View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0003768||The Dark Mod||Sound System||public||29.06.2014 16:21||19.08.2017 20:47|
|Product Version||TDM 2.02|
|Target Version||TDM 2.03||Fixed in Version||TDM 2.03|
|Summary||0003768: 2.02 sound difficulty breaks few maps at start player drop|
|Description||With the new 2.02 Sound Difficulty set to "Hardcore" or "Challenging", the sound caused by the player start dropping into the map alerts AI. In Hardcore, it causes them to fully alert and attack the player, preventing the map from being able to be run without workarounds. In Challenging, it alerts AI. |
I checked about twenty maps (alphabetically, skipping a couple puzzle maps) and three were affected.
|Steps To Reproduce||1. Set Sound Difficulty to Hardcore (or Challenging).|
2. Load Beleaguered Fence, Alchemist or Betrayal.
3. Start map.
4. Observe attacking AI (or alerted if set to Challenging).
|Additional Information||Workarounds include using "notarget" before clicking to start the map, or changing settings to lower, starting the map, then changing the settings back to Hardcore.|
|Tags||No tags attached.|
What do you think should change?
To many people, Alchemist was always "run!" anyway.
Well in "Beleaguered" at least, it means an inability to play the mission, depending which tools were unknowingly purchased before starting.
Springheel suggested perhaps instituting a delay in the forum thread on this.
Depending what is easiest/least ramifications, either an outright delay, or ramp in the setting from default, cheesy would be a notification if those settings are chosen that it might break some maps; but I don't know what the options are, my ignorance precludes offering an optimal solution. Or would it be easier/reasonable for that initial drop sound from player start not propagate to AI?
Of course, the other solution is to ask for the affected maps to be changed, to either have the player start on ground, change the surface underfoot (which if surface material volumes are changed again in the future...), or move the nearby AI to accommodate the 2.01->2.02 change and return those maps back to playing how they were designed.
PS: Oh! Of course it might be possible a lower setting might alter the game-play of the maps but not break them. For instance, Challenging in "Beleaguered" alerts AI, affecting the game-play, but at least allows running the map.
However it would be very time consuming to determine all the maps broken in this condition, figure out the maximum setting that works for the worst of them, then scale the difficulty values accordingly.
Don’t allow sounds to propagate in the first 60 frames (one second).
While 60 frames might seem a long time, the beginning of Beleaguered Fence is filled with ragdolls dropping in the jail cells. This upsets the jailer who's walking around down there, and he starts the mission searching around.
I wanted to test Heart, because that seems to be the longest player drop at any mission's start. But Heart crashed. I filed a new tracker issue for it.
|29.06.2014 16:21||RJFerret||New Issue|
|30.06.2014 09:49||SteveL||Product Version||TDM 2.01 => TDM 2.02|
|30.06.2014 20:08||grayman||Note Added: 0006692|
|30.06.2014 20:39||RJFerret||Note Added: 0006696|
|21.07.2014 15:24||grayman||Assigned To||=> grayman|
|21.07.2014 15:24||grayman||Status||new => assigned|
|21.07.2014 15:49||grayman||Note Added: 0006770|
|21.07.2014 15:49||grayman||Status||assigned => resolved|
|21.07.2014 15:49||grayman||Resolution||open => fixed|
|21.07.2014 15:49||grayman||Fixed in Version||=> TDM 2.03|
|21.07.2014 15:49||grayman||Target Version||=> TDM 2.03|
|21.07.2014 15:52||grayman||Note Added: 0006771|
|19.08.2017 20:47||grayman||Relationship added||related to 0004609|