View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0000675 | The Dark Mod | Coding | public | 13.05.2008 10:36 | 02.06.2008 01:19 |
Reporter | crispy | Assigned To | greebo | ||
Priority | normal | Severity | major | Reproducibility | always |
Status | closed | Resolution | fixed | ||
Product Version | SVN | ||||
Fixed in Version | Saint Lucia Release | ||||
Summary | 0000675: Well-timed repeated jumps are silent to player and AI | ||||
Description | This 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 Information | This 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. | ||||
Tags | No tags attached. | ||||
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? |
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Confirmed fixed, thanks greebo! | |
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 |