View Issue Details

IDProjectCategoryView StatusLast Update
0006254The Dark ModPhysicspublic10.02.2024 05:53
ReporterAluminumHaste Assigned To 
PrioritynormalSeveritymajorReproducibilityalways
Status acknowledgedResolutionopen 
Product VersionTDM 2.05 
Target VersionTDM 2.13 
Summary0006254: AI ragdolls not sustaining any damage from any fall height
Descriptionhttps://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 ReproduceLoad up test map, press button and the trap door opens and AI falls.
Will turn into ragdoll then slowly float to the ground.
Additional InformationTest Map: https://drive.google.com/file/d/1g5oEZuAwSuszEqN-JBnXXIYpY1RWd-HV/view?usp=sharing
TagsPhysics, realism

Relationships

related to 0004412 resolvedgrayman WIP Fire Elemental 

Activities

AluminumHaste

AluminumHaste

09.02.2023 14:54

developer   ~0015932

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.
nbohr1more

nbohr1more

05.12.2023 01:28

developer   ~0016212

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?
AluminumHaste

AluminumHaste

06.12.2023 15:41

developer   ~0016221

Still happens, no matter what I try.
nbohr1more

nbohr1more

03.01.2024 04:18

developer   ~0016317

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 );
    }
nbohr1more

nbohr1more

02.02.2024 18:16

developer   ~0016470

Last edited: 02.02.2024 19:02

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
nbohr1more

nbohr1more

02.02.2024 19:10

developer   ~0016471

Rev 14635 Src 6672 the problem is present
nbohr1more

nbohr1more

02.02.2024 19:16

developer   ~0016472

Last edited: 03.02.2024 17:33

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...

Issue History

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