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Enemy got stuck in knocked down state #105

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agmathew opened this issue Nov 11, 2022 · 5 comments
Open

Enemy got stuck in knocked down state #105

agmathew opened this issue Nov 11, 2022 · 5 comments
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@agmathew
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Observed: An enemy was knocked down and got stuck in that state (i.e. wouldn't get back up). Eventually I was able to do damage to him while knocked down and he died. Screenshot here: https://imgur.com/a/OoqA3At.

Expected: Enemy either dies if knocked down with no life or gets back up.

Steps to reproduce: This happened once randomly so far.

@eh-jogos
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@agmathew can you upload the debug logs here as well? It might or might not help to track this down, they should be in the "save data" folder for this project! I don't know where thata is on mac, but you can access it from inside the editor by going to "Project > Open User Data"
image

It's the "debug_log" folder rather than the "logs" folder, these are godot's default logs, and on the debug_logs I try to track down the character states

I'm saving the 5 most recent sessions so it's possible the log for this has already been erased though, but if you see this happen again close the game right after so that the debug log is generated and we can take a look at it knowing it was close to the end of the file.

@agmathew
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agmathew commented Nov 11, 2022

logs.zip (Update I uploaded the correct version of the logs)

I saw this happen two more times and got a video: https://www.loom.com/share/e82964c5f1754021879807ccc2d39daa

@agmathew agmathew added the bug Something isn't working label Nov 15, 2022
@eh-jogos
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@agmathew this commit a2cb42e tries to change some tweak some things to see if this problem is solved, but I couldn't reproduce it in the editor on my end, so I'm not sure.

some of these things are the same that helped when I reported the first bug about method calls at the last frame of animations:
godotengine/godot#61766

After the PR that solved the issue above got merged everything seemed fine, but I started to notice the same bug again with specific animation durations and reported this one:
godotengine/godot#64644

Today I've spent some time in it on my own creating new MRPs for Tokage as they finally started to ask me about more details, so maybe we will have a better idea or a better fix soon, but for now I hope this commit will be good enough to work around it in our specific cases.

If you can test again on your end and see if you can still reproduce the bug, it would be great!

@eh-jogos eh-jogos assigned agmathew and unassigned eh-jogos Nov 17, 2022
@agmathew
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I was able to reproduce it again on my third playthrough. See attached for logs.
logs.zip

@agmathew agmathew assigned eh-jogos and unassigned agmathew Nov 23, 2022
@eh-jogos
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@agmathew I've taken a look at the logs and I couldn't find anything wrong in them, in fact contrary to the previous logs now I can see the signal from the end of the bounce animation and it seems both Sarge enemies did in fact transition to the getting up animation before the logs are cut off, so this looks like normal behavior.

I'm still not able to reproduce this bug anymore. I think we should wait until more betas are released and the animation tree is more stable to test this again.

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