View Issue Details

IDProjectCategoryView StatusLast Update
0000675The Dark ModCodingpublic02.06.2008 01:19
Reportercrispy Assigned Togreebo  
PrioritynormalSeveritymajorReproducibilityalways
Status closedResolutionfixed 
Product VersionSVN 
Fixed in VersionSaint Lucia Release 
Summary0000675: Well-timed repeated jumps are silent to player and AI
DescriptionThis bug is more obvious with the player soft landing sound removed (see http://modetwo.net/darkmod/index.php?showtopic=7730 ), but has existed for a long time without me realising what was going on.

Press jump. Shortly afterwards, just as the player is about to hit the ground, press jump again. If you time it right, the player will jump again without making any AI-audible noises (such as footsteps). This bug can be exploited repeatedly, and while moving. With a little practice, you can jump all the way down a corridor with metal flooring, close to hostile AI, without the AI hearing them at all. I have successfully done this.
Additional InformationThis is not due to removing the soft landing sound, because the soft landing sound actually wasn't audible to AI in the first place! Many of the player movement sounds besides footsteps are not audible to AI.

Footsteps are normally played upon landing via two methods. Firstly, there are still footstep framecommands in the soft_land player animation - these should have been removed when I implemented footsteps-via-code, but were overlooked. These footsteps presumably don't play because the soft_land animation is interrupted by the jumping animation (which goes to show the issues inherent in an animation-based footsteps system).

The other method is footsteps-via-code. I theorise that "player jump" handling occurs before footstep handling in each frame, so the footstep code never gets a chance to see that the player was briefly non-airborne.
TagsNo tags attached.

Activities

greebo

greebo

01.06.2008 15:11

administrator   ~0001219

I can confirm that the jump animation is kicking in before the softland animation can play its sounds.

One closely related problem here is footstep sounds can only be played if the player has ground contacts. I tried placing a "leftFoot()" call right at the beginning of the "Legs_Soft_Land()" script function, but this sound never gets played because the player is already airborne again at that time.

Suggestion: Maybe introduce a jump dead time after each jump which ensures that the player cannot perform this multi-jump stunt in the first place?
crispy

crispy

02.06.2008 01:19

reporter   ~0001225

Confirmed fixed, thanks greebo!

Issue History

Date Modified Username Field Change
13.05.2008 10:36 crispy New Issue
01.06.2008 15:11 greebo Note Added: 0001219
01.06.2008 15:11 greebo Status new => confirmed
01.06.2008 16:04 greebo Status confirmed => assigned
01.06.2008 16:04 greebo Assigned To => greebo
01.06.2008 16:07 greebo Status assigned => resolved
01.06.2008 16:07 greebo Fixed in Version => Saint Lucia Release
01.06.2008 16:07 greebo Resolution open => fixed
02.06.2008 01:19 crispy Note Added: 0001225
02.06.2008 01:19 crispy Status resolved => closed