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IDProjectCategoryView StatusLast Update
0003393The Dark ModCodingpublic04.05.2013 01:30
Reportergrayman Assigned Tograyman  
Status resolvedResolutionfixed 
Product VersionTDM 2.00 
Target VersionTDM 2.00Fixed in VersionTDM 2.00 
Summary0003393: TDM 2.00 crashes Alberic's Curse
DescriptionThe 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 InformationA 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.
TagsNo tags attached.


related to 0003394 resolvedgrayman Ragdoll AI not propagating sounds properly 




04.05.2013 00:20

administrator   ~0005356

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.


04.05.2013 00:41

administrator   ~0005357

Last edited: 04.05.2013 00:47

View 2 revisions

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?



04.05.2013 00:51

administrator   ~0005358

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?


04.05.2013 00:59

administrator   ~0005359

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:


Tested with the two mentioned missions.


04.05.2013 01:01

administrator   ~0005360

I don't know what the difference is between ragdolls dropping at map start and those being dropped by the player.

Need to investigate.

Issue History

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 View Revisions
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