in 3:14 is because you umpluged the usb too early before an orb spawned in the level, because of the orb not being stored in the ram, the game crashes because it can’t spawn the orb object from the ram
"well done android, the enrichment center once again reminds you that android hell is a real place-" - Glados running on ram memory before the crash. 1986 - 2024
Interesting, I expected the game to be completely fine but apparently not! It makes sense that the sound system freaks out as these long audio tracks are usually streamed from the filesystem. These buffers are likely reallocated very frequently as the decoder outputs consistently random gibberish (bad design, should be static). The subtitles glitching out were a surprise too, I guess they get loaded along with the audio signal! Probably a design choice around providing closed captions for dialogs and being cheap on RAM - there is really no reason to stream these few lines of text from the FS.
@@JukoYT Didn't catch that, it's true that SFX that's already played appears OK in subtitles! In particular the turrets firing sound effect is first played after drive removal and the same undefined text keeps being printed. So yes I would agree that these subtitles use a caching system. The implication is that even these sound effects do not get loaded until they are first played. Very interesting! Thanks for sharing these clips btw, this is some nice insight on how Source has been implemented.
The glitch sounds bear a striking resemblance to machine code being interpreted as a wave file. It's probably reading off a buffer which is dynamically updated, but because the audio data is MIA, it's left playing whatever was in that buffer before.
@@JukoYT The really weird thing about the subtitles is that it's grabbing random lines from other levels as well! When you were killing combine soldiers it was saying Father Gregori's lines from the graveyard fight when you or he kills a zombie. I saw one of Alyx's lines from Red Letter Day ("Are you ready for us, Dad?") and even during the crane part, the line "ITS SPAWNING SEASON FOR THE A](Antlions)" is even from the previous map as well. Really really bizarre.
@@Rock4896 i think all of the subtitles are inside a single file (1 file per subtitle language), so it makes more sense that it is all loaded in at once