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TEN Entities Checklist #442

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Stranger1992 opened this issue May 11, 2022 · 7 comments
Open
69 tasks

TEN Entities Checklist #442

Stranger1992 opened this issue May 11, 2022 · 7 comments
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Gameplay Revolves around a gameplay element In Development Issue is currently worked on LegacyTesting Testing Legacy elements in TEN Usability User Input and Game Output
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@Stranger1992
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Stranger1992 commented May 11, 2022

Below is a list of all entities from TR1 to TR5. Please report findings for each.

Rules

  • Please keep the explanation brief and concise.
  • Before declaring something doesn't work: please consider if the object has a specific OCB in place. I would advise using TRViewer to find the object in the data file and inspect it. Where possible, please provide a project file.
  • Please use the ID that the entity uses in TEN in this format: ID_*****
  • Wrap OCB in quotes (ie: OCB 1 )
  • & denotes has an extra dependency to work correctly.
  • If fixed, please reference the commit that has fixed it. This is to ensure errors can be traced back.
  • Keep entities in alphabetical order.

Coding Conventions.

## ID_xxxxxx <<<<ID quoted like this.
- [ ] Does not work <<< Issues underneath.

Lara

Graphics Issues

  • Some random object textures are black.
  • Some random geometry textures are invisible.
  • Some textures with alpha channel are black, especially the meshes with a 4x4 pixel magenta textures.
  • When Lara is partially on water, all her body gets the color of the water, or the outside, like in the old TR2. ( Example image: https://imgur.com/n7aimfo )

Switches, General and Effects.

ID_ALARM

  • Non-working

ID_FALLING_BLOCK

  • Lara can't grab the ledge of FALLING_BLOCK, she falls immediately

The grabbing issue occurs when Lara is facing West. All three other directions work.

  • She also refuses to grab when jumping up with jump + action, although in that case Lara simply ignores the platform, as opposed to grabbing and then falling immediately.

ID_SCALES

  • `Cannot be triggered up, Lara is able to traspases it and using the water bag, makes it Lara pour it on the floor with no effect on the Scale. Failure and success triggers are neither activated. -Adngel

ID_SEARCH_OBJECT_1-4

  • OCB 64 doesn't work. (used to activate Pickup trigger).

Vehicles

ID_JEEP

  • Lara can insert the PUZZLE_ITEM1 in the motorbike, but Lara can't use the speed boost.

ID_MINECART

  • Also, currently ID_LARA_MINECART_ANIMS has a mesh swap for Lara that isn't separate. TEN conventions seem like they should be properly swapped out and have their slot?

TR1

ID_APE

  • The gorilla spends too much time doing taunts and roar animations instead of chase Lara. (Impacts the gameplay when there is a lot of distance).

ID_WINGED_MUMMY

  • When Lara is out of range (for example, she climbed a 8 clicks block), it tries to do buggy fly. (tryging to fly against a 3 clicks block, sliding through the walls, that's kind of things).

TR2

Unknown ID

  • Unused jellyfish entity

ID_BARRACUDA

  • When swimming under a floor platform from the surface (tested with 1 click over water and 0 clicks over water), the barracuda starts to float to keep flying in the upper room while it's over the plaform, when it flies over the water, it teleports down again to keep swimming.
  • It hasn't got sounds.
  • A lot of times, while swimming, the barracuda moves shaking up and down.

ID_BIG_SPIDER

  • It doesn't align to the floor normals. (Pitch and roll do not change on slope floors), (Original bug).

ID_BLACK_MORAY_EEL

  • Not decompiled

ID_MERCENARY_UZI

  • It has wrong sounds assigned (magical misiles sounds instead of uzi shooting).
  • It doesn't shoot at the monks.

ID_MERCENARY_AUTOPISTOLS1 & ID_MERCENARY_AUTOPISTOLS2

  • They don't shoot at the monks.

ID_MONK1 & ID_MONK2

  • They don't attack enemies.
  • If Lara attack them, they don't attack Lara.

ID_SCUBA_DIVER & SCUBA_HARPOON

  • The harpoons shot by the enemy, do not receives the ambient light. (So they looks mostly black, only iluminated by bulb lights and dynamic lights like flare), (Renderer issue)

ID_SHARK

  • When in water, It only swim next to the surface, it doesn't swim down the water room.
  • It swim against the walls, and don't chase Lara (but if she is in front, this one bites).
  • If it swim over a ramp that reaches to the surface, or over a platform of 0 clicks over surface, the shark may move to the surface room and keep his routine flying.

ID_YELLOW_MORAY_EEL

  • Not decompiled

TR3

ID_MUTANT_CRAWLER

  • Not decompiled, not slot in the TEN wad for him.

ID_MUTANT_BRUTE

  • Not decompiled, not slot in the TEN wad for him.

ID_RAPTOR

  • It stops to attack Lara if she jumps over it and there is another enemy in the zone (perhaps an OG behavior?)
  • Wrong Range attack, the raptor bite attack range is shorter than the range area, if when biting Lara she walks some steps away, it can leave the raptor stucked in a loop, biting the air.

ID_RAT

  • When attacks Lara, it pushes her a lot. (Weird a small creature being so strong to push a person).

ID_WHALE

  • Not initialzied, When placed in the level, it remains static.

ID_WILLARD_BOSS

  • Not decompiled, not slot in the TEN wad for him.

TR4

ID_AHMET

  • ID_SCALES does not work, therefore, the resetting ability of the ahmet related with it, can not be tested.

ID_BABOON_NORMAL

  • Explosion effect is different from TR4 one, It can't be retriggered.

ID_BABOON_INV

  • The explosion effect is different from TR4 one, It can't be retriggered.

ID_BABOON_SILENT

  • The explosion effect is different from TR4 one, it can't be retriggered.

ID_BADDY1 & ID_BADDY2

  • Baddies1 are using the animation to stop bullets with the sword when they haven't got that ability.
  • Baddies are first focusing on stealing the pickable objects, only after that chasing Lara, no matter if they see Lara first or not. Also, once they use their blades, they won't change back to their UZIs shortly (which is kinda dumb). They are just running after Lara most of the time.
  • [ ]strange behaviour while Lara's driving. (Sometimes they're running away from the jeep instead of shooting Lara... - OG bug, to be fixed later
  • Both baddies, their pathfinding looks unable to detect Lara if there is a height distance >5 clicks. In this case, their behaviour gets bugged (walking against walls, or if there is a monkey swing, they go monkyeing through all the ceiling).

ID_CROCODILE

  • Bite Attack detection range is bigger than the hit box collision range. (on dry).
  • When Lara is away of reach. It behave more dummy than usual. (Maybe because it's in water and Lara on ground, or because it's in a jail, when the doors opens it keeps behaving dummy).
  • Pathfinding failure during Lara's Water/Ground transitions. (It can't search the entrance ramp, even if it's next to it).
  • It tend to fails pass through room portals with doors. (on dry and on water)
  • When passed through a portal, from underwater room, too another underwater room, the crocodile changes his behaviour to on dry state, so it doesn't swim, just crawl in a buggy way.
  • When swimming near of the surface, it behaves buggy, transitioning between swimg and crawl, even if there is not land nearby.

ID_CROCODILE_GOD

  • It emits the locust, but these locust falls towards the ceiling getting lost away. (Similar problem than ID_LOCUSTS_EMITTER)

ID_ENEMY_JEEP

  • When we keep it on the map, it causes floating objects all around

ID_GUIDE

  • Using LocationAI to store the goal node instead of the current node.
  • Torch is using legacy flame instead of new flame sprites.

LOCUST_EMITTER

  • When triggered, the locusts are sparced inmediately, they don't chase Lara.
  • Renderer issue, the locusts bugs do not receive the ambient room light, so they look mostly black if not other light source is around.

ID_MINE

  • OCB 0 : Not working.

ID_SAS_CAIRO

  • SAS_CAIRO with AI_GUARD is meant to remain on the same spot without attacking, until Lara starts shooting.
    Then they start attacking her and following her if necessary.
    In TEN, they never move from their spot: if Lara starts shooting, they start shooting at her, without moving, and if she gets out of reach they still don't move, they just stop shooting. - This is OG/AI related so leave this until post beta? - Kubsy

ID_HAMMERHEAD

  • When Lara is on the surface, it goes swimming against the wall, nearest to Lara.

ID_SKELETON

  • Explosive ammo can't kill them

ID_SHOOT_SWITCHx (Lionhead)

  • Not necessary to target the gem in its mouth; shooting any part of the switch makes it work
  • Original game bug: gem doesn't shatter at all (just disappear)

ID_VON_CROY

  • When he starts to run, he go back to idle, and then try to start run again. Moving forward in that loop.
  • When pressed the action Bit1, Von Croy climbs 3 blocks (traspasing geometry) instead of grabbing a border.
  • When Von Croy must go down a block, he get stucked at the top walking against the border.

ID_FIREROPE

  • Firerope currently does not do anything when Lara brings the torch to it

TR5

ID_GUNSHIP

  • Follow Lara's height but do not fire until Lara is 2 blocks away.
  • No dynamic light when firing, Some sprites and fragments are missing.

ID_STEEL_DOOR

  • Non-Working.

ID_SWARMING_BATS

  • Instead of attacking Lara, bats are randomly spreading out and eventually disappear without hurting Lara.
@Stranger1992 Stranger1992 added LegacyTesting Testing Legacy elements in TEN TombEngine Usability User Input and Game Output In Development Issue is currently worked on Gameplay Revolves around a gameplay element labels May 11, 2022
@Jakub768 Jakub768 mentioned this issue May 11, 2022
2 tasks
Repository owner deleted a comment from Jakub768 May 11, 2022
Repository owner deleted a comment from Jakub768 May 11, 2022
@Stranger1992
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Helpful Links

TRF OCB
TRsearch OCB

@Stranger1992
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@LGG-PRODUCTION with your projectile issue : do you have ID_BUBBLES in the wad?

Repository owner locked and limited conversation to collaborators May 16, 2022
Repository owner unlocked this conversation May 16, 2022
@Adngel
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Adngel commented May 26, 2022

TR4 ID_Crocodile
TEN version: 23/05/2022

I wanted to extend a bit more of information about the crocodile bugs I found.

  1. Bite Attack detection range is bigger than the hit box collision range. (On dry)

In some cases, the crocodile may start the bite attack before to reach Lara, and if she doesn’t move, it keeps biting the air without hurt her. Though these are scarce situations.

However, this phenomenon can be recreated if when the crocodile is bitting Lara, and she walks 1 step backward, the crocodile will keep stuck biting the air. And the player will remain safe next to the crocodile.

Expected behaviour: Maybe if the distance to start the bite attack is shorter, it may avoid this potential exploit.

  1. No AI navigation when Lara is away of reach.

On dry, if Lara goes to a point where the crocodile can not reaches her, the crocodile just walk towards a wall (orientation SW, maybe trying go to the point 0,0,0 ?).

On water, if the pool hasn’t got ramps, and Lara goes out of the water (or has not jumped into the pool), the crocodile just swim against a near wall.

Expected behaviour: When Lara is away of range, the Crocodile (and every enemy) should enter into a different state of the AI machine, maybe in this crocodile case, it could just roam the water or the room.

  1. The chasing AI get lost in some cases.

The crocodile may be chasing and attacking Lara, and do the path finding correctly, but in some cases, its chasing behaviour starts to get buggy, When this happens, If Lara get close to the crocodile, it may attack her or facing her, but its chasing path will get messed, with the crocodile running or swimming against walls and not doing a proper obstacle avoidance.

There are many cases where this happen, I'm still trying to narrow them, but some of the sure way to check this, is on the transitions:

  • If the crocodile is on ground, but Lara jumps onto the pool, the crocodile won’t find the ramp to way in unless Lara goes and step on the dry ramp.

  • If the crocodile is on water, but Lara get out of the pool but a border of 1 or 0 click, the crocodile won’t find the ramp to get out unless Lara goes back to the ramp with a 2 click depth under water surface.

Expected behaviour:
When Lara enters into a pool and crocodile is on dry, is expected that the crocodile search for a near ramp to enter, and if there is not, then go roaming the outside.
If Lara leaves a pool and crocodile is in the pool, is expected that the crocodile search for a near ramp to goes out and keep chasing Lara in the ground, if there is not ramp, then keep roaming the waters.

This is possible to be connected the bug 2. If when Lara is out of range, there is not proper AI status to manage that situation, it may be a couse for stucking the crocodile into that "numb" state.

@goldlife2904
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The piranhas doesn't work... when i copy them over (TR3 - File from Slot 338: Pirahnas) they end up in a completely different slot (338 Spiky_Floor) and the null mesh doesn't become a piranha when triggered either.

@Stranger1992
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Stranger1992 commented Oct 6, 2022 via email

@goldlife2904
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Hey Leif! Blast from the past. I hope you're well. I can fix the pirahna going to the wrong slot (as I did all the other conversions) but the other issues someone else with different skills will need to fix. Dan

On Thu, 6 Oct 2022, 14:01 Leif Melles, @.> wrote: The piranhas doesn't work... when i copy them over (TR3 - File from Slot 338: Pirahnas) they end up in a completely different slot (338 Spiky_Floor) and the null mesh doesn't become a piranha when triggered either. — Reply to this email directly, view it on GitHub <#442 (comment)>, or unsubscribe https://github.com/notifications/unsubscribe-auth/AUDDIUBOTJZ755WXTVDJPVDWB3ESJANCNFSM5VUAN66A . You are receiving this because you were assigned.Message ID: @.>

Hey Daniel :-)
That sounds great for now! Then we have already times a mistake less!
Thanks :-)

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