View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0010516 | Shattered Haven | Bug - Gameplay | Jan 28, 2013 11:46 am | Feb 24, 2013 8:10 pm | |
Reporter | GameMaker24 | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Summary | 0010516: Seekers that stop seeking. | ||||
Description | In the attached screenshot of 005-N, Mary and a Seeker are facing each other, yet the Seeker just stands there as if stopped by an N/E tag. (It's not.) I know that it must have moved before I stepped in because it starts out behind the MachineryWall. If Mary runs right into it, she takes damage, but it still doesn't move. The other Seeker in the building is also standing still. | ||||
Tags | No tags attached. | ||||
Internal Weight | Major Problem | ||||
|
|
|
I tried testing this a few more times, and each time, the nearest Gray blocked the doorway as expected. However, in all cases but one, the furthest Gray stayed motionless at all times. In the one odd case, it did run halfway across the building, but then permanently stopped. |
|
I stepped into Level 029 where there happened to be more Seekers, this time in a wide, open snow field. There are no narrow obstacles to pathfind around. The Help Sign simply says "RUN!" but both of those Seekers stop doing that after chasing for several tiles. Even running circles around one, it seemed to remember its old life and was asking for a cup of tea. |
|
Thanks! * Fixed the issue with pathfinding enemies and following characters sometimes stopping and stuttering. * Fixed the issue with the seekers stopping and never starting again, which was the same issue as the above. |
|
Level 52 - Ghost Town has shown me that the Seeker there (wearing all black) stops after while and never moves again. Not only does this make gauging difficulty hard, but it also makes some levels impossible to complete. I won't bug you for much, lol, but this one's important! ;) |
|
Thanks! * Fixed a bug where enemies and followers were not properly pathfinding to the top row or left column of tiles, and it would actually result in seekers getting stuck. |
|
|
|
After updating to the latest revision, 685, I tried playing that same level again. The Seeker is still getting stuck. I have attached a screenshot showing exactly where he stopped moving. Please fix ASAP! Thanks! |
|
I have edited the Ghost Town to include ceilings, which brings along other cosmetic adjustments, of course. Now, the Seeker seems to continue following me! Hard to say for sure because the Recent Gray clobbers me when I try to cover any ground that isn't water. I'll put the Recent Gray in a separate issue because his sheer speed and number of hits seems to make some levels impossible. As for this issue, you might want to test the Seeker on this level before I commit my changes. |
|
Sigh... mantis decided not to email me your response in this thread. If there's anything critical, you'd better email me just in case, to assume I haven't gotten it. |
|
There's nothing wrong with that seeker!! ;) I just tested this using the version as of 685, and it works perfectly fine -- it gets "stuck" in the corner exactly as you describe, which is what should indeed be happening. The seekers know not to pathfind over permanent fire, and they can't leap over the rubble like the new gray fast can... so there's no way for them to get you here! Thus they just kind of run at the wall until you break the window, after which point they chase you just as merrily as can be, heh. The bug that I was seeing with them getting stuck on the bridge was them having a valid path but still not going anywhere because of getting stuck in that location. All is well here now, in short! |
|
Actually, look at the screenshot I had included yesterday using version 685. Darrell and the Seeker are nose-to-nose, just staring at each other on adjacent tiles. |
|
|
|
Okay, I just now tested it again, using Dev inventory to dispatch that Recent Gray. Again, the Seeker got stuck, and I've uploaded another screenshot. :) |
|
* Updated seeker behavior so that they no longer run at you when they don't have a path to you; this is how they used to behave, and it should prevent any instances of them getting stuck in places that they cannot path out of (though I was never able to duplicate that specific issue even with the most recent screenshot of where they got stuck). |
|
|
|
I tested Seekers with revision 690, but still more bad news. In Level 059, which seems the best place since there are 3 seekers there, I ran lots of erratic paths and then ran behind the fence and doubled back. As seen in the newest (4th) screenshot, there is a Seeker standing behind that fence just watching the action as the others pursue me. Worse, one of those other Seekers was also stuck behind that fence, directly in front of the electrical shaft on the left. He stood there for half a minute before suddenly becoming mobile again. The one in the screenshot, near the other electrical shaft, stayed there for the duration. I think if you run around with these Seekers for a short time, you will see similar results, unless your machine calculates differently than mine. Sorry to keep reopening the issue, but you're getting closer! |
|
|
|
One more screenshot -- this 5th one shows the Ghost Town again. The seeker followed me nearly to the south of the screen, along the water, but while chasing me north again, he reached the sign after I had gone around it. He got stuck in that corner, and then I placed Darrell in front of him, to show this latest truce. |
|
I simply cannot duplicate. Next time this happens, can you hit F4 and F5 and take a screenshot with that overlay on? |
|
One thing I do notice is that your framerate is absolutely wretched in that level. The indirect draws count is pretty high, too. So I guess perhaps it's doing some funny stuff at that FPS, it's hard to be sure. |
|
Okay, when I down my framerate to 22 I can replicate this easily... |
|
|
|
I've attached a screenshot using F4 and F5. It took a while this time, but then I started intentionally making them lock on to me at the fence. Also, I noticed that the frozen one will start chasing me again if I kill his fellow seekers. |
|
* I have now brute-force fixed the seekers-getting-stuck thing. The seekers have the same pathfinding as any other gray that does NOT get stuck, with one exception: the other grays recalculate their path maps multiple times a second or every couple of seconds at worst (depending on how many grays are on the screen at once, it scales this). The seekers, however, refuse to recalculate their paths until they have reached the end of their current path. ** The problem with seekers getting stuck is probably really multiple problems at core, but for whatever reason they get a little stuck -- particularly on low framerates -- and then they refuse to go anymore because they can't complete their current path and yet it won't let them forge a new path. ** My brute-force solution to this was just to keep track of how long they have been trying to get to the next node in their path, and if that time is more than 2 seconds then to let them recalculate their path immediately like any other gray. So there really should be no way they should ever get stuck anymore, though there may be cases where they "stick" for two seconds or so, thinking really hard about something apparently, and then come after you again. ;) |
|
New compiled version 692. |
|
That sounds good. I have yet another example screenshot, taken inside the house of that level, with only one Seeker left. I haven't uploaded the screenshot, but I will upon request. Basically, he's north of a table and stays still until I break that table. His path wants him to go east, so I don't know why that table was giving him trouble. |
|
He must be slightly caught on the edge of the table, I'm not sure why. It is probably trying to correct him onto the exact centerline of the tile he is standing on, and overshooting him for some reason. At very low framerates I notice some slight vibration is still in there despite my best efforts. |
|
|
|
In the newest screenshot, level 069, a seeker stations himself against a pond and stays there until I eventually move to the east half of the screen. Worse, a Gray that was chasing me also gets stuck there, and becomes free again at the same time. The seeker became stuck in that exact spot on two occasions during the same playthrough. |
|
I have just put in this fix: * Fixed an issue where grays were being unreasonably sluggish to adjust their pathfinding. After that I can't duplicate your issue, although I didn't try to duplicate it beforehand. However, my fix was to fix lurkers ignoring me for around 3-5 seconds when I was in level 060, and I think these were really the same issue. I suspect strongly that if you had just waited next to the gray in your case, she would have come after you after the same amount of time that it took you to get to the middle of the screen. If you see it again, do let me know, though! |
Date Modified | Username | Field | Change |
---|---|---|---|
Jan 28, 2013 11:46 am | GameMaker24 | New Issue | |
Jan 28, 2013 11:46 am | GameMaker24 | Status | new => assigned |
Jan 28, 2013 11:46 am | GameMaker24 | Assigned To | => Chris_McElligottPark |
Jan 28, 2013 11:46 am | GameMaker24 | File Added: Screenshot_2013_01_28_11_39_57.png | |
Jan 28, 2013 11:49 am | GameMaker24 | Note Added: 0030359 | |
Jan 28, 2013 12:01 pm | GameMaker24 | Note Added: 0030360 | |
Jan 31, 2013 11:21 am | Chris_McElligottPark | Note Added: 0030420 | |
Jan 31, 2013 11:21 am | Chris_McElligottPark | Status | assigned => resolved |
Jan 31, 2013 11:21 am | Chris_McElligottPark | Resolution | open => fixed |
Feb 1, 2013 9:48 pm | GameMaker24 | Note Added: 0030451 | |
Feb 1, 2013 9:48 pm | GameMaker24 | Status | resolved => feedback |
Feb 1, 2013 9:48 pm | GameMaker24 | Resolution | fixed => reopened |
Feb 2, 2013 10:08 am | Chris_McElligottPark | Note Added: 0030453 | |
Feb 2, 2013 10:08 am | Chris_McElligottPark | Status | feedback => resolved |
Feb 2, 2013 10:08 am | Chris_McElligottPark | Resolution | reopened => fixed |
Feb 2, 2013 2:07 pm | GameMaker24 | File Added: Screenshot_2013_02_02_14_05_35.png | |
Feb 2, 2013 2:08 pm | GameMaker24 | Note Added: 0030461 | |
Feb 2, 2013 2:08 pm | GameMaker24 | Status | resolved => feedback |
Feb 2, 2013 2:08 pm | GameMaker24 | Resolution | fixed => reopened |
Feb 3, 2013 9:20 am | GameMaker24 | Note Added: 0030479 | |
Feb 3, 2013 9:20 am | GameMaker24 | Status | feedback => assigned |
Feb 3, 2013 9:23 am | Chris_McElligottPark | Note Added: 0030480 | |
Feb 3, 2013 9:28 am | Chris_McElligottPark | Note Added: 0030481 | |
Feb 3, 2013 9:28 am | Chris_McElligottPark | Status | assigned => resolved |
Feb 3, 2013 9:28 am | Chris_McElligottPark | Resolution | reopened => fixed |
Feb 3, 2013 9:36 am | GameMaker24 | Note Added: 0030482 | |
Feb 3, 2013 9:36 am | GameMaker24 | Status | resolved => feedback |
Feb 3, 2013 9:36 am | GameMaker24 | Resolution | fixed => reopened |
Feb 3, 2013 9:40 am | GameMaker24 | File Added: Screenshot_2013_02_03_09_39_11.png | |
Feb 3, 2013 9:41 am | GameMaker24 | Note Added: 0030485 | |
Feb 3, 2013 9:41 am | GameMaker24 | Status | feedback => assigned |
Feb 3, 2013 11:49 am | Chris_McElligottPark | Note Added: 0030490 | |
Feb 3, 2013 11:49 am | Chris_McElligottPark | Status | assigned => resolved |
Feb 3, 2013 11:49 am | Chris_McElligottPark | Resolution | reopened => fixed |
Feb 3, 2013 1:11 pm | GameMaker24 | File Added: Screenshot_2013_02_03_13_10_29.png | |
Feb 3, 2013 1:17 pm | GameMaker24 | Note Added: 0030494 | |
Feb 3, 2013 1:17 pm | GameMaker24 | Status | resolved => feedback |
Feb 3, 2013 1:17 pm | GameMaker24 | Resolution | fixed => reopened |
Feb 3, 2013 1:30 pm | GameMaker24 | File Added: Screenshot_2013_02_03_13_21_59.png | |
Feb 3, 2013 1:40 pm | GameMaker24 | Note Added: 0030496 | |
Feb 3, 2013 1:40 pm | GameMaker24 | Status | feedback => assigned |
Feb 3, 2013 1:41 pm | Chris_McElligottPark | Note Added: 0030497 | |
Feb 3, 2013 1:43 pm | Chris_McElligottPark | Note Added: 0030498 | |
Feb 3, 2013 2:00 pm | Chris_McElligottPark | Note Added: 0030500 | |
Feb 3, 2013 2:00 pm | GameMaker24 | File Added: Screenshot_2013_02_03_13_56_36.png | |
Feb 3, 2013 2:02 pm | GameMaker24 | Note Added: 0030501 | |
Feb 3, 2013 2:09 pm | Chris_McElligottPark | Note Added: 0030502 | |
Feb 3, 2013 2:11 pm | Chris_McElligottPark | Note Added: 0030503 | |
Feb 3, 2013 2:11 pm | Chris_McElligottPark | Status | assigned => resolved |
Feb 3, 2013 2:11 pm | Chris_McElligottPark | Resolution | reopened => fixed |
Feb 3, 2013 2:12 pm | GameMaker24 | Note Added: 0030504 | |
Feb 3, 2013 2:13 pm | Chris_McElligottPark | Note Added: 0030505 | |
Feb 24, 2013 5:58 pm | GameMaker24 | File Added: Screenshot_2013_02_24_17_41_16.png | |
Feb 24, 2013 6:01 pm | GameMaker24 | Note Added: 0030914 | |
Feb 24, 2013 6:01 pm | GameMaker24 | Status | resolved => feedback |
Feb 24, 2013 6:01 pm | GameMaker24 | Resolution | fixed => reopened |
Feb 24, 2013 8:10 pm | Chris_McElligottPark | Note Added: 0030919 | |
Feb 24, 2013 8:10 pm | Chris_McElligottPark | Status | feedback => resolved |
Feb 24, 2013 8:10 pm | Chris_McElligottPark | Resolution | reopened => fixed |