View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0003525 | The Dark Mod | AI | public | 20.08.2013 00:42 | 18.04.2014 16:44 |
Reporter | grayman | Assigned To | grayman | ||
Priority | normal | Severity | normal | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Product Version | TDM 1.08 | ||||
Target Version | TDM 2.00 | Fixed in Version | TDM 2.00 | ||
Summary | 0003525: KO'ed and dead AI bodies can be seen when hidden | ||||
Description | If a ragdoll is hidden behind a low wall, where you wouldn't expect it to be seen, passing AI can still see it if there's lots of light on the hidden body. | ||||
Tags | No tags attached. | ||||
Attached Files | |||||
Better math for calculating eye and mouth positions that allows them to change when AI ragdolls fall down when KO’ed or killed. Fix bug when determining LOS from AI to the player or another AI. The code was tracing to the same shoulder twice instead of to each shoulder once. Rev. 5868: AI.cpp AI.h Actor.cpp Actor.h Rev. 13636: tdm_ai_animal_horse2.def tdm_ai_animal_rat.def tdm)ai_animal_raven.def tdm_ai_monster_spider.def tdm_ai_humanoid.def tdm_ai_humanoid_newskel.def tdm_player_thief.def |
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This is the opposite problem, but needs to be looked at: "While beta-testing 2.0 with NHAT2, I knocked out three guards near the tavern and left them in the light. Another guard walks by, right over the bodies and mutters "quiet shift".." |
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I need to know which light. Were the bodies stacked or spread out next to each other? Which AI didn't see them? |
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I just reproduced this in Too Late. KO'd the thug in the first area and dropped him beside the lit brazier. The torch-carrying guard came out the door, stood right beside him, then turned and went back inside without ever commenting about the body. See image. |
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Reproduced in Too Late. So far, I've found that the thug can trace to the KO'ed guy, but a RL interruption kept me from checking the amount of light on the KO'ed guy. Nothing comes to mind as to why my changes would cause this. When I tested the changes, AI had no problem spotting downed bodies. Will continue debugging tomorrow. |
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Another round: Leftover ‘const’ in a header function that the compiler didn’t complain about. Was causing KO’ed actors to be seen as still conscious. Rev. 5876: Actor.h |
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No comments on this in months. Marking 'resolved'. |
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Date Modified | Username | Field | Change |
---|---|---|---|
20.08.2013 00:42 | grayman | New Issue | |
20.08.2013 00:42 | grayman | Status | new => assigned |
20.08.2013 00:42 | grayman | Assigned To | => grayman |
21.08.2013 03:56 | grayman | Note Added: 0006074 | |
21.08.2013 03:56 | grayman | Status | assigned => resolved |
21.08.2013 03:56 | grayman | Resolution | open => fixed |
21.08.2013 03:56 | grayman | Fixed in Version | => TDM 2.00 |
27.08.2013 14:11 | Springheel | Note Added: 0006092 | |
27.08.2013 14:43 | grayman | Note Added: 0006097 | |
27.08.2013 14:43 | grayman | Note Edited: 0006097 | |
27.08.2013 21:16 | Springheel | Note Added: 0006106 | |
27.08.2013 21:17 | Springheel | File Added: too_late_2013-08-27_17.14.36.jpg | |
27.08.2013 21:28 | Springheel | Status | resolved => feedback |
27.08.2013 21:28 | Springheel | Resolution | fixed => reopened |
28.08.2013 02:54 | grayman | Note Added: 0006109 | |
28.08.2013 02:54 | grayman | Status | feedback => assigned |
28.08.2013 12:46 | grayman | Note Added: 0006111 | |
28.08.2013 16:05 | grayman | Status | assigned => feedback |
18.04.2014 16:44 | grayman | Note Added: 0006532 | |
18.04.2014 16:44 | grayman | Status | feedback => assigned |
18.04.2014 16:44 | grayman | Status | assigned => resolved |
18.04.2014 16:44 | grayman | Resolution | reopened => fixed |