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Bugs with update to 2.05 - strange physics


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#1 Moonsneaker

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Posted 10 March 2017 - 06:30 AM

Hello there!

With the TDM 2.04 version there were no problems at all. But with the update to 2.05 there seems to be some trouble. I started *The Accountant 2: New In Town*. At first it was not possible to press the button in the safe at the beginning at the level. Even the small moneybag could not get grabbed.

After complete newinstall the problem was gone, but up in the third floor, the safe in the officers room made some trouble again. The moneybag in the middle could not get touched. Impossible to loot. I´ve tried it several times.

It looks like the engine has some bugs. Some physics-behavior seems strange. Am I the only one with that expierence?

I haven´t played any other mission yet, I fear similar action.

Any Ideas to that problem? Would be nice, my character has to pay the rent ! :wacko:

Greetings

 

Win 7 - 64bit      16 GBRam     I5-3470     GTX 750 Ti          ASUS Mainboard P8H77V-LE


Edited by Moonsneaker, 10 March 2017 - 08:28 AM.


#2 AluminumHaste

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Posted 10 March 2017 - 08:21 PM

What's your com_fixedTic set to?


I always assumed I'd taste like boot leather.

 

#3 duzenko

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Posted 11 March 2017 - 03:12 AM

Could you upload a save game demonstrating this bug?



#4 HMart

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Posted 11 March 2017 - 08:32 AM

Moonsneaker don't know if this is the case, but i most tell you the idtech 4 (the TDM engine) rigid body physics don't behave the same has PhysX or Havok for example, is a simpler system so objects behave in a simpler way by design, but again don't know if this is what you are seeing.


Edited by HMart, 11 March 2017 - 10:26 AM.


#5 New Horizon

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Posted 11 March 2017 - 09:22 AM

Moonsneaker don't know if this is the case, but i most tell you the idtech 4 (the TDM engine) rigid body physics don't behave the same has PhysX or Havok for example, is a simpler system so objects behave in a somewhat unrealistic way by design, but again don't know if this is what you are seeing.

 

I don't think it's anything like that since they're reporting a change in behavior after the update.



#6 AluminumHaste

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Posted 11 March 2017 - 09:25 AM

 

I don't think it's anything like that since they're reporting a change in behavior after the update.

 

Hence my asking about com_fixedTic, as higher FPS has changed how physics behaves.


I always assumed I'd taste like boot leather.

 

#7 Moonsneaker

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Posted 11 March 2017 - 09:51 AM

Hello there.

Cannot upload a savegame. The file is to big. Only 500 kb allowed. Or can I? Don´t know how ...

My Darkmod config says:

 

seta com_fixedTic "0"

 

Any Ideas?

 

 

 

 

 

 

 

 

 

 

Full Darkmod.cfg:

 

unbindall
bind "ENTER" "_impulse51"
bind "ESCAPE" "togglemenu"
bind "SPACE" "_moveup"
bind "-" "_impulse50"
bind "0" "_impulse10"
bind "1" "_impulse1"
bind "2" "_impulse2"
bind "3" "_impulse3"
bind "4" "_impulse4"
bind "5" "_impulse5"
bind "6" "_impulse6"
bind "7" "_impulse7"
bind "8" "_impulse8"
bind "9" "_impulse9"
bind "=" "_impulse49"
bind "[" "_impulse48"
bind "\" "_mlook"
bind "]" "_impulse47"
bind "^" "_impulse0"
bind "a" "_moveleft"
bind "c" "_impulse24"
bind "d" "_moveright"
bind "e" "_impulse46"
bind "f" "_impulse44"
bind "g" "inventory_use '#str_02396'"
bind "i" "inventory_cycle_group '#str_02391'"
bind "k" "inventory_cycle_group '#str_02392'"
bind "l" "inventory_use '#str_02395'"
bind "m" "inventory_cycle_maps"
bind "o" "_impulse19"
bind "p" "inventory_cycle_group '#str_02389'"
bind "q" "_impulse45"
bind "r" "_impulse52"
bind "s" "_back"
bind "u" "_impulse51"
bind "v" "inventory_hotkey '#str_02397'"
bind "w" "_forward"
bind "x" "_impulse23"
bind "y" "clientMessageMode 1"
bind "z" "_zoom"
bind "BACKSPACE" "inventory_hotkey"
bind "PAUSE" "pause"
bind "UPARROW" "_forward"
bind "DOWNARROW" "_back"
bind "LEFTARROW" "_left"
bind "RIGHTARROW" "_right"
bind "ALT" "_strafe"
bind "CTRL" "_button5"
bind "SHIFT" "_speed"
bind "DEL" "_lookdown"
bind "PGDN" "_lookup"
bind "END" "_impulse18"
bind "F3" "_impulse17"
bind "F4" "savegame quick"
bind "F5" "loadgame"
bind "F6" "_impulse20"
bind "F7" "_impulse22"
bind "F9" "loadgame quick"
bind "F12" "screenshot"
bind "MOUSE1" "_attack"
bind "MOUSE2" "_impulse41"
bind "MOUSE3" "_zoom"
bind "MWHEELDOWN" "_impulse14"
bind "MWHEELUP" "_impulse15"
seta gui_mediumFontLimit "0.30"
seta gui_smallFontLimit "0.15"
seta radiant_entityMode "0"
seta net_socksPassword ""
seta net_socksUsername ""
seta net_socksPort "1080"
seta net_socksServer ""
seta net_socksEnabled "0"
seta win_ypos "22"
seta win_xpos "3"
seta sys_lang "german"
seta s_decompressionLimit "6"
seta s_useEAXReverb "0"
seta s_useOpenAL "0"
seta s_libOpenAL "openal32.dll"
seta s_numberOfSpeakers "2"
seta s_doorDistanceAdd "450"
seta s_globalFraction "0.8"
seta s_subFraction "0.75"
seta s_playDefaultSound "1"
seta s_volume_dB "0"
seta s_meterTopTime "2000"
seta s_reverse "0"
seta s_spatializationDecay "2"
seta s_maxSoundsPerShader "0"
seta s_diffractionMax "10"
seta r_screenshot_format "jpg"
seta r_debugArrowStep "120"
seta r_debugLineWidth "1"
seta r_debugLineDepthTest "0"
seta r_cgFragmentProfile "best"
seta r_cgVertexProfile "best"
seta r_forceLoadImages "0"
seta r_shadows "1"
seta r_offsetunits "-0.1"
seta r_offsetfactor "-2"
seta r_clear "2"
seta r_useSoftParticles "1"
seta r_skipDepthCapture "0"
seta r_skipBump "0"
seta r_skipSpecular "0"
seta r_skipNewAmbient "0"
seta r_renderer "best"
seta r_brightness "1.642857"
seta r_gamma "1.571429"
seta r_swapInterval "1"
seta r_useIndexBuffers "0"
seta r_customHeight "1200"
seta r_customWidth "1920"
seta r_fullscreen "1"
seta r_mode "-1"
seta r_multiSamples "0"
seta image_mipmapMode "2"
seta image_blockChecksum "0"
seta image_downSizeLimit "256"
seta image_ignoreHighQuality "0"
seta image_downSizeBumpLimit "128"
seta image_downSizeSpecularLimit "64"
seta image_downSizeBump "0"
seta image_downSizeSpecular "0"
seta image_useCache "0"
seta image_cacheMegs "20"
seta image_cacheMinK "200"
seta image_usePrecompressedTextures "1"
seta image_useNormalCompression "2"
seta image_useAllFormats "1"
seta image_useCompression "1"
seta image_preload "1"
seta image_roundDown "1"
seta image_forceDownSize "0"
seta image_downSize "0"
seta image_lodbias "0"
seta image_anisotropy "1"
seta image_filter "GL_LINEAR_MIPMAP_LINEAR"
seta gui_filter_game "0"
seta gui_filter_idle "0"
seta gui_filter_gameType "0"
seta gui_filter_players "0"
seta gui_filter_password "0"
seta net_clientDownload "1"
seta net_master4 ""
seta net_master3 ""
seta net_master2 ""
seta net_master1 ""
seta net_clientMaxRate "16000"
seta net_serverMaxClientRate "16000"
seta m_strafeSmooth "4"
seta m_smooth "1"
seta m_strafeScale "6.25"
seta m_yaw "0.022"
seta m_pitch "0.022"
seta sensitivity "5"
seta in_toggleZoom "0"
seta in_toggleCrouch "0"
seta in_toggleRun "0"
seta in_alwaysRun "0"
seta in_freeLook "1"
seta in_anglespeedkey "1.5"
seta in_pitchspeed "140"
seta in_yawspeed "140"
seta gui_configServerRate "0"
seta com_numQuickSaves "2"
seta com_guid ""
seta com_asyncTic "0"
seta com_fixedTic "0"
seta com_preloadDemos "0"
seta com_compressDemos "1"
seta com_product_lang_ext "1"
seta com_videoRam "128"
seta com_showFPS "0"
seta com_purgeAll "0"
seta com_machineSpec "-1"
seta g_spectatorChat "0"
seta net_clientLagOMeter "1"
seta r_postprocess_bloomKernelSize "2"
seta r_postprocess_bloomIntensity "0"
seta r_postprocess "0"
seta net_serverDlTable ""
seta net_serverDlBaseURL ""
seta net_serverDownload "0"
seta mod_validSkins "skins/characters/player/marine_mp;skins/characters/player/marine_mp_green;skins/characters/player/marine_mp_blue;skins/characters/player/marine_mp_red;skins/characters/player/marine_mp_yellow"
seta g_mapCycle "mapcycle"
seta g_voteFlags "0"
seta g_gameReviewPause "10"
seta g_countDown "10"
seta g_password ""
seta g_testModelHeadJoint "Spine2"
seta g_testModelHead "atdm:ai_head_citywatch"
seta g_showBrass "1"
seta g_showProjectilePct "0"
seta g_showHud "1"
seta g_showPlayerShadow "0"
seta pm_walkspeed "70"
seta g_enablePortalSky "2"
seta g_showcamerainfo "0"
seta g_damageScale "1"
seta g_decals "1"
seta g_doubleVision "1"
seta g_bloodEffects "1"
seta g_projectileLights "1"
seta g_muzzleFlash "1"
seta gui_CenterY "0.5"
seta gui_CenterX "0.5"
seta gui_Height "1.0"
seta gui_Width "1.0"
seta r_fovRatio "0"
seta r_aspectRatio "2"
seta ui_showGun "1"
seta ui_autoSwitch "1"
seta ui_team "Red"
seta ui_skin "skins/characters/player/marine_mp"
seta ui_name "Player"
seta si_serverURL ""
seta si_spectators "1"
seta si_usePass "0"
seta si_warmup "0"
seta si_teamDamage "0"
seta si_timeLimit "10"
seta si_fragLimit "10"
seta si_maxPlayers "4"
seta si_map "game/mp/d3dm1"
seta si_gameType "singleplayer"
seta si_name "DOOM Server"
seta tdm_lod_bias "1.0"
seta tdm_voice_from_off_volume "0"
seta tdm_voice_player_volume "0"
seta tdm_music_volume "0"
seta tdm_ambient_method "0"
seta tdm_door_auto_open_on_unlock "1"
seta tdm_bow_aimer "0"
seta tdm_lp_debug_hud "0"
seta tdm_lp_pawlow "0"
seta tdm_lp_randomize "1"
seta tdm_lp_auto_pick "0"
seta tdm_lp_autopick_attempts "3"
seta tdm_lp_pick_timeout "500"
seta tdm_lp_sample_delay "10"
seta tdm_lp_base_count "5"
seta tdm_empty_model "models/darkmod/misc/system/empty.lwo"
seta tdm_lg_split "1"
seta tdm_lg_model "models/darkmod/misc/system/lightgem.lwo"
seta tdm_lg_weak "0"
seta tdm_lg_interleave_min "40"
seta tdm_lg_interleave "1"
seta pm_rope_snd_rep_dist "32"
seta pm_min_stepsound_interval "200"
seta pm_stepvol_crouch_creep "-7"
seta pm_stepvol_crouch_run "4"
seta pm_stepvol_crouch_walk "-2"
seta pm_stepvol_creep "-5"
seta pm_stepvol_run "8"
seta pm_stepvol_walk "0"
seta tdm_underwater_blur "3"
seta tdm_rope_pull_force_factor "140"
seta tdm_inv_use_visual_feedback "1"
seta tdm_door_control "0"
seta tdm_inv_use_on_frob "1"
seta tdm_inv_loot_sound "frob_loot"
seta tdm_inv_hud_pickupmessages "1"
seta tdm_hud_hide_lightgem "0"
seta tdm_hud_opacity "0.7"
seta tdm_grabber_reverse_control "0"
seta tdm_bounce_sound_min_vel "80"
seta tdm_bounce_sound_max_vel "400"
seta tdm_throw_max_vel "900"
seta tdm_throw_time "1200"
seta tdm_throw_max "3500"
seta tdm_throw_min "600"
seta tdm_phys_show_momentum "0"
seta tdm_ai_hearing_hardcore "1.5"
seta tdm_ai_hearing_challenging "1.0"
seta tdm_ai_hearing_forgiving "0.6"
seta tdm_ai_hearing_nearly_deaf "0.2"
seta tdm_ai_hearing "2"
seta tdm_ai_vision_hardcore "1.5"
seta tdm_ai_vision_challenging "1.2"
seta tdm_ai_vision_forgiving "0.6"
seta tdm_ai_vision_nearly_blind "0.2"
seta tdm_ai_vision "1"
seta tdm_melee_difficulty "normal"
seta tdm_melee_max_particles "10"
seta tdm_melee_forbid_auto_parry "0"
seta tdm_melee_auto_parry "1"
seta tdm_melee_invert_parry "0"
seta tdm_melee_invert_attack "0"
seta tdm_melee_mouse_thresh_ "0"
seta tdm_dragged_item_highlight "1"
seta tdm_drag_encumber_max "0.4"
seta tdm_drag_encumber_maxmass "55"
seta tdm_drag_encumber_minmass "10"
seta tdm_drag_jump_masslimit "20"
seta tdm_drag_af_free "0"
seta tdm_drag_af_ground_timer "800"
seta tdm_drag_damping_af "0.4"
seta tdm_drag_damping "0.0"
seta tdm_drag_stuck_dist "38.0"
seta tdm_drag_force_max "100000"
seta tdm_drag_limit_force "1"
seta tdm_collision_damage_scale_horiz "0.5"
seta tdm_collision_damage_scale_vert "1"
seta tdm_frob_fadetime "100"
seta tdm_frob_width "10.0"
seta tdm_frob_distance_default "63"
seta pm_lean_toggle "0"
seta pm_lean_door_bounds_exp "8.0"
seta pm_lean_door_max "40"
seta pm_lean_door_increments "10"
seta pm_lean_to_valid_increments "25"
seta pm_lean_forward_stretch "15"
seta pm_lean_forward_height "0.4"
seta pm_lean_forward_time "400.0"
seta pm_lean_forward_angle "2"
seta pm_lean_stretch "2"
seta pm_lean_height "0.4"
seta pm_lean_time "400.0"
seta pm_lean_angle "15.0"
seta tdm_reattach_delay "100"
seta tdm_crouch_toggle_hold_time "400"
seta tdm_toggle_crouch "1"
seta tdm_footfall_sounds_movetype_specific "1"
seta pm_mantle_minflatness "0.707"
seta pm_mantle_height "0.2"
seta pm_mantle_reach "0.5"
seta pm_weightmod "1"
seta pm_push_max_mass "200"
seta pm_push_heavy_threshold "0.15"
seta pm_push_accel_time "1000"
seta pm_push_start_delay "1000"
seta pm_push_maximpulse "300"
seta pm_pushmod "0.15"
seta pm_max_swimspeed_mod "1.4"
seta pm_crouchmod "0.54"
seta pm_creepmod "0.44"
seta pm_runmod "2.12"
seta tdm_savegame_compress "1"
seta tdm_force_savegame_load "0"
seta tdm_mainmenu_confirmquit "1"
seta tdm_debug_aastype "aas32"
seta tdm_allow_http_access "1"
seta tdm_proxy_pass ""
seta tdm_proxy_user ""
seta tdm_proxy ""
seta tdm_fm_restart_delay "0"
seta tdm_default_relations_def "atdm:team_relations_default"
seta tdm_show_trainer_messages "1"
seta tdm_menu_music "1"
seta tdm_wideScreenMode "4"
seta tdm_interaction_vfp_type "1"
seta tdm_ai_show_aasfuncobstacle_state "0"
seta tdm_show_health "0"
seta tdm_ai_debug_greetings "0"
seta tdm_ai_debug_transition_barks "0"
seta tdm_ai_opt_update_enemypos_interleave "48"
seta tdm_ai_opt_interleavethinkframes "0"
seta tdm_ai_opt_interleavethinkskipPVS "0"
seta tdm_ai_opt_interleavethinkmaxdist "0"
seta tdm_ai_opt_interleavethinkmindist "0"
seta tdm_ai_search_type "4"
seta tdm_ai_visdist_show "0.0"
seta tdm_ai_search_show "0.0"
seta tdm_showko "0"
seta tdm_showsprop_radius "0"
seta tdm_showsprop "0"
seta tdm_spr_debug "0"
seta tdm_sndprop_disable "0"
seta tdm_ai_acuity_susp "1.2"
seta tdm_ai_acuity_L5 "1.5"
seta tdm_ai_acuity_L4 "1.3"
seta tdm_ai_acuity_L3 "1.1"
seta tdm_ai_show_conversationstate "0"
seta tdm_ai_show_enemy_visibility "0"
seta tdm_ai_sight_scale "1000.0"
seta tdm_ai_sight_thresh "1.0"
seta tdm_ai_showelevator "0"
seta tdm_ai_showdoor "0"
seta tdm_ai_debug_blocked "0"
seta tdm_ai_showAASarea "0"
seta tdm_ai_showgoalpos "0"
seta tdm_ai_showdest "0"
seta tdm_ai_showalert "0"
seta tdm_ai_showtasks "0"
seta tdm_ai_showanimstate "0"
seta tdm_ai_showko "0"
seta tdm_ai_showfov "0"
seta tdm_ai_debug "0"
seta tdm_ai_bumpobject_impulse "250"
seta tdm_ai_tact "20.0"
seta tdm_ai_sight_combat_cutoff "20.0"
seta tdm_ai_sightmin "15.0"
seta tdm_ai_sightmax "40.0"
seta tdm_ai_sight_mag "1.0"
seta tdm_ai_sight_prob "0.7"
seta tdm_ai_showname "0"
seta tdm_ai_showbark "0"
seta tdm_ai_sndvol "0.0"
seta tdm_player_wait_until_ready "1"
 

Attached Files



#8 grayman

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Posted 11 March 2017 - 10:01 AM

Hence my asking about com_fixedTic, as higher FPS has changed how physics behaves.


Eh? I wasn't aware of this.

I hope you're going to tell me that physics behaves better.
  • Springheel and HMart like this

#9 Moonsneaker

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Posted 11 March 2017 - 10:02 AM

I can add, that I also tried to grab the purse with "noclip" on. No chance at all.



#10 AluminumHaste

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Posted 11 March 2017 - 10:10 AM

Eh? I wasn't aware of this.

I hope you're going to tell me that physics behaves better.

I'll start a PM about it,


I always assumed I'd taste like boot leather.

 

#11 HMart

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Posted 11 March 2017 - 03:43 PM

 

I don't think it's anything like that since they're reporting a change in behavior after the update.

 

Facepalm You are right seams that fact totally passed by me. Sorry.  



#12 duzenko

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Posted 12 March 2017 - 04:02 AM

I remember having a similar problem in Illusionist's Tower.

I would still ask for a save uploaded to a 3rd party server like dropbox or google drive.

The reason is I can't frob anything in the safe if I simply noclip into it.



#13 fortuni

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Posted 12 March 2017 - 05:13 AM

I'm having the same problem with the purse in Balcon's safe with 2.05 install.

 

Here are a couple of save...didn't know whether you prefer hard save or quicksave, so here's one of each, I also zipped up the files, is that the correct thing to do with TDM saves? this is only my second post in TDM forums so do not know the correct procedure but we'll learn quickly we hope.  :P

 

ps. it's the right hand purse that is unfrobbable.

 

pps. I didn't have a problem with the purse or the button in the landlord's safe, but if i'm correct TDM can be a bit funny if you accidentally double frob buttons etc....well that's my experience.


Edited by fortuni, 12 March 2017 - 05:24 AM.


#14 stumpy

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Posted 12 March 2017 - 06:34 AM

isn't this likely to be the frob bug, where items become unfrobable if the froblock doesn't work as it should.

 

items inside a froblock must be frobable true

nocliping into a safe or a chest wont work because the froblock is active and has made all frobable items frobable false

 

some items in the update have lost there default frobability and it has to be added in editor, this seems to be mainly on enitiy movable loot. if you go into the item in the editor the default frobability is greyed out and set to false, so you have to add the frobable true spawnarg setting to get it too work as intended. Once frobable is true on item then froblock works as it should and doesn't bug out.



#15 athalle

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Posted 12 March 2017 - 07:31 AM

For me, there's got 2 problems with this fm since 2.05, the purse in Balcon's safe that doesn't highlight and the button in the chest (to activate the elevator). For this one, I had to use noclip to push it... 



#16 Moonsneaker

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Posted 12 March 2017 - 08:09 AM

Thanks to all of you. At least stumpy must be right. The update to 2.05 changed some of the characteristics of some items. I think this is a big problem for TDM. I´m not good at using a editor or something. I´m not a programmer. What else can I do? Wait till the level is adapted to the 2.05 ver.? Wait for 2.06? Back to 2.04?

 

Here´s a link to my savegame (quicksave):

 

http://www.filedropp...om/ac2savegames



#17 grayman

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Posted 12 March 2017 - 08:39 AM

isn't this likely to be the frob bug, where items become unfrobable if the froblock doesn't work as it should.


Is there a bugtracker issue for this, noting an example where it happens?
 

some items in the update have lost there default frobability and it has to be added in editor, this seems to be mainly on enitiy movable loot. if you go into the item in the editor the default frobability is greyed out and set to false, so you have to add the frobable true spawnarg setting to get it too work as intended. Once frobable is true on item then froblock works as it should and doesn't bug out.


Please give an example of an item (and map?) where this occurs.

I just checked every piece of moveable loot and the 'frobable' spawnarg is set to true for all of them.

#18 grayman

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Posted 12 March 2017 - 08:40 AM

The update to 2.05 changed some of the characteristics of some items.


Are there instances other than the purse and the button?

#19 Springheel

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Posted 12 March 2017 - 08:53 AM

some items in the update have lost there default frobability

 

 

There was no indication of this during beta-testing...where did you get this information?



#20 grayman

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Posted 12 March 2017 - 10:25 AM

Here's what's actually happening ...

1 - There are two frob control boxes at the safe: one surrounding the items, and one surrounding the safe's lock.
2 - At spawn time, the second one is finding the bad purse and turning off its frobability. This is because the bad purse appears twice on the list of entities near the safe's lock. One of these instances has a good clipmodel size that doesn't touch the lock's frob box, and one has a much larger bad clipmodel size which does. The only other item inside the safe that appears twice is the other purse, but its bad clipmodel doesn't touch the safe's lock, so its frobability is left as is.
3 - At spawn time, when the safe's frob box activates (after the lock's frob box), it finds that the bad purse has had its frobability turned off, so it doesn't include it in the list of items that are affected by the frob box being activated. It turns off frobability of everything else in the safe, and puts those items on its list.

4 - When the safe is opened, the safe's frob box inspects its list and turns frobability on for all items it had turned off at spawn time. Since the bad purse isn't on the list, the bad purse remains unfrobable.

 

We saw this problem in A New Job, wrt the upper switch for the elevator and the frob box for the safe, which are on opposite sides of the same wall. We fixed that problem by making the switch unaffected by frob box changes, and I filed a bugtracker issue to figure out why the switch had an immense clipmodel at spawn time that was caught by the safe's frob box.

 

So the root cause appears to be that each spilled purse appears twice on the list of entities that get checked. One has a good clipmodel and other has a bad (large) clipmodel. One of the spilled purses gets caught by the lock frob box, and the other doesn't.

 

Since this problem involves a particular item (the spilled purse) and two frob boxes near each other, it is most probably not a widespread problem. Accountant 2 simply got bit by it.

 

I will look into this for 2.06. Prior to that, I can't think of any workaround. It might be that the spilled purse is not the only item that appears twice at spawn time.

 

The 'button inside a safe' not working is probably the same problem.



#21 duzenko

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Posted 12 March 2017 - 01:55 PM

So the root cause appears to be that each spilled purse appears twice on the list of entities that get checked. One has a good clipmodel and other has a bad (large) clipmodel. One of the spilled purses gets caught by the lock frob box, and the other doesn't.

So why did it work in 2.04 and not in 2.05?



#22 nbohr1more

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Posted 12 March 2017 - 02:06 PM

This is making me more worried about:

 

http://bugs.thedarkm...iew.php?id=4150

 

When the frob behavior of a default asset is not right, mappers will manually correct it. When we "fix" the problem,

the mappers corrections will still be in the map therefore the attempts to fix collide...


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#23 grayman

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Posted 12 March 2017 - 02:48 PM

So why did it work in 2.04 and not in 2.05?

 

I'll post that here when I find out what changed in 2.05.



#24 grayman

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Posted 12 March 2017 - 02:49 PM

This is making me more worried about:

 

http://bugs.thedarkm...iew.php?id=4150

 

When the frob behavior of a default asset is not right, mappers will manually correct it. When we "fix" the problem,

the mappers corrections will still be in the map therefore the attempts to fix collide...

 

... aaaaaand that may very well be the bug that was introduced.

 

I'll start with that.



#25 stumpy

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Posted 12 March 2017 - 02:58 PM

i may have been wrong about the frobability thing, sorry.






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