PAYDAY 2

PAYDAY 2

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Navigation obstacle removal failure
If I replay the exact same map layout, it doesn't always happen. But sometimes, in NavigationManager:remove_obstacle(), quad_field:remove_obstacle() does apparently nothing.

I guess that on maps where obstacle can be get around, it's not a big deal. But on Interception (day 2 of Biker Heist), consequences are slightly more annoying.

By calling manually quad_field:remove_obstacle() a second time, it worked once. But only once, all other attempts failed. I haven't seen anything looking like a clue...

It happens relatively often at least here: https://steamuserimages-a.akamaihd.net/ugc/792002368486972029/20B8E978C7900F3026516ABAE592D909E3A953BE/ (obstacle of first set of barrels).

Anyway, it's an engine thing. Have fun with it.
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BBK 18 déc. 2019 à 9h00 
Hey TdlQ !

Due to my VERY limited experience with the modding sphere, are you talking of an issue that happens when playing normally the game or using external tools to modify the maps of the game ?
andole 18 déc. 2019 à 10h11 
BBK a écrit :
Hey TdlQ !

Due to my VERY limited experience with the modding sphere, are you talking of an issue that happens when playing normally the game or using external tools to modify the maps of the game ?
If TdlQ says there is a bug then there is a bug.
Sprite 18 déc. 2019 à 11h15 
BBK a écrit :
Hey TdlQ !

Due to my VERY limited experience with the modding sphere, are you talking of an issue that happens when playing normally the game or using external tools to modify the maps of the game ?
Most likely in base game. I ran into it on HoxOut Day 1, where on one of the cop cars I was standing on something invisible. Some large, random hitbox of something else that shouldn't have been there. I don't have a screenshot of it, as we were a bit pre-occupied but... It's a thing.
TdlQ 18 déc. 2019 à 11h36 
Looking at my heavy pile of patched code... Yeah, it may be interesting to replicate the issue with only the strict minimum (I still need my map layout replayer, 'cause I don't feel like restarting 100 times before getting a chance to get the bug).

Maybe it'll point at a mod acting as a catalyst. But I don't believe it's due to some mod; function parameters and obstacle table looked OK so I don't believe it's a mission script issue. It only leaves that forementioned call to quadfield as the failing step, though I haven't been able to find a reason for it.

EDIT: Bug frequency was much lower this session, so when I said "relatively often", well, looks like it depends on days/moon/wind/etc as it can be 50% or 2% ;) No idea what to do to increase the odds.

I've just got it with only:
- a mod to 1-hit enter to skip blackscreen at level start,
- a mod to 1-hit interaction key,
- a mod to replay a previously recorded map layout and
- a keybind to restart the heist (sequence esc-down-enter-up-enter gets boring really fast).

It's a very lightweight setup so I think that anyone can get that bug.

EDIT2: Got it a second time with that light setup, that concludes this test session.
Dernière modification de TdlQ; 18 déc. 2019 à 12h46
This issue is still alive.

To illustrate it more clearly, here is a video with 3 tries (NOK / OK / NOK + pinpoint):
https://www.youtube.com/watch?v=mbXpAw9Cr20
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Posté le 17 déc. 2019 à 10h36
Messages : 5