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Aliens: Colonial Marines’ xenos get a lot smarter by fixing one misspelling

Aliens: Colonial Marines’ xenos get a lot smarter by fixing one misspelling

6 years ago
Anonymous $hM_jrxqbr-

https://www.polygon.com/2018/7/15/17574248/aliens-colonial-marines-fixing-code-typo-ai-xenomorphs

The unforgettably awful Aliens: Colonial Marines can be fixed — well, “fixed” might be an overstatement, let’s say, “improved” — by changing a single typographical error in a line of code, according to a modder taking part in the sisyphean effort to improve the game.

A thread over on ResetEra (as spied yesterday by Kotaku, too) discovered this post on ModDB from late October, in which the modder explains what the code is and what is affected when the word “teather” is corrected to “tether.” Here’s the code:

Aliens: Colonial Marines’ xenos get a lot smarter by fixing one misspelling

Jul 15, 2018, 10:13pm UTC
https://www.polygon.com/2018/7/15/17574248/aliens-colonial-marines-fixing-code-typo-ai-xenomorphs > The unforgettably awful Aliens: Colonial Marines can be fixed — well, “fixed” might be an overstatement, let’s say, “improved” — by changing a single typographical error in a line of code, according to a modder taking part in the sisyphean effort to improve the game. > A thread over on ResetEra (as spied yesterday by Kotaku, too) discovered this post on ModDB from late October, in which the modder explains what the code is and what is affected when the word “teather” is corrected to “tether.” Here’s the code: