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Showing content with the highest reputation on 06/21/20 in all areas

  1. SOLVED! @Springheel, thanks for the tip. As you said, the AI's damage was causing the elevator reversal. But the source of that pain turned out to lay elsewhere than worldspawn collision. Because this is a tall express elevator, I had doubled its speed from the default 30 to 60. Evidently the abrupt stop when going upward (but not downward... odd) inflicts the pain. If I reduce it to 55, the AI handles it fine, and everything works. It is possible that this max speed of 55 is the same for all AI. It is also possible that it varies, e.g., based on mass. I'll leave that for someone else. IRL an express elevator has a gradual acceleration/deceleration cycle. Too much to ask for here, methinks.
    3 points
  2. One of my AI bashed his head last night on the elevator which was never broken. It was one of those cases which I need to address where an AI leaves a path network and then chooses to immediately re-enter it. This AI, the cook, came down the elevator and stepped off, turned around, and stepped on the elevator again. Then he activated the switch for the upper floor before he had even walked all the way onto the elevator. (Maybe...I might be mistaken...) This caused him to bash himself upon the upper frame of the entrance to the elevator. I guess he learned his lesson, because he turned around again and stepped off the elevator and continued on his normal path on the lower floor. I guess he gave up on the second floor with a raging headache.
    2 points
  3. If the AI hits an obstacle while on the elevator, it will reverse course so as not to crush him (though he will take damage from the initial impact). That sounds like the behaviour being described here. Is the AI being pushed into worldspawn by the elevator?
    2 points
  4. @Geep nice find - but can’t you set the accelTime (or accel_time) spawnarg to make the elevator change speed more gradually? Same for decel.
    1 point
  5. There’s no official way to do this that I’m aware of, but kcghost has made a custom patch that turns the loot counter in your inventory into something more: it shows both current/total loot as well as various stealth statistics:
    1 point
  6. Damn, the same exact thing happened to me and here I was searching the map over and over on how to open that desk :(! Is there any way to get the key by a console command? Also as you certainly would want to fix that, the prisoner is named "Unconcious guard" when carrying him which is probably wrong, and why did you make almost all the food not edible?
    1 point
  7. Level one suspicions are counted for suspicions but not for the score (it starts from level 2) because in some FMs they are impossible to avoid, like you spawn into them or sound through a bottleneck goes through the walls and the player has no indication it happened, and the score is for ghosting, so it's following the ghosting rules, the AI has no idea a person is there. But if you want to be hardcore, you can attempt zero suspicions as well, like super ghosting. As for searches, the issue is searches last a long time and cascade, so the first version had scores going into the 100s or 1000s which was absurd (we thought). So we took out cascades and level downs, just counting the highest level in a time frame (the peak in a mountain range), and we counted the duration of a search instead of adding to the score every second he reacquires, which again blows up the score. Basically it packages alert situations into roughly contiguous units in a time frame. An AI has to completely level down and wait a bit before a new search is counted as a second, independent search. A string of 20 searches in microseconds of each other, quick level downs and level ups, are considered part of the same search. (Grayman did most of this with me helping with little things like the gui. But we were discussing the system together.) It took a lot of tweaking to get it to its current state, but the score explosions were kind of ridiculous, that one minor incident could be a difference of like 80 or 200 in the score. So if you're independently counting alerts, you could either take the sourcecode algorithm the stealth score uses directly, or just use different terms so it's understood it's different than the score. All that aside, I'd be interested to see a cleaner gui set up with a little optional light that's off, green, yellow, and red by the current alert. For a ghoster, that light is the measure of a bust, without needing to add it up. But you could add it up with that too.
    1 point
  8. So, I finished Outer Wilds and I think everybody should experience this unique game. It is absolutely excellent. Well, except for the ending that is. The ending is really abstract and I had to look up interpretations of it, although I am quite familiar with its quantum mechanical theme. Anyway, I watched the making-of afterwards and there was a very interesting technical detail. Everything in Outer Wilds is in motion all the time. The planets orbit the sun etc. All this has to be simulated accurately. Most of you will know that there are increasingly bigger quantization errors when you deal with big floating point numbers and since you cover vast distances in this game, this was a quite an issue. How did they overcome it? They simply always kept the origin of the world centered on the player so that at least the player won't notice any issues close to him. This effectively means that the player never moved, but the world around him did.
    1 point
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