Open Try opened 1 month ago
You are refering to this as a solution for e.g. the Greg to Dexter example, so I assume _LOOP influences moving NPCs after story triggers. Are escorting activities also impacted by the proposals? If so, a lof things are potentially affected by this change, so I propose to make a list that aims to help understand whether we cover all relevant cases with the proposed solution. I am not aware of anything G2 classic does that is not included in G2 NotR, so I left G2 classic it out. Also, I cannot really well differentiate in G2 which is a spawn/"despawn" (aka killed and stored in caves) of a new NPC version and what is movement of same entity.
Escorting NPCs Gothic 1:
Gothic 2 NotR:
NPCs moving position after story trigger Gothic 1:
Gothic 2 NotR: Khorinis
Jharkendar
VoM
Irdorath
edit 1: formatting
Another point would be aggro distance for NPC vs. monster.
In Gothic 1, attacking a swamp shark, the monster will come after me for a long distance until sect camp inhabitants kill it.
In Gothic 2 NotR, transforming to dragon snapper in harbour district and swimming to treasure island, Khorinis inhabitants will come after me even after minutes, swimming all the way to me.
Third point: roaming monsters fall off cliffs.
Gothic 1: snappers at Gorn focus quest old castell fall into the river. Gothic 2: snappers at black troll fall into the lake
Probably could indirectly fixed (or severity reduced) by staying inactive. Would require a separate fix though preventing falling off edges entirely.
You are refering to this as a solution for e.g. the Greg to Dexter example, so I assume _LOOP influences moving NPCs after story triggers.
No, maybe I was unclear. _LOOP
based solutions will prevent unintended side-effects, such as earthquake but wont affer walk-teleport problem (walk-teleport is another issues here: https://github.com/Try/OpenGothic/issues/585)
Another point would be aggro distance for NPC vs. monster.
In opengothic aggro/notify distance is exactly same as in vanilla. Chaise time/distance might diverge in cases, when monster doesn't have any condition in a script to stop chaise.
Example can be ZS_MM_Hunt_Loop
: monsters, such as snapper will chaise pray until it offloaded from memory. In Game of opengothic - it's means forever chaise.
Third point: roaming monsters fall off cliffs.
Should be fixed nowdays by changing on how cliff-collision works, but need to test
In opengothic aggro/notify distance is exactly same as in vanilla. Chaise time/distance might diverge in cases, when monster doesn't have any condition in a script to stop chaise.
Example can be
ZS_MM_Hunt_Loop
: monsters, such as snapper will chaise pray until it offloaded from memory. In Game of opengothic - it's means forever chaise.
With your explanation, I can confirm I mean indeed chasing distance, not aggro distance.
Example can be
ZS_MM_Hunt_Loop
: monsters, such as snapper will chaise pray until it offloaded from memory. In Game of opengothic - it's means forever chaise.
I observed snappers at black troll using ztimer multiplier X
. They do roam around and seem to chase, passing over the brindge and beyond until out of sight.
Should be fixed nowdays by changing on how cliff-collision works, but need to test
Was actually not an issue for the snappers, seems cliff-collision works better now.
I need to correct myself in both observations.
I observed snappers at black troll using
ztimer multiplier X
. They do roam around and seem to chase, passing over the brindge and beyond until out of sight.
Not chasing in this case. I suspect it is their animation loop that moves them forward a tiny bit, after a while it accumulates. Directions never change. Either that or some side effect of ztimer multiplier X
.
video cliff, 13 sec, 8.1 MiB: Snappers moving at cliff video at black troll, 6 sec, 6.3 MiB: Snappers moving forward at black troll
Was actually not an issue for the snappers, seems cliff-collision works better now.
they do stop at the cliff. However, normal animation movement causes them to fall still.
video coast snapper falling, 4 sec, 2.7 MiB: Falling Snapper
For snapper persistent offset from origin seem to be related to animation + ZS_MM_RTN_REST
.
In the script:
func int ZS_MM_Rtn_Rest_Loop()
{
...
if(self.aivar[AIV_TAPOSITION] == NOTINPOS)
{
if(Wld_IsFPAvailable(self,"FP_ROAM"))
{
AI_GotoFP(self,"FP_ROAM");
};
if(Npc_IsOnFP(self,"FP_ROAM"))
{
self.aivar[AIV_TAPOSITION] = ISINPOS;
};
}
...
Since OpenGothic skips _LOOP
, for far away monsters no AI_GotoFP
corrections was performed, while animation continued to accumulate offset.
Why full world simulation:
Known issues
WLD_PLAYEFFECT
will cause troubleZS_MM_Rtn_Rest_Loop
for some monsters_Loop
function then monster position wont be adjusted back to spawn-point.ZS_MM_Hunt_Loop
for monsters with long chaiseai_gotowp("TOT")
, due to Pedro in gothic2Npc::tickRoutine
has no call to LOOP function for far-away monsters (performance)Proposed solutions
Suppress
_LOOP
function forAiFar
/AiFar2
. Pros: very close to original game, where far npc's are offloaded Cons: wont be able to see routine animations at a distance, such as small-talk and practice_sword. Cons: if mod has side-effect in non-loop part if AI - wont work as intendedSuppress 'side-effects' of
_LOOP
function Pros: solves immediate problem of earthquakes Cons: hard to implement (need to do deep tracking of context, or check call-stack for*_LOOP
) Cons: need to solve cases 1 by one, and it's possible (at least on purpose) to break this solution with any level of indirection