View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0003393 | The Dark Mod | Coding | public | 04.05.2013 00:08 | 04.05.2013 01:30 |
Reporter | grayman | Assigned To | grayman | ||
Priority | high | Severity | crash | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Product Version | TDM 2.00 | ||||
Target Version | TDM 2.00 | Fixed in Version | TDM 2.00 | ||
Summary | 0003393: TDM 2.00 crashes Alberic's Curse | ||||
Description | The Missing Assets page notes that Alberic's Curse crashes at the Hit Attack screen. But it also crashes when D3 assets are available, so the crash is the result of something we've done in 2.00. | ||||
Additional Information | A preliminary look at the code shows that a ragdoll skeleton named Benny is dropping to the ground at mission start, causing a suspicious bounce sound to propagate to a revenant named atdm_ai_undead_revenant_1. At look at the map shows they are both in a small chapel, very near each other. The revenant wants to tell his mind's current state that this happened, but his mind hasn't been set up with states yet, so the code crashes. I found this comment in tdm_ai_base.def: // ragdolls do not yet propogate sounds to AI -- needs implementing "sprS_bounce" "yell" Since 2.00 allows for more communication between AI, and better awareness of suspicious sounds, I suspect that we might have to have AI ignore suspicious sounds at map start. | ||||
Tags | No tags attached. | ||||
NHAT 1 (Politics) has the same problem. atdm_env_ragdoll_skeleton_12 drops to the floor in the underground cells, propagating the suspicious bounce sound to atdm_ai_undead_zombie_3. There are multiple ragdolls and multiple "living" AI in that area. |
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Wait, are you saying ragdolls ARE propogating sounds now??? I didn't think that was working? I just tested with the builders in Outpost, and I couldn't get them to register my dropping a ragdoll body. Is there something special about skeleton ragdolls? |
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Huh! Found something. Ragdolls that are there at map start DO propogate to AI when you drop them, but ragdolls from AI being KO'd do not. What is the difference? | |
Suspicious sounds from falling ragdolls at map start were being propagated to AI that hadn’t yet been fully prepared to hear them, causing a crash in Alberic’s Curse and NHAT 1 (Politics) when hitting the attack button to start the mission. The solution is to not propagate suspicious sounds during the first 10 frames. This gives the AI enough time to set up properly. Rev. 5749: Entity.cpp Tested with the two mentioned missions. |
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I don't know what the difference is between ragdolls dropping at map start and those being dropped by the player. Need to investigate. |
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Date Modified | Username | Field | Change |
---|---|---|---|
04.05.2013 00:08 | grayman | New Issue | |
04.05.2013 00:08 | grayman | Status | new => assigned |
04.05.2013 00:08 | grayman | Assigned To | => grayman |
04.05.2013 00:20 | grayman | Note Added: 0005356 | |
04.05.2013 00:41 | Springheel | Note Added: 0005357 | |
04.05.2013 00:47 | Springheel | Note Edited: 0005357 | |
04.05.2013 00:51 | Springheel | Note Added: 0005358 | |
04.05.2013 00:59 | grayman | Note Added: 0005359 | |
04.05.2013 00:59 | grayman | Status | assigned => resolved |
04.05.2013 00:59 | grayman | Resolution | open => fixed |
04.05.2013 00:59 | grayman | Fixed in Version | => TDM 2.00 |
04.05.2013 01:01 | grayman | Note Added: 0005360 | |
04.05.2013 01:30 | Springheel | Relationship added | related to 0003394 |