View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0004026 | The Dark Mod | Coding | public | 10.01.2015 19:14 | 11.01.2015 19:04 |
Reporter | Oldjim | Assigned To | grayman | ||
Priority | normal | Severity | normal | Reproducibility | have not tried |
Status | resolved | Resolution | fixed | ||
Product Version | TDM 2.03 | ||||
Target Version | TDM 2.03 | Fixed in Version | TDM 2.03 | ||
Summary | 0004026: Freeze in One Step Too Far | ||||
Description | Savegame attached. | ||||
Tags | No tags attached. | ||||
Attached Files | |||||
The cutscene skeleton was touching his door when the cutscene began. A 2.03 change was to alert AI when they were hit by a door, and this qualified. By inspecting the "chanceNoticeDoor" for a setting of 0 (which the skeleton has), we can avoid the alert. By keeping the skeleton's alert level from going up, we allow him to participate in the cutscene conversation. Otherwise, the conversation can't continue, which is what was causing the freeze. |
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Date Modified | Username | Field | Change |
---|---|---|---|
10.01.2015 19:14 | grayman | New Issue | |
10.01.2015 19:14 | grayman | Status | new => assigned |
10.01.2015 19:14 | grayman | Assigned To | => grayman |
10.01.2015 19:14 | grayman | File Added: savegames.zip | |
10.01.2015 19:15 | grayman | Reporter | grayman => Oldjim |
11.01.2015 19:04 | grayman | Note Added: 0007337 | |
11.01.2015 19:04 | grayman | Status | assigned => resolved |
11.01.2015 19:04 | grayman | Resolution | open => fixed |
11.01.2015 19:04 | grayman | Fixed in Version | => TDM 2.03 |