View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0003019 | The Dark Mod | GUI | public | 13.02.2012 08:00 | 24.02.2012 00:48 |
Reporter | demagogue | Assigned To | grayman | ||
Priority | normal | Severity | normal | Reproducibility | have not tried |
Status | resolved | Resolution | fixed | ||
Product Version | TDM 1.07 | ||||
Target Version | TDM 1.08 | Fixed in Version | TDM 1.08 | ||
Summary | 0003019: The "Stealth Score" stat for Alert-4 (agit. searches) is cascading, so it overcounts | ||||
Description | Baddcog reported a cascade for Alert-4's in the Alert stats GUI, which is reminiscent of the cascade for Alert-5 that grayman fixed a few months ago. The discussion thread is here: forums.thedarkmod.com/topic/13499-menustatistics-issues/ His statistics were reported as follows: alerts:40 supiciouss 1306 searched 19 sightings for (2m (it cuts off screen after that) alerts 1.33x0 0 2.7x1 7 3.37x2 74 4.1269 x 3 3807 5.19x5 95 ------------- 3983 | ||||
Tags | No tags attached. | ||||
Here's what's happening ... When an AI is alerted, the event is logged in mission statistics based on the AI's alert level at that moment. A simple counter is kept per alert level, and the counter bumps up by 1. If an AI hears a player footstep, that raises his alert level a small amount. If he hears enough footsteps to raise him to alert level 4, he'll draw his weapon and start searching. Along the way to level 4, each footstep registers as a unique alert for the level the AI was at when he heard it. So we might see statistics similar to the following when the player walks toward an AI, but stays out of sight: Alert level 1: 1 Alert level 2: 1 Alert level 3: 1 Alert level 4: 15 Alert level 5: 0 If the AI spots the player, the sighting is one alert event, and each subsequent player footstep as the AI chases the player is registered as a unique alert event at level 5, and you can easily end up with stats that look like this if you lead the AI on a long chase: Alert level 1: 1 Alert level 2: 1 Alert level 3: 1 Alert level 4: 15 Alert level 5: 150 We took care of the cascading for level 5 by simply tracking unique sightings and total time seen, so that changes the stats to: Alert level 1: 1 Alert level 2: 1 Alert level 3: 1 Alert level 4: 15 Alert level 5: 1 It still leaves the high '15' value for level 4, though. I'm guessing the original intent was to track the number of unique events that raise an AI to a particular alert level for the first time. The code is not doing that. Instead, the code counts the number of times an AI is found to be at a certain level when an event occurs. |
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Only bump the alert stat counts if the AI’s alert index increases. Also fixed a bug in keeping track of the previous alert level, when the level wanted to cross indices but was capped. rev. 5293: AI.cpp |
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Date Modified | Username | Field | Change |
---|---|---|---|
13.02.2012 08:00 | demagogue | New Issue | |
13.02.2012 08:00 | demagogue | Status | new => assigned |
13.02.2012 08:00 | demagogue | Assigned To | => grayman |
13.02.2012 08:00 | demagogue | Relationship added | child of 0002887 |
13.02.2012 08:01 | demagogue | Relationship deleted | child of 0002887 |
13.02.2012 08:01 | demagogue | Relationship added | related to 0002887 |
13.02.2012 08:03 | demagogue | Description Updated | |
13.02.2012 08:06 | demagogue | Description Updated | |
13.02.2012 08:17 | demagogue | Product Version | TDM 1.08 => TDM 1.07 |
23.02.2012 19:28 | grayman | Note Added: 0004346 | |
23.02.2012 19:32 | grayman | Note Edited: 0004346 | |
23.02.2012 19:33 | grayman | Note Edited: 0004346 | |
24.02.2012 00:48 | grayman | Note Added: 0004347 | |
24.02.2012 00:48 | grayman | Status | assigned => resolved |
24.02.2012 00:48 | grayman | Resolution | open => fixed |
24.02.2012 00:48 | grayman | Fixed in Version | => TDM 1.08 |