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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0003001||The Dark Mod||Coding||public||02.02.2012 16:31||05.02.2012 21:02|
|Priority||normal||Severity||normal||Reproducibility||have not tried|
|Product Version||TDM 1.07|
|Target Version||TDM 1.08||Fixed in Version||TDM 1.08|
|Summary||0003001: Player cannot knock movables objects off edges|
|Description||Full thread: http://forums.thedarkmod.com/topic/13464-knocking-over-movablesnot-possible/ [^]|
I remember in TDS, I had a dramatic moment in the first mission when I was sneaking along a hallway and bumped into a table, causing the candle on it to wobble and fall over, alerting the guard. The idea of "precarious movables"--things that could be easily knocked over by the player that would make noise--seems like a great gameplay 'trap'.
However, that doesn't seem to work in TDM. The player doesn't actually seem to impart any impulse to movables unless he walks directly into them for an extended period of time.
For issue 0002568 I reduced tdm_ai_bumpobject_impulse from 1500 to 250, to impart more realism to how objects react when they're bumped. With the very high setting of 1500, AI could walk into a mid-sized crate and knock it across the room. 250 seemed about right for the different tests I ran. As part of the fix, I also factored in the mass of the object doing the bumping.
|Tags||No tags attached.|
Correctly distribute impulses to objects touching the moveable, and leave an appropriate amount for the moveable itself.
|02.02.2012 16:31||Springheel||New Issue|
|02.02.2012 16:31||Springheel||Status||new => assigned|
|02.02.2012 16:31||Springheel||Assigned To||=> grayman|
|05.02.2012 21:02||grayman||Note Added: 0004301|
|05.02.2012 21:02||grayman||Status||assigned => resolved|
|05.02.2012 21:02||grayman||Resolution||open => fixed|
|05.02.2012 21:02||grayman||Fixed in Version||=> TDM 1.08|
|05.02.2012 21:02||grayman||Target Version||=> TDM 1.08|