Open Stranger1992 opened 2 years ago
ID_MUMMY fixed; ID_GUIDE tested with original Tomb of Seth level;
@LGG-PRODUCTION with your projectile issue : do you have ID_BUBBLES
in the wad?
TR4 ID_Crocodile TEN version: 23/05/2022
I wanted to extend a bit more of information about the crocodile bugs I found.
In some cases, the crocodile may start the bite attack before to reach Lara, and if she doesn’t move, it keeps biting the air without hurt her. Though these are scarce situations.
However, this phenomenon can be recreated if when the crocodile is bitting Lara, and she walks 1 step backward, the crocodile will keep stuck biting the air. And the player will remain safe next to the crocodile.
Expected behaviour: Maybe if the distance to start the bite attack is shorter, it may avoid this potential exploit.
On dry, if Lara goes to a point where the crocodile can not reaches her, the crocodile just walk towards a wall (orientation SW, maybe trying go to the point 0,0,0 ?).
On water, if the pool hasn’t got ramps, and Lara goes out of the water (or has not jumped into the pool), the crocodile just swim against a near wall.
Expected behaviour: When Lara is away of range, the Crocodile (and every enemy) should enter into a different state of the AI machine, maybe in this crocodile case, it could just roam the water or the room.
The crocodile may be chasing and attacking Lara, and do the path finding correctly, but in some cases, its chasing behaviour starts to get buggy, When this happens, If Lara get close to the crocodile, it may attack her or facing her, but its chasing path will get messed, with the crocodile running or swimming against walls and not doing a proper obstacle avoidance.
There are many cases where this happen, I'm still trying to narrow them, but some of the sure way to check this, is on the transitions:
If the crocodile is on ground, but Lara jumps onto the pool, the crocodile won’t find the ramp to way in unless Lara goes and step on the dry ramp.
If the crocodile is on water, but Lara get out of the pool but a border of 1 or 0 click, the crocodile won’t find the ramp to get out unless Lara goes back to the ramp with a 2 click depth under water surface.
Expected behaviour: When Lara enters into a pool and crocodile is on dry, is expected that the crocodile search for a near ramp to enter, and if there is not, then go roaming the outside. If Lara leaves a pool and crocodile is in the pool, is expected that the crocodile search for a near ramp to goes out and keep chasing Lara in the ground, if there is not ramp, then keep roaming the waters.
This is possible to be connected the bug 2. If when Lara is out of range, there is not proper AI status to manage that situation, it may be a couse for stucking the crocodile into that "numb" state.
The piranhas doesn't work... when i copy them over (TR3 - File from Slot 338: Pirahnas) they end up in a completely different slot (338 Spiky_Floor) and the null mesh doesn't become a piranha when triggered either.
Hey Leif! Blast from the past. I hope you're well.
I can fix the pirahna going to the wrong slot (as I did all the other conversions) but the other issues someone else with different skills will need to fix.
Dan
On Thu, 6 Oct 2022, 14:01 Leif Melles, @.***> wrote:
The piranhas doesn't work... when i copy them over (TR3 - File from Slot 338: Pirahnas) they end up in a completely different slot (338 Spiky_Floor) and the null mesh doesn't become a piranha when triggered either.
— Reply to this email directly, view it on GitHub https://github.com/MontyTRC89/TombEngine/issues/442#issuecomment-1270002795, or unsubscribe https://github.com/notifications/unsubscribe-auth/AUDDIUBOTJZ755WXTVDJPVDWB3ESJANCNFSM5VUAN66A . You are receiving this because you were assigned.Message ID: @.***>
Hey Leif! Blast from the past. I hope you're well. I can fix the pirahna going to the wrong slot (as I did all the other conversions) but the other issues someone else with different skills will need to fix. Dan … On Thu, 6 Oct 2022, 14:01 Leif Melles, @.> wrote: The piranhas doesn't work... when i copy them over (TR3 - File from Slot 338: Pirahnas) they end up in a completely different slot (338 Spiky_Floor) and the null mesh doesn't become a piranha when triggered either. — Reply to this email directly, view it on GitHub <#442 (comment)>, or unsubscribe https://github.com/notifications/unsubscribe-auth/AUDDIUBOTJZ755WXTVDJPVDWB3ESJANCNFSM5VUAN66A . You are receiving this because you were assigned.Message ID: @.>
Hey Daniel :-) That sounds great for now! Then we have already times a mistake less! Thanks :-)
Below is a list of all entities from TR1 to TR5. Please report findings for each.
Rules
ID_*****
OCB 1
)&
denotes has an extra dependency to work correctly.Coding Conventions.
## ID_xxxxxx
<<<<ID quoted like this.- [ ] Does not work
<<< Issues underneath.Lara
Graphics Issues
Switches, General and Effects.
ID_ALARM
ID_FALLING_BLOCK
ID_SCALES
ID_SEARCH_OBJECT_1-4
OCB 64
doesn't work. (used to activate Pickup trigger).Vehicles
ID_JEEP
ID_MINECART
ID_LARA_MINECART_ANIMS
has a mesh swap for Lara that isn't separate. TEN conventions seem like they should be properly swapped out and have their slot?TR1
ID_APE
ID_WINGED_MUMMY
TR2
Unknown ID
ID_BARRACUDA
ID_BIG_SPIDER
ID_BLACK_MORAY_EEL
ID_MERCENARY_UZI
ID_MERCENARY_AUTOPISTOLS1 & ID_MERCENARY_AUTOPISTOLS2
ID_MONK1 & ID_MONK2
ID_SCUBA_DIVER & SCUBA_HARPOON
ID_SHARK
ID_YELLOW_MORAY_EEL
TR3
ID_MUTANT_CRAWLER
ID_MUTANT_BRUTE
ID_RAPTOR
ID_RAT
ID_WHALE
ID_WILLARD_BOSS
TR4
ID_AHMET
ID_BABOON_NORMAL
ID_BABOON_INV
ID_BABOON_SILENT
ID_BADDY1
&ID_BADDY2
ID_CROCODILE
ID_CROCODILE_GOD
ID_ENEMY_JEEP
ID_GUIDE
LOCUST_EMITTER
ID_MINE
OCB 0
: Not working.ID_SAS_CAIRO
ID_HAMMERHEAD
ID_SKELETON
ID_SHOOT_SWITCHx
(Lionhead)ID_VON_CROY
ID_FIREROPE
TR5
ID_GUNSHIP
ID_STEEL_DOOR
ID_SWARMING_BATS