Giter Club home page Giter Club logo

xvehicles's People

Contributors

seriousbuggie avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar

Forkers

wallabra dov910

xvehicles's Issues

[v41] 'EnergyTurret' has too high aim error for bots...

Bots are unable to hit the target with 'EnergyTurret' at long distances because static aim error is too high... Though bots set the aim precisely enough, actual hit location is always significantly biased into the right side from the target, so that bot keep shooting but never hit the target (example attached on the picture).

(For players this issue doesn't happen - actual hit location almost matches the aim, with insignificant error, even at much farther distances)

Tested 'EnergyTurret' only (probably, other vehicles could be affected too).

XV-EnergyTurret-Bot

[v35] XChopVeh.CybotHelico the tail rotor does not rotate...

There are at least 3 possible reasons of this issue:

  1. Something wrong with the server i test this mod in.
  2. The first author of this class has not completed this specific part for some reason...
  3. Bug takes place...

To compare - there is similar model from NW3 mod (NWCybotLauncherVIII.CybHeli) that has the trail rotor properly rotating.

Also, i have noticed some replication issues that lead to improper meshes behavior (of 6 another vehicle classes) at the client side, but not yet sure if it is not a result of some issue of the server where this mod was tested on. If it is not up to a particular server's problem, then later i will open another issue...

[v41] Too high CPU usage in some cases if vehicles used by bots.

This issue is difficult to reproduce. It happens only when bot is in State Wandering or Roaming with Enemy==None, and only in some maps...
Also, it seems, CPU usage in this case depends on something related to the size of the area around... In a large area CPU usage increase produced by a single vehicle instance may reach up to 10 times.

Way to reproduce:

  1. Open map MH-EnterToCore-Part3.
  2. Set CreatureFactory0 State to Finished.
  3. Set your player location to Teleporter0.
  4. Spawn bots there as that location.
  5. Spawn several vehicles there at that location (better - stationary of flying vehicles, because other vehicles will fall to damage zone...)
  6. When at least 1 bot begins to use vehicle, CPU usage gets increased at least 10 times.
  7. Then, if to enter console command killall scriptedpawn, issue disappears and CPU usage returns to normal.

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.