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IDProjectCategoryView StatusLast Update
0003495The Dark ModAIpublic19.07.2013 17:28
ReporterSpringheel Assigned ToSpringheel  
PrioritynormalSeveritynormalReproducibilityhave not tried
Status closedResolutionfixed 
Product VersionTDM 2.00 
Summary0003495: AI giving multiple, interrupted barks before going to combat state
DescriptionI'm noticing some odd behaviour while testing AI vision.

The test I have set up right now has the AI at 320 units away, and the map is lit by an ambient_world light set at 75. The lightgem is fairly bright.

I've attached a video, and this behaviour repeated itself every time.

The AI turns around, and after about a second he ramps up to Alert 5. However, in the second before he draws his sword, it sounds like he gives 3 separate observant barks that each interrupt the other: "What's--Who--Huh?" Then he draws his sword and goes to combat.

Another odd thing is while he is making those barks, he starts running towards his 10 o'clock, rather than running straight at me. That happened every time as well.

Additional InformationSee video here: http://www.youtube.com/watch?v=l7EDsdUIvrM
TagsNo tags attached.

Activities

grayman

grayman

18.07.2013 19:20

viewer   ~0005780

Last edited: 18.07.2013 19:21

Can i get a condump with tdm_ai_debug_transition_barks turned on?

That way I can see what and when he's barking.

Edit: Never mind. I need to give you a new DLL with extra debug statements in it.

grayman

grayman

18.07.2013 20:12

viewer   ~0005781

Update to SVN 13557.

Rerun the test and post the condump.

There is an extra "huh?" bark at the beginning of the delay that happens when an AI enters Combat State. It's a "surprised" reaction. Think of dropping down in front of someone and having them bark "huh?" and then realizing you're an enemy. That's not on the official bark picture, and went in in 1.08.

What you _might_ be experiencing is the AI rising to Agitated Searching, then almost immediately rising to Combat. His snd_alert4 might be getting truncated by the "huh?", making it sound strange. It's the same problem if an AI rises to one level, barks, then almost immediately rises to the next level and barks again. We might have to put in a buffer, some period of time after which an alert bark is issued before the AI can issue another alert bark.
Springheel

Springheel

18.07.2013 22:41

administrator   ~0005786

Well, it figures, but after this happening repeatedly earlier today, I can't get the same thing to happen now. I did find a different issue though (oh joy):
http://bugs.thedarkmod.com/view.php?id=3496

I'll keep trying to reproduce this.
Springheel

Springheel

19.07.2013 17:28

administrator   ~0005798

I'm going to close this, since it probably doesn't apply after the latest changes.

Issue History

Date Modified Username Field Change
18.07.2013 15:27 Springheel New Issue
18.07.2013 15:27 Springheel Summary AI giving multiple barks before going to combat state => AI giving multiple, interrupted barks before going to combat state
18.07.2013 19:20 grayman Note Added: 0005780
18.07.2013 19:21 grayman Note Edited: 0005780
18.07.2013 20:12 grayman Note Added: 0005781
18.07.2013 22:41 Springheel Note Added: 0005786
19.07.2013 17:28 Springheel Note Added: 0005798
19.07.2013 17:28 Springheel Status new => closed
19.07.2013 17:28 Springheel Assigned To => Springheel
19.07.2013 17:28 Springheel Resolution open => fixed