Known Bugs: Difference between revisions
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Occasionally, dead or unconscious AI will jitter and bounce around awkwardly. This is caused either by an attached object (like a key) that a mapper has not set to nonsolid, or the AI having been clipped into a surface when they enter ragdoll state. | Occasionally, dead or unconscious AI will jitter and bounce around awkwardly. This is caused either by an attached object (like a key) that a mapper has not set to nonsolid, or the AI having been clipped into a surface when they enter ragdoll state. | ||
AI sometimes fall through the floor when getting up off a bed. | Sleeping behaviour is still a bit rough around the edges. AI sometimes fall through the floor when getting up off a bed. | ||
Players can sometimes KO alerted guards from the front (if they don't have a helmet). This is a bug. Alerted guards without helmets should only be KO'd from behind. | Players can sometimes KO alerted guards from the front (if they don't have a helmet). This is a bug. Alerted guards without helmets should only be KO'd from behind. | ||
AI occasionally try to search at a point beyond a solid wall (usually as a result of a thrown object). This can cause unusual behaviour, like running into the wall or running away to a different part of the map. When AI run into a wall, they sometimes clip into the floor (which doesn't cause any problems but looks even worse than just running into the wall normally). | |||
== Combat == | == Combat == |
Revision as of 13:13, 24 September 2009
Since TDM is currently in a beta phase, there are plenty of incomplete features and potential bugs. Chances are, we're aware of most of them already. Here is a list of common bugs or incomplete features that players may encounter:
Physics Bug
One significant annoyance with D3 physics is that a moving object cannot propagate impulses from one object to another. In other words, while a moving object (like a door) can push a movable object out of the way, if that movable object hits *another* movable object, it will stop. That means that a door can move a crate out of the way, but if that crate hits a spoon, the crate and door will stop moving. It also means that if you put a spoon on top of a movable crate on an elevator, the elevator will not move up (spoon blocks crate which blocks elevator).
This is probably the biggest irritation with D3 physics. The issue is potentially fixable but it's not an easy task.
AI Issues
AI currently don't react to certain stimulus. They do not notice doors opening, ropes from rope arrows, or moss from moss arrows. They don't currently see mines.
Occasionally, dead or unconscious AI will jitter and bounce around awkwardly. This is caused either by an attached object (like a key) that a mapper has not set to nonsolid, or the AI having been clipped into a surface when they enter ragdoll state.
Sleeping behaviour is still a bit rough around the edges. AI sometimes fall through the floor when getting up off a bed.
Players can sometimes KO alerted guards from the front (if they don't have a helmet). This is a bug. Alerted guards without helmets should only be KO'd from behind.
AI occasionally try to search at a point beyond a solid wall (usually as a result of a thrown object). This can cause unusual behaviour, like running into the wall or running away to a different part of the map. When AI run into a wall, they sometimes clip into the floor (which doesn't cause any problems but looks even worse than just running into the wall normally).
Combat
There is a bug with combat that sometimes results in the AI not drawing his weapon properly. This might show up as an AI attacking with an empty hand (but still parrying and doing damage), or the AI might just run into the player continually, unable to attack at all.
AI sometimes do not flee properly, and instead stand there petrified.