Devlog · tag
vehicles
5 entries tagged “vehicles”.
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Background Hum
A decal that lays across parking bays, then renders upside down and paints the bollards green in Unreal Engine 5.8, an editor that runs out of memory setting material instance parameters with a big World Partition level loaded, an impure Blueprint call inside a return node pruned with "Exec pin is not connected" so no car lamp could ever light, and a refused pick-up that leaves an invisible item in the player's hand.
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Seven Metres Above the Road
A town bus that hovered over its own route and froze behind pedestrians turned out to be three unrelated faults - a baked height array that had gone stale under a re-carved road, an interpolation target twelve metres too far ahead, and two waiting conditions with no timeout. Includes the ground-trace fix that looked obvious and turned out to be impossible.
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Zero to Full Lock
A digital keypress was assigned straight to the steering axis, so the bike went from zero to full lock in one frame; here is the fix, a headlamp that came on three hours after dark for an unrelated reason, and an honest note that nobody has ridden any of it yet.
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Bugs Only a Fleet Could Find
Building a working taxi firm - book from the in-game phone, ride in the back, pay on arrival - and the failures that a single test vehicle had hidden for months.
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Seven Stops on an Empty Road
Putting a timetabled bus on a real route through the estate - how the stop siting quietly collapsed, why the driver ended up crumpled on the cab floor, and what is still untested.