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New map "da_holdingcell" has a spot in which players can get stuck in. #118

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Shigbeard opened this issue Apr 8, 2018 · 5 comments
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@Shigbeard
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Description of the problem

In the new map released with version 1.3, named da_holdingcell, there is a spot on the third floor of the cell block area where a player can get stuck. This occurs because the player gets caught in a corner between a spotlight, a light on the wall, and a low roof.

Steps to reproduce

Simply perform stunts until you are caught in the spot seen in this video. It appears the entry point is along the wall. You will be unable to escape and must use the developer console (or plugins added on the server) to escape.

(Note: At the time of writing this issue, the video is still being uploaded. If you cannot view the video, please wait up to 20 minutes. It's a 1 minute (if that) 720p clip uploading at a max speed of 1 mbps. You can do the math, or take my estimate.)

How to fix this issue

There are several ways this can be adressed. The spotlight could be moved further out from the wall, it could be given no collision data, or it could be removed entirely. I would personally move the spotlight out about a dozen units, this should be sufficient to remove the problem.

@BSVino
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BSVino commented Apr 8, 2018

Hey Shigbeard. Thank you so much for reporting the bug and providing a video of the repro. That always helps a lot in tracking down a fix. In this case I would say that we should fix this bug via code, since the player should never be getting stuck in anything regardless of the level geometry. Any ideas, Tomy?

@Shigbeard
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That would prove difficult, as there are two main ways to get stuck in the game that I've encountered.

  • Crevasse stuck: Occurs when the player is caught in a narrow crevasse where they aren't actually standing on the ground (such as this spot on da_sacred). This one would be easy to detect... The detection would need to determine if the player hasnt moved from their position (within a certain tolerance), and hasn't landed on the ground for an extended period of time.
  • Cage stuck: Essentially the form of stuck reported in this issue, occurs when the geometry for the level allows for a player to get into a certain space, but not out of the space. Harder to detect considering that the player could likely have a wide degree of movement, or none at all. The player could also be on the ground, making the detection for crevasse stuck not work here. There's also the chance that the player isn't actually stuck, but rather they are camping, idle, or exploiting out of bounds in maps like da_cocaine or da_sacred.

One of these are easy to detect and compensate for (teleport the player to a spawn point for instance?). It's cage stuck that you need to concern yourselves with, and the easiest fix would be to adjust geometry or include default "unstuck" behavior, like a command or button players can press to get themselves teleported to to a spawnpoint if they stand still for long enough.

@TomyLobo
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I know how I would exploit that, so I would amend that by "stand still, havent turned or used any buttons" :)

About crevasse stuck, I think we should just fix the geometry there.
Geometry like that is rare anyway, so making a dedicated check is unnecessary I think.

@AbrahamBrookes do we have the source corresponding exactly to the current release version of da_sacred?

@AbrahamBrookes
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AbrahamBrookes commented Apr 11, 2018 via email

@TomyLobo
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@AbrahamBrookes did you find it? :)

@TomyLobo TomyLobo added this to the v1.3.1.0 milestone Nov 18, 2018
@TomyLobo TomyLobo modified the milestones: v1.3.1.0, v1.3.2.0 Jun 16, 2019
@TomyLobo TomyLobo modified the milestones: v1.3.2.0, Future Aug 26, 2020
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