View Issue Details

IDProjectCategoryView StatusLast Update
0004289The Dark ModAIpublic07.12.2022 16:29
Reportergrayman Assigned ToObsttorte  
PrioritynormalSeveritynormalReproducibilityhave not tried
Status resolvedResolutionfixed 
Product VersionTDM 2.03 
Target VersionTDM 2.11Fixed in VersionTDM 2.11 
Summary0004289: Examine blackjacking rules
DescriptionPer this discussion:

http://forums.thedarkmod.com/topic/17700-blacjack-issues/#entry386495

A more recent discussion with a proposed solution:
https://forums.thedarkmod.com/index.php?/topic/20500-black-jack-issues

Latest:
https://forums.thedarkmod.com/index.php?/topic/21554-blackjack-animation-needed/
TagsNo tags attached.

Activities

Springheel

Springheel

04.07.2018 13:47

administrator   ~0010639

Redesigning the blackjack system probably should wait until 2.08.
grayman

grayman

11.04.2020 15:19

viewer   ~0012354

I'm moving this to 2.09.

There's no time during 2.08 beta to do/test the amount of work required.
nbohr1more

nbohr1more

16.08.2022 23:17

developer   ~0015174

Asset rev 16605 and 16606
Source rev 10078
nbohr1more

nbohr1more

17.08.2022 15:06

developer   ~0015176

Commit #10079 (source code) and #16607 (assets):

    cvar tdm_blackjack_indicate added (boolean, defaults to 1) to allow enabling/disabling the knockout preview indication
    new spawnarg added to the blackjack, knockout_range

melee_distance controls the distance within you can hit the enemy, knockout_range is the maximum distance between the point were the trace hits the enemy and the enemies eyes below which a hit is taken into consideration for a probably successful knockout.
stgatilov

stgatilov

07.09.2022 19:35

administrator   ~0015236

@Obsttorte, could you please describe the changes you actually did in the code here?
Obsttorte

Obsttorte

07.09.2022 19:53

developer   ~0015237

added an alternative approach for blackjack hit calculation (the original implementation is untouched, the respective code gets executed via the animation frame command system)

- the code performs a box trace that, when hitting the enemy at a point close enough to the head, will execute the same code that in the previous implementation was executed when hitting the enemies head with the blackjack
- spawnargs were added to control the box trace's properties
- during a successful knockout approach the blackjack model is nonsolid, so it can't get hung up on ceiling beams et al.
- the code changes apply to weapon.cpp/h

a blackjack preview system was implemented that signals the possibility for an successful knockout

- the code deciding whether or not a blackjack would be successful is the same as the one used to perform the actual knockout
- the code changes apply to player.cpp/h

This is still WIP and I am awaiting feedback
stgatilov

stgatilov

07.09.2022 20:39

administrator   ~0015238

Last edited: 07.09.2022 21:04

UPDATE: Also there is a check that hit was done "sufficiently behind", depending on various helmet settings.
Now it uses main orientation (body orientation) for determining what direction is forward/backward, previously it used head direction (causing major issues when guard turns head around).

Do we really need spawnargs for box trace properties?
Usually providing some configurability (especially to mappers) where it's not necessary results in major headache later, in case someone decides to actually configure it =)
Obsttorte

Obsttorte

08.09.2022 04:27

developer   ~0015240

"Do we really need spawnargs for box trace properties?"
Their main purpose is for me/the team to be able to tweak those stuff . There are spawnargs for all kind of properties that, if altered between missions, could also create quiet some different gaming experience (or major headache, as you name it). I would leave them for now.

re UPDATE: yeah, forgot that one. That was a request by Dragofer that seemed logical to me.

Issue History

Date Modified Username Field Change
21.02.2016 18:03 grayman New Issue
21.10.2016 15:31 grayman Target Version TDM 2.05 => TDM 2.06
20.09.2017 17:59 nbohr1more Status new => feedback
12.10.2017 18:41 nbohr1more Fixed in Version => TDM 2.07
12.10.2017 18:41 nbohr1more Target Version TDM 2.06 => TDM 2.07
04.07.2018 13:47 Springheel Note Added: 0010639
04.07.2018 13:47 Springheel Target Version TDM 2.07 => TDM 2.08
11.04.2020 15:19 grayman Status feedback => new
11.04.2020 15:19 grayman Fixed in Version TDM 2.07 =>
11.04.2020 15:19 grayman Target Version TDM 2.08 => TDM 2.09
11.04.2020 15:19 grayman Note Added: 0012354
14.12.2020 17:16 nbohr1more Target Version TDM 2.09 => TDM 2.10
06.02.2021 18:52 STiFU Description Updated
03.10.2021 20:50 nbohr1more Target Version TDM 2.10 =>
16.08.2022 18:29 Obsttorte Assigned To => Obsttorte
16.08.2022 18:29 Obsttorte Status new => assigned
16.08.2022 23:17 nbohr1more Note Added: 0015174
16.08.2022 23:18 nbohr1more Target Version => TDM 2.11
16.08.2022 23:19 nbohr1more Description Updated
16.08.2022 23:21 nbohr1more Status assigned => feedback
17.08.2022 15:06 nbohr1more Note Added: 0015176
07.09.2022 19:35 stgatilov Note Added: 0015236
07.09.2022 19:53 Obsttorte Note Added: 0015237
07.09.2022 19:53 Obsttorte Status feedback => assigned
07.09.2022 20:39 stgatilov Note Added: 0015238
07.09.2022 21:04 stgatilov Note Edited: 0015238
08.09.2022 04:27 Obsttorte Note Added: 0015240
15.11.2022 04:05 nbohr1more Status assigned => feedback
07.12.2022 16:29 nbohr1more Status feedback => resolved
07.12.2022 16:29 nbohr1more Resolution open => fixed
07.12.2022 16:29 nbohr1more Fixed in Version => TDM 2.11