View Issue Details

IDProjectCategoryView StatusLast Update
0003525The Dark ModAIpublic18.04.2014 16:44
Reportergrayman Assigned Tograyman  
PrioritynormalSeveritynormalReproducibilityalways
Status resolvedResolutionfixed 
Product VersionTDM 1.08 
Target VersionTDM 2.00Fixed in VersionTDM 2.00 
Summary0003525: KO'ed and dead AI bodies can be seen when hidden
DescriptionIf 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.
TagsNo tags attached.

Activities

grayman

grayman

21.08.2013 03:56

viewer   ~0006074

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
Springheel

Springheel

27.08.2013 14:11

administrator   ~0006092

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".."
grayman

grayman

27.08.2013 14:43

viewer   ~0006097

Last edited: 27.08.2013 14:43

I need to know which light.

Were the bodies stacked or spread out next to each other?

Which AI didn't see them?

Springheel

Springheel

27.08.2013 21:16

administrator   ~0006106

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.
Springheel

Springheel

27.08.2013 21:17

administrator  

grayman

grayman

28.08.2013 02:54

viewer   ~0006109

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.
grayman

grayman

28.08.2013 12:46

viewer   ~0006111

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
grayman

grayman

18.04.2014 16:44

viewer   ~0006532

No comments on this in months.

Marking 'resolved'.

Issue History

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