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Framerate and magazine size

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4 months 2 weeks ago #2189 by Copy-Cat
Replied by Copy-Cat on topic Framerate and magazine size
Ok. I'll look into it.

Where does this happen? specifically which map, and location in the map.
My guess is missionl. at the start.


The doors that have glass inserts, have to be set to see-thru so that it will take care of the glass aspect for ai to see the enemy.
Recently I have seen, if the portal used on the door covers the door sils and jambs, the ai will shoot thru jambs and sils.

In my opinion, the only way to fix these issues is to
  1. identify the issue. map and location
  2. recreate the map
  3. fix the issue
These problems occur as a result of map creation techniques, specifically door and portal creation. We are till this day, 20 years later, are finding issues with the maps, and not just the default maps, but user made maps. Unfortunately for some issues(like these) it requires the map source files. This can be done another way, it involves recreating the map and manually fix the issues using known techniques of creating doors with windows and adding the correct portals.

These glitches should be added to the map upgrade list of fixes. Especially problems within the default maps.

Currently for me and beckett, there is one map on the table that is almost ready. I have pitched to him the task of recreating the default maps but need SJ in the project to finish the final details, such as lighting, h-res textures, and missing decals. The recreating part is tedious enough, adding the textures and UV alignments is another.

I'll know more once I can test for myself the location where it is happening and tear the map apart to see the problem.

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4 months 2 weeks ago - 4 months 1 week ago #2190 by Slippery Jim
Replied by Slippery Jim on topic Framerate and magazine size
I still want to finish the Mission L import store remake. Just damned busy at the moment.

Update:  To add further to this...I really can't wait to get back to making new high-res textures and finishing the Import Store remake.    After that maybe even re-do Reaperman's and my Christmas map.

I just need to finish some tasks with the LR launcher first and my side project of recording duplicate textures in Swat 3.

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4 months 1 week ago - 4 months 1 week ago #2191 by Hawk24
Replied by Hawk24 on topic Framerate and magazine size

Where does this happen? specifically which map, and location in the map.
My guess is missionl. at the start.
 

The specific map that prompted me to question AI visibility and change my approach around doors was the Brentwood Home Invasion.
When starting in the backyard and trying to slice the glass door on the upper pool balcony I found myself dying incredibly quickly. If I left the door closed I would receive damage (read: die) when just barely getting vision on AI standing in the righthand easy corner of the room. As if he was already locked onto me in advance. Not quite wallbanging prefire, but precognition + instantly firing when entering line of sight with my shoulder. 
The door to the right that connects the couch room to the kitchen also has the AI shooting through the wooden jambs a lot, combined with some ridiculous reaction time

streamable.com/qk3w1l
Not perfectly representative of a smooth slice, because one might unknowingly expose the shoulder when stopping before incrementing the angle. But the way I die in the streamable link was pretty much my death experience for all ways of approaching that door while it was still closed. The AI is primed and ready to shoot with no delay

Whenever I opened the door first and then sliced it I would get an 'even' duel against the AI. Unless their position was right in the angle the door comes to a stop in, I believe opened doors are outright see-through for them. Obviously they're still rather quick on the trigger at Hard difficulty setting, but I could see them actually going through a period of reaction time before firing.
Same thing happened on a few of the glass doors on AE Logistics, so from then on I always opened doors fully before trying to peek them. That way only distance to the pivot point needs to be maximized in order to get vision advantage over the AI


By the way. Do mods exist that fix the AI animation of getting flashbanged, to prevent them from glitching into walls as can be seen at 1:55?

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4 months 1 week ago - 4 months 1 week ago #2193 by Slippery Jim
Replied by Slippery Jim on topic Framerate and magazine size

By the way. Do mods exist that fix the AI animation of getting flashbanged, to prevent them from glitching into walls as can be seen at 1:55?


 

That is a pretty bad example of the character clipping into the wall.   Thankfully this doesn't happen often with the game.

As far as I know there isn't a mod that fixes this and would probably need to be in the game engine itself.   I guess the game doesn't check if the character is right up against a wall before triggering the flashbang reaction animation.  Just guessing though.

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4 months 1 week ago - 4 months 1 week ago #2194 by Copy-Cat
Replied by Copy-Cat on topic Framerate and magazine size
just pulled apart the map. This map is done porting back to WC by the way.
The door in the front is set to see thru because of the glass. Even if we set the door to look like missionl front doors you will have a tactical advantage over the ai in front of that door. This means you can dance in front of that door and the Ai will NOT notice you.

There are a lot of tweeks just recently discovered about 6-7 years ago that have been found with WC and entities. If we set a trigger in front of the door that when touched changes the "See thru" value to "1", and leave it off "0" by default, that might work. The Ai will not react until you trigger the door entity, giving you the 20ms in the game reaction time settings. Will have to test this theory out.

Like I said missiond is ready for remake. It has been a while since I last looked at it tho.

 The flashbang animation glitch can be made less noticeable if we redo the flashbang animation of find one already done. Add the new animation to the state table and set the chance of using it to a higher value then the OE animation.

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