View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0006254 | The Dark Mod | Physics | public | 09.02.2023 14:52 | 10.02.2024 05:53 |
Reporter | AluminumHaste | Assigned To | |||
Priority | normal | Severity | major | Reproducibility | always |
Status | acknowledged | Resolution | open | ||
Product Version | TDM 2.05 | ||||
Target Version | TDM 2.13 | ||||
Summary | 0006254: AI ragdolls not sustaining any damage from any fall height | ||||
Description | https://forums.thedarkmod.com/index.php?/topic/21755-ai-ragdolls-fall-a-set-rate-no-fall-damage/ Ko'ed and/or dropped AI turn into ragdolls after a short fall (normal behaviour), but stop accelerating pretty quickly. They then fall at a capped rate and sustain no damage when they hit the ground. | ||||
Steps To Reproduce | Load up test map, press button and the trap door opens and AI falls. Will turn into ragdoll then slowly float to the ground. | ||||
Additional Information | Test Map: https://drive.google.com/file/d/1g5oEZuAwSuszEqN-JBnXXIYpY1RWd-HV/view?usp=sharing | ||||
Tags | Physics, realism | ||||
The reason I assigned this to you (Greebo) is your comments in the code // greebo: Now calibrate the damage using the sixth power of the velocity (=square^3) // The damage has a linear relationship to the sixth power of vdelta delta = delta*delta*delta; int damage = static_cast<int>(1.4E-16 * delta - 3); Seems you know your way around this part of the code. Grayman modified the code back in 2.01 and fixed it in 2.03. https://bugs.thedarkmod.com/view.php?id=3699 And it worked, https://youtu.be/ZH0J2EhLXkg But something for 2.05 broke it, as it continued to work in 2.04. |
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Can you still reproduce this now that the fix for a number of uncapped FPS issues has been applied? If so, can you bisect to a specific SVN revision after 2.04? |
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Still happens, no matter what I try. | |
Can you try building binaries for SVN revision 6672 ? I think this condition might be failing somehow: // grayman 0004412 - flying AI unaffected by CrashLand() if ((health > 0) && (GetMoveType() != MOVETYPE_FLY)) { idActor::CrashLand( physicsObj, oldOrigin, oldVelocity ); } |
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Looks like the matching assets is 14640, trying an SVN checkout. ( Couldn't compile 2.04 because it uses obsolete Win XP configs, will try again latest ) Source rev 6679 ( a few more Fire Elemental fixes ), will try the previous binaries. The problem is present in this build |
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Rev 14635 Src 6672 the problem is present | |
Happens in Rev 14632 Rev 6670 so the fire elemental changes don't appear to be the cause 14609 - 6640 still happens 14607 - 6632 - works 14608 - 6632 - happens - Only difference is a new af for the guards: /af/guard_base_newskel.af Old friction values: friction 0.01, 0.01, 0.15 New friction values: friction 0.09, 0.09, 0.45 Latest SVN if I revert the skeleton AF I can only get the AI to die if I disable uncapped FPS ( com_fixedTic 0 ) Sad that we would need to let KO'd AI slide down small slopes to make this work... |
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Date Modified | Username | Field | Change |
---|---|---|---|
09.02.2023 14:52 | AluminumHaste | New Issue | |
09.02.2023 14:52 | AluminumHaste | Status | new => assigned |
09.02.2023 14:52 | AluminumHaste | Assigned To | => greebo |
09.02.2023 14:54 | AluminumHaste | Note Added: 0015932 | |
09.02.2023 16:57 | greebo | Assigned To | greebo => |
09.02.2023 16:57 | greebo | Status | assigned => acknowledged |
05.12.2023 01:28 | nbohr1more | Note Added: 0016212 | |
06.12.2023 15:41 | AluminumHaste | Note Added: 0016221 | |
03.01.2024 04:18 | nbohr1more | Note Added: 0016317 | |
03.01.2024 04:26 | nbohr1more | Relationship added | related to 0004412 |
02.02.2024 18:16 | nbohr1more | Note Added: 0016470 | |
02.02.2024 18:52 | nbohr1more | Note Edited: 0016470 | |
02.02.2024 19:02 | nbohr1more | Note Edited: 0016470 | |
02.02.2024 19:10 | nbohr1more | Note Added: 0016471 | |
02.02.2024 19:16 | nbohr1more | Note Added: 0016472 | |
02.02.2024 19:21 | nbohr1more | Note Edited: 0016472 | |
02.02.2024 19:28 | nbohr1more | Note Edited: 0016472 | |
02.02.2024 19:33 | nbohr1more | Note Edited: 0016472 | |
02.02.2024 19:39 | nbohr1more | Note Edited: 0016472 | |
02.02.2024 19:43 | nbohr1more | Note Edited: 0016472 | |
02.02.2024 19:47 | nbohr1more | Note Edited: 0016472 | |
02.02.2024 19:49 | nbohr1more | Note Edited: 0016472 | |
02.02.2024 19:53 | nbohr1more | Note Edited: 0016472 | |
02.02.2024 19:58 | nbohr1more | Note Edited: 0016472 | |
02.02.2024 20:04 | nbohr1more | Note Edited: 0016472 | |
02.02.2024 20:15 | nbohr1more | Note Edited: 0016472 | |
02.02.2024 20:29 | nbohr1more | Product Version | TDM 2.11 => TDM 2.05 |
03.02.2024 17:33 | nbohr1more | Note Edited: 0016472 | |
03.02.2024 17:34 | nbohr1more | Target Version | TDM 2.12 => TDM 2.13 |
10.02.2024 05:53 | Fiver | Tag Attached: Physics | |
10.02.2024 05:53 | Fiver | Tag Attached: realism |