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IDProjectCategoryView StatusLast Update
0002442The Dark ModAnimationpublic06.10.2017 02:25
Reportertels Assigned To 
PrioritynormalSeveritynormalReproducibilityalways
Status closedResolutionunable to reproduce 
Product VersionSVN 
Target VersionTDM 2.00Fixed in VersionTDM 2.00 
Summary0002442: sleeping atdm:ai_undead_zombie stands upright
DescriptionIf you put "sleeping" "1" on atdm:ai_undead_zombie, he just stands there upright, and disturbing him puts him "out of world bounds". See test/sleep.map for a test casse.
TagsNo tags attached.

Activities

tels

tels

27.11.2010 12:05

reporter   ~0003338

Here is what the console says:

WARNING: script/tdm_ai_base.script(1169): Thread 'thread_36': Divide by zero
WARNING: clip model outside world bounds for entity 'atdm_ai_undead_zombie_1' at (16000271351819241064358739968 -312 0)
WARNING: clip model outside world bounds for entity 'atdm_ai_undead_zombie_1' at (32000065744623712294550896640 -312 0)
WARNING: clip model outside world bounds for entity 'atdm_ai_undead_zombie_1' at (48000338277034574076320940032 -312 0)

and so on
tels

tels

27.11.2010 12:17

reporter   ~0003339

The underlying cause seems to be that the "lay down" and "get up" animations are missing, this causes (apart from the "just stands there") the AI script to crash.

Can't make the animations, but I fixed the script to simply skip the get-up animations, so if you now shoot the "sleeping while standing" zombie, it starts investigating and walking normally.
Springheel

Springheel

27.11.2010 12:43

administrator   ~0003341

Last edited: 27.11.2010 12:49

Is that going to mess things up for monster_zombie_alt01? That's the zombie that has the sleep animations. atdm:ai_undead_zombie has no sleep animations at all.

tels

tels

28.11.2010 10:52

reporter   ~0003354

Last edited: 28.11.2010 10:52

No, monster_zombie_alt01 is not afffected (he has the animations, so the script plays them), it only stops the crash that if the animation was missing, then the script did:

* a divide by zero (hard crash!)
* put the AI out of world bounds
* then waited forever for the animation (which was not existing) to play

Basically my change makes things degrade more graceful, but does not fix the underlying cause (the missing animations). (And I tested both zombies and the alt01 still works, the new one no longer vanishes and no longer crashes and then comes searching for the player, see test/sleep.map).

One day that needs to be fixed, as mappers don't (and can't) know which AI has which animations or not.

Springheel

Springheel

28.11.2010 16:14

administrator   ~0003356

Yeah, it would be nice to have new animations for D3 creatures, but there's no way to do that at present.
nbohr1more

nbohr1more

06.10.2017 02:24

developer   ~0009414

Sleeping Zombies exist in Alberic's Curse
No reports as of 2.0

Issue History

Date Modified Username Field Change
27.11.2010 12:03 tels New Issue
27.11.2010 12:05 tels Note Added: 0003338
27.11.2010 12:17 tels Note Added: 0003339
27.11.2010 12:17 tels Assigned To => tels
27.11.2010 12:17 tels Status new => acknowledged
27.11.2010 12:17 tels Assigned To tels =>
27.11.2010 12:43 Springheel Note Added: 0003341
27.11.2010 12:44 Springheel Note Edited: 0003341
27.11.2010 12:46 Springheel Note Edited: 0003341
27.11.2010 12:46 Springheel Note Edited: 0003341
27.11.2010 12:47 Springheel Note Edited: 0003341
27.11.2010 12:48 Springheel Note Edited: 0003341
27.11.2010 12:49 Springheel Note Edited: 0003341
27.11.2010 12:49 Springheel Note Edited: 0003341
28.11.2010 10:52 tels Note Added: 0003354
28.11.2010 10:52 tels Note Edited: 0003354
28.11.2010 16:14 Springheel Note Added: 0003356
04.12.2010 09:53 tels Category Coding => Animation
06.10.2017 02:24 nbohr1more Note Added: 0009414
06.10.2017 02:25 nbohr1more Resolution open => unable to reproduce
06.10.2017 02:25 nbohr1more Product Version => SVN
06.10.2017 02:25 nbohr1more Fixed in Version => TDM 2.00
06.10.2017 02:25 nbohr1more Target Version => TDM 2.00
06.10.2017 02:25 nbohr1more Status acknowledged => closed