Product Chat / Some NPC's are now broken.

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DVader
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Posted: 15th Jun 2017 16:30 Edited at: 15th Jun 2017 16:30
HI all. I have noticed a few NPC's that seem to have broken at some point down the line. Both are from the Fantasy pack DLC. Desiccated Priest and Reptilian. They exhibit the same bone issues as old NPC's from FPSC have. Thought I'd mention it as more people may be looking through that pack at the moment.



SPECS: Q6600 CPU. Nvidia 660GTX. 8 Gig Memory. Win 7.

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granada
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Posted: 15th Jun 2017 16:53
I had this with one That I imported, everything worked fine until I killed him and then he sort of shrivelled up like your pic (I thought it was something I had set up wrong)

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MooKai
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Posted: 16th Jun 2017 09:29
The AI is broken too....
Old school FPS fan, DOOM!!! Why GG not working on my AMIGA 500?
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DVader
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Posted: 16th Jun 2017 20:28
Quote: "I had this with one That I imported, everything worked fine until I killed him and then he sort of shrivelled up like your pic (I thought it was something I had set up wrong)"


This is how they look out the box. No conversions or such just as they come from Steam.

Quote: "The AI is broken too...."


Not really played too much since the update. I know I was getting some intermittent issues with path finding in RPGMark. NPC's would work fine, then suddenly stop working and never work again Could have just been the update, hard to say. Certainly not perfect.


SPECS: Q6600 CPU. Nvidia 660GTX. 8 Gig Memory. Win 7.
granada
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Posted: 16th Jun 2017 20:58
Quote: "This is how they look out the box. No conversions or such just as they come from Steam."

Just wandering if it's to do with the rag doll system ?.

Dave
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Belidos
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Posted: 16th Jun 2017 21:19
It's something to do with skin weights, if you run them through Mender and MeshView it should fix it.

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MooKai
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Posted: 17th Jun 2017 15:44
the AI works for a moment ingame, after a while the NPCs not move anymore...
ok, zombies are dumb, but at least they should walk around.
Old school FPS fan, DOOM!!! Why GG not working on my AMIGA 500?
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3com
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Posted: 17th Jun 2017 18:49
It should be because the summer time, 40 grades here.

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MooKai
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Posted: 17th Jun 2017 22:33
40 oh, I hope we not get 40 this year...
Old school FPS fan, DOOM!!! Why GG not working on my AMIGA 500?
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DVader
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Posted: 18th Jun 2017 18:06
Belidos says he has no issues with the same npc's. I even tried his working versions and still exactly the same here. Then tried a verify and still have the same issue Makes me wonder if it is an AMD thing possibly. Is anyone else getting this?
SPECS: Ryzen 1700 CPU. Nvidia 970GTX. 16 Gig Memory. Win 10.
Stab in the Dark software
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Posted: 18th Jun 2017 19:06
What is causing this is that the models bones have scaling. If you open the model in Fragmotion
or any other modeling program you will see that it has scaling on some of the bones.
Remove the scaling and it will fix the problem.
The coffee is lovely dark and deep,and I have code to write before I sleep.
DVader
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Posted: 18th Jun 2017 19:16
But why? I have default models, not tried to change them at any point. I've been sent the same models from someone else who says they are working fine, yet they are not on my system. I can't see how or why I should need to do anything with them. The day I have top start editing default models in fragmotion for them to work is the day I simply stop using GG I'm afraid. I could understand if I were converting an old model or even a new custom one, but not DLC stuff!
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cybernescence
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Posted: 18th Jun 2017 20:29 Edited at: 18th Jun 2017 23:39
They work fine for me - I'm not on AMD though not sure why that would affect but it might I guess.

I've had custom models look like that when imported with too many bones or scaling but not seen it with stock so a bit of a mystery. Also seen models that look like that go normal when skipfvfconvert =1 set in fpe.

Cheers.
granada
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Posted: 21st Jun 2017 12:29
Hopefully the new Fbx importer being worked on will fix a lot of these issues.

Dave
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25-WATTS
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Posted: 21st Jun 2017 14:19
@DVader

As I have a few AMD systems I gave this a quick test for you, they seem to be working alright for me. Version 2017.05.12

They walk, attack, and die ok

The only problem I have is the reptilian would only start its attack and then abort it.

Why... well if you look at the attack at the start it pushes the player back and then becomes out of range and the reptilian aborts attack and moves forwards and starts attack again only to push the player back again this will just keep going over and over.

By changing the two lines below in the lua to <70 the reptilian will start attack before it pushes the player back out of range.

Second line checks to see if the reptilian is still in range and player hasn't moved then the player will take damage.

if GetPlayerDistance(e)<50 then

if GetPlayerDistance(e)<50 and g_PlayerHealth>0 then

May be a small help to you or others.

I only know a little lua so if you see something wrong let me know. I only know that the reptilian works fine attacking after the change from <50 to <70
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MooKai
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Posted: 21st Jun 2017 22:46
@DVader
back to your first post... it must be an old bug.
see the video from my infamous game, a customer found the bug...
looks funny somehow, but I never had this bug...

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DVader
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Posted: 22nd Jun 2017 08:10
It does look just like the old bug from ages back. I wasn't pleased to see it again. It only does it on these NPC's (that I know of) the rest that I've tried being okay. Perhaps there's something I have copied over from my backups that could cause it? You would think verifying would sort that but it's the only thing I can think of at the moment. It's that or a very picky bug (I did notice Bod saying he has seen it as well). It certainly isn't the models themselves as I got the same results with fresh versions.

@ 25Watts. Not a script issue here, just the weird contorted body shapes It looks similar to the video above, but is even more contorted if that's possible

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3com
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Posted: 22nd Jun 2017 15:57 Edited at: 22nd Jun 2017 16:41
I've tested few time ago, and it works fine 4 me.



I even tested goldel ally and he works fine too, their behaviour is as expected.

adding Desiccated Priest.fpe for comparision (just in case)



Nvidia here non amd, running 2017.05.12.

Edit: I've notice in ai_fantasyally_imp.lua GetEntityPlayerVisibility(e) being missed, just add it, and it looks like working better than before.
I've never has tested golden ally, he kill both priest and reptilian, I has been just looking the scene, great ally!!!

it should look like...



3com
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cybernescence
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Posted: 23rd Jun 2017 10:27
So for those people having the warping issues, if you set:

skipfvfconvert= 1

in the fpe, do you still get the warping?

[Not entirely sure what the Flexible Vertex Format conversion is doing behind the scenes, but wondering if this is a factor]

Cheers.
DVader
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Posted: 23rd Jun 2017 21:49 Edited at: 23rd Jun 2017 21:58
Gave the FPE setting a twirl. It's now much better as the characters are not deformed anymore, but they are still not really working. The reptilian and desiccated priest both fail to animate properly while heading for you and still rotate to the floor when attacking. I've seen similar issues before ages ago with characters rotating to the floor when they attacked as well (only did that in a standalone with several levels at the time).

Attack position ;/

So, a bit closer (Thanks for that Cybernescence.) but still not close to working. It's weird and disconcerting to see such an odd bug - a bug that most people don't seem to have. This is one of the things that would be nightmare if you had released a game.
SPECS: Ryzen 1700 CPU. Nvidia 970GTX. 16 Gig Memory. Win 10.

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cybernescence
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Posted: 23rd Jun 2017 22:04
Quote: "This is one of the things that would be nightmare if you had released a game"


Yep, really strange that different settings required for same engine build and still not properly working for you. Maybe the DX11 update will resolve - I can only think it's connected to a DX issue somewhere in the chain.

Cheers.
DVader
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Posted: 24th Jun 2017 12:15
@ Bod. What system are you running GG on out of curiosity? It may help at some point in fixing this.
SPECS: Ryzen 1700 CPU. Nvidia 970GTX. 16 Gig Memory. Win 10.
DVader
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Posted: 26th Jun 2017 19:40 Edited at: 26th Jun 2017 19:55
Hmm, so you have an AMD CPU as well. That helps confirm my original AMD concerns. I've seen this sort of thing in the past here, there have been several users who have had AMD CPU's that experienced weird issues over the years. I really think Lee should get himself an AMD based system to help find and fix odd issues like this. I mean I'm happy to help with tests and reports, but ultimately it's difficult to track down bugs like this unless you can replicate them yourself on your system.

If anyone here has a similar issue please post your system specs here If everyone is AMD we have a potential reason for the weird bone issues here. I think this is really important to fix. Otherwise any released game we make, could end up having this issue for AMD owners. This is more important than ever at the moment as AMD have released some good CPU's recently and Intel are making some bizarre choices at the second in preparation for the AMD Threadripper CPU's. So more people will be tempted to go AMD now than they have for a long time.
SPECS: Ryzen 1700 CPU. Nvidia 970GTX. 16 Gig Memory. Win 10.
granada
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Posted: 26th Jun 2017 19:51 Edited at: 26th Jun 2017 20:03
As you can see below,I am running a and system to and I was getting those same effects.

Edit not sure if this will help

https://books.google.co.uk/books?id=Ipk5x-c_xNIC&pg=PA422&lpg=PA422&dq=distorted+3d+figure+with+amd+processor&source=bl&ots=oxPqs8TgPO&sig=pjWdrwMFctw4oydGU-2hAdJmXnY&hl=en&sa=X&ved=0ahUKEwji2YfKmNzUAhUMahoKHT-EBqgQ6AEIHDAA#v=onepage&q=distorted%203d%20figure%20with%20amd%20processor&f=false

Dave
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DVader
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Posted: 26th Jun 2017 19:57
So that's potentially 3 AMD users with the same issue. You don't have the issues with the default NPC's here I mention though or do you?
SPECS: Ryzen 1700 CPU. Nvidia 970GTX. 16 Gig Memory. Win 10.

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