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4 Guests are here.
 

Topic: SCP Beta 4 Issue Reporting
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You can get an object's position and velocity as vectors. Then there are built in functions for normalizing vectors, getting the dot product, etc.
I see. So you could take the velocity vector and normalize it. This should give you a real number. If you take the camera view vector and multiply it with the normalized velocity vector you should get a vector with the direction of the camera view with the velocity added on it.
You could use some if-else to the normalized vector result before the multiplication to set a min and max velocity. Or do some other fancy thing to regulate the "shatter distance"

674257c13847dZylonBane

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So maybe it would be nice if NPCs would take a second or two to see the player (starting from where there's a line of sight between the NPC's whatever-passes-for-eyes and the player) if there is glass between them, but (of course) this delay wouldn't happen if the glass in the window had been broken.
Yeah no, the AI system doesn't support that.

674257c1388dfRocketMan

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I don't understand how the camera view has a vector.  What would the magnitude be if not the velocity of the camera and then wouldn't that simply be the velocity of the body to which the camera is fixed?

I wish i understood the physics code because I'm sure I could do crazy shit with it if I understood it.

674257c1389d4ZylonBane

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I'm trying to figure out whether you just answered your own question.

674257c138c68RocketMan

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I'm confused.  You said you could get an object's position and velocity as vectors.  Well, position can't be a vector and velocity is already a vector so that leaves you with only 1 vector (velocity).  Then Olfred said something about taking the camera view vector and multiplying it with the velocity vector, which again, reduces to just a single vector if the camera is attached to the object that has the velocity.  Maybe you guys know what you're talking about but to me I don't see where the second vector comes into play.

What would make sense (but which you've already said can't be done) would be to add the player's velocity vector and the melee weapon's swing vector together.  That would give you a resultant relative to a stationary frame of reference (the ground) and THAT is what the glass shards should follow.

If what you meant (and I'm just spitballing here) is that the direction that the player looks should somehow be represented as a vector (which isn't technically possible because a line of sight has no magnitude) and then added to the player's gross movement to determine the glass shard direction, then a player could jump through glass on a +45 angle and be looking at a -45 angle (with respect to the glass normal) and the glass would fly exactly normal (90 degrees).  Is that to presume that wherever the player is looking is where the wrench should aim at the glass?  This would look reasonable in most (all?) cases because I can't see how you could hit the glass if you aren't at least partially facing it (+ angle) but you'd have to make up the magnitude of the wrench impact and apply that to your view vector.  Again this can be reasonably approximated because it just comes down to how hard the player can swing and what speed the wrench head can achieve at the end of it's arc... basically a constant.  The resultant will depend entirely on the speed the player is moving at.
« Last Edit: 24. July 2019, 07:46:21 by RocketMan »

674257c138dd7ZylonBane

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In Dark's script service API, a vector is a data type consisting of three numbers, referenced as X, Y, and Z. An object's position is a vector, its facing is a vector, and its velocity is a vector.

If you subtract two coordinate vectors from each other, the result is a directional vector. For example, this is the code that tosses shards around when the glass is broken by an explosive:

Code: [Select]
blastVel = -(culPos - newPoint).GetNormalized() * power;
Where culPos is the explosion position, newPoint is the current shard position, and power is the force applied, based on distance.
Acknowledged by: JML

674257c138ef7RocketMan

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Ok I get it now.  The issue was my understanding of the word vector, coming from a physics background, compared to its usage at least here and perhaps more broadly in the programming world.  In any case, your proposed idea seems reasonable.  I don't think you can ever hit a pane of glass with a melee weapon while looking backwards anyway.
Acknowledged by: JML
674257c139140
So I'm doing another run and something peculiar just happened and I don't know if it's supposed to do that:
In Cryo Recovery, after charging the battery and entering this room with the upgrade units, when you load a game there Xerxes will say immediately after loading that "Druckverlust steht unmittelbar bevor, begeben Sie sich unmittelbar in Cryoerholungsraum B" (pressure loss immediate, whatever he says in english).
Should he say that again in a safe area (pressure door closed) or is that a bug? Or have I messed up my modlist again for a change and now there is unexpected behaviour?
[save_0.7z expired]
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674257c13923evoodoo47

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I guess the first thing to try is to run an unmodified GOG/steam DE build and check whether it does the same thing.
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Done. It doesn't.
I also had some situations where the "Thummm" sound when hitting a wall or something with the wrench doesn't play when there is a lot of noise around. Same goes for some audiologs from time to time when I press "U" (also in noisy areas). They display on the left side, but no audio is being played.

674257c13945cvoodoo47

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the latter is usually caused by not having the audio positional bias slider in the middle. will check the former, maybe it's something SCP is doing when combined with the DE patch.
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I can confirm that the slider was in the middle.
Acknowledged by: voodoo47

674257c1395fdvoodoo47

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unable to replicate. any saves or something you could throw at me?
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Happens very randomly, but rather often. Cannot replicate, and just when I thought I caught it on a save I cannot replicate it. I don't know how that sound missing thing happens.
If you're talking about that Xerxes pressure loss warning, there is a save attached at the respective post.

674257c1397f1voodoo47

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aha, missed it somehow. yeah, after loading that save, the losing pressure Xerxes bark indeed plays. odd.

how many audio channels do you have set?
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[...]
how many audio channels do you have set?
48 as per default.

674257c139e0bvoodoo47

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try changing the audio driver and see whether that makes the missing sounds issue go away.
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Strange happenings here. I don't know how to change audio drivers, but I changed the hardware acceleration from "OpenAL" to "On", and had some more crashes than usual. Now that I wanted to check the settings again it was back to "OpenAL". Straaaange.
Adding save and crashdump and stuff.
I might add that I'm playing on Linux through Wine 4.0.

Edit: The sound is definitely more buggy with "OpenAL" for some reason. I don't hear any difference between "On" and "Off".
[crashdmp_and_save.7z expired]
« Last Edit: 23. August 2019, 07:23:18 by JML »

674257c13a06bvoodoo47

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yeah, changing audio acceleration is what I meant. anyway, no idea about that Xerxes bark, maybe it got queued somehow when saving. I assume this is not happening too often?
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It doesn't happen often. But it did happen on two different saves that were at least some seconds apart, at most a minute.

674257c13a270voodoo47

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unless it's something like "every odd save I make and then load, the last bark is replayed", I'd just ignore it - weird things sometimes happen (ex. when you open the menu, all sounds should pause, but sometimes they don't).

also very sure this isn't SCP related.
Acknowledged by: JML

674257c13a3afNormalshades

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Been playing through SCP4 in multiplayer.  Got soft-locked at the part where you're supposed to fight korenchkin in the bridge on command deck.  When we go back to the bridge, the psi-reaver doesn't spawn and the door to his office just says "security lockdown, access denied".  When I load up a previous save by myself, the psi-reaver is there and the door is open.  Anyone know of any workaround here?

674257c13a48evoodoo47

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I'm confident the situation is fixable, meaning you guys will be able to continue.
4 Guests are here.
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