Product Chat / [SOLVED] Enemies shoot through walls

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benjiboy
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Posted: 26th Oct 2019 18:04
Someone made a post on Steam about this and I checked it out.
With the current public release, the basic enemies from the characters folder shoot through walls, (in test mode - I didn't bother making a standalone).
I built a simple enclosure on flat ground, placed the player marker inside and various enemies, (one by one) outside. They all killed me through the wall. I reverted to the 2019-03 release, restarted, reloaded my map and all was okay. Reinstalled the current release, loaded the map, tested and got gunned down.
You can't teach an old dog.

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3com
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Posted: 26th Oct 2019 18:45


Quote: "With the current public release"


Are you referring to this one?



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benjiboy
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Posted: 26th Oct 2019 19:45 Edited at: 26th Oct 2019 19:53
Whichever one it is you get installed if you opt out of all betas in Steam properties.
2019.09.16 - Performance Build
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benjiboy
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Posted: 26th Oct 2019 20:31
The standalone behaves the same way - so it's not just an editor problem.
You can't teach an old dog.
3com
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Posted: 26th Oct 2019 20:39
Very odd, as seen in the video the soldiers do not shoot me.
Maybe someone comes with a similar problem.
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synchromesh
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Posted: 26th Oct 2019 21:12
I have tried countless times … all good here as well
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GubbyBlips
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Posted: 26th Oct 2019 22:29
All the walls used are stock, static and not modified?

Maybe if physics or collision is turned off-- maybe?
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AmenMoses
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Posted: 26th Oct 2019 22:45
If the walls aren't thick enough this can happen.
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GubbyBlips
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Posted: 26th Oct 2019 22:49
No shooting through walls for me, but the AI is still WAY too
deadly, accurate and vicious. Needs to be a level modifier.
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AmenMoses
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Posted: 26th Oct 2019 23:19
So you won't want this then:

synchromesh provided the test level and I rewrote the ai modules with performance in mind, unexpected side effect of this was ai on steroids!
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JC LEON
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Posted: 26th Oct 2019 23:21
Quote: "Very odd, as seen in the video the soldiers do not shoot me.
Maybe someone comes with a similar problem."


same to me.. no prob here..

@3com .. how about your horror pack??
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cybernescence
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Playing: Cogwheel Chronicles
Posted: 27th Oct 2019 00:44
@AmenMoses - wow that looks like a significant increase - is that purely from using locals instead of globals? Is there any other techniques you've used for the refactoring? I was wondering if improvements could be teased out of gameplayercontrrol too.

I don't get any shooting through walls either.

Cheers.
AmenMoses
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Posted: 27th Oct 2019 00:50 Edited at: 27th Oct 2019 00:55
@cybernescence : Take a look for yourself.

It's not quite there yet, hopefully I can make this a 'proper' module like the utillib.lua or physlib.lua.
But it's a start in the right direction.

The problem I'm having is that even the slightest innocuous looking change I make to any of the functions results in radical (and not always positive) changes to AI behaviour.

Edited to add: beware that this changes global.lua as well!
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benjiboy
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Posted: 27th Oct 2019 04:50
All,
The entities used are straight out of the box, but is that not irrelevant since it appears to be the change of engine version that determines the presence or absence of the fault? I would post the fpm but since 2 vsns of GG behave differently without changing the map, the problem must lie in the rendering software.
If you are all using 2019.09.16, ( which, 3com, you don't seem to be judging by your screenshot) then that suggests the problem maybe lies in the dx calls being used, dependent upon the gfx hardware that GG is running on.
I tested this on Intel HD400 running DX12. I have other m/c's and will test those too.
You can't teach an old dog.
benjiboy
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Posted: 27th Oct 2019 05:22 Edited at: 27th Oct 2019 06:49
I just recreated this from scratch on a Win10, i5, Nvidia GTX2060 and got exactly the same result. 2019.09.16 bugged. 2018.11.26 not bugged.
and on a Win10, I5, Intel HD5000 - same result.

Entities used : scenery/modular wall 3, characters/combat soldier(defender) & rocketman & shotgun soldier.
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Pink Panther
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Posted: 28th Oct 2019 17:00
I have intermittently had this problem too with the 9/16/2019 performance build. Using stock buildings as well. Sometimes it happens and sometimes it doesn't. Haven't had that issue in a long time. Verified the cache but the problem still (intermittently) happens.
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benjiboy
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Posted: 28th Oct 2019 18:29 Edited at: 28th Oct 2019 18:31
It is consistent for me.
It started a few weeks ago when I tried playing The Big Escaoe, but I put it down to an enemy I could not see.
It wasn't.
But what kind of bug can be intermittent like this? I would expect ray tracing, (which I guess is what's at the root of the problem) to either work or not work on a given h/w configuration - not come and go with the rain.

I'm just gald I can go back to the previous release and avoid it.
You can't teach an old dog.
cybernescence
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Posted: 28th Oct 2019 20:41
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Do you get the issue with the draw call optimiser turned off in setup.ini?

It’s not straight forward to see exactly what was released in the code for each public version with github but it looks like raycasting updates were made after the September release - this would affect things like player visibility to enemy - the changes were made to ensure raycasts hit draw call optimised entities so that’s why I’m asking. If the issue isn’t present with it turned off then it’s likely fixed for the next public version and that’s why some people experience it and others don’t at the moment.

Cheers.
3com
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Posted: 28th Oct 2019 21:32
Quote: "the changes were made to ensure raycasts hit draw call optimised entities "

Nice to know, ty Ciber.
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benjiboy
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Posted: 29th Oct 2019 04:39
Thanks cybernescence. That fixed it.
Good to know a permanent fix is on the way, and one that'll regain the benefits of the draw call optimiser.
You can't teach an old dog.

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