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Using overmap auto-travel with high speed can cause you to not record map memory properly #74864

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CoroNaut opened this issue Jul 1, 2024 · 3 comments
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(S1 - Need confirmation) Report waiting on confirmation of reproducibility

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@CoroNaut
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CoroNaut commented Jul 1, 2024

Describe the bug

A character with high speed can cause gaps in map memory to appear using overmap auto-travel. This can be most easily seen with a character at full health, and the "Quick" and "Fleet-footed" traits. This results in the player kind of skipping/teleporting forward. This is most easily seen at night for obvious reasons. A character with a larger sight range will also not be as affected by this bug. As such, the save file character has the fast traits and 2-tile square sight range to make this bug obvious to see.

A player with 3-tile sight range can still see this issue, but its less obvious. The first picture in the bottom-left shows my character going north, and it skipped memorizing 2 tiles halfway through the walk.

A character that is slow will not have this issue since there are more opportunities to record the players surroundings before they actually move forward.

Edit: my character is grabbing a trash can when the game loads, the trash can doesn't affect this bug, and can be let go for testing.

Attach save file

beepbeepbeep-trimmed.tar.gz

Steps to reproduce

  1. load save file
  2. open overmap view
  3. use auto-move to travel 2 overmap tiles north
  4. notice gaps in map memory from movement (the 2nd -> 3rd screenshot show before and after moving north 2 overmap tiles on my system)

Expected behavior

I expect every movement of the player to be modelled and update the map memory properly such that there are no gaps.

Screenshots

Before the save file:
Cora _2024-07-01T19-36-12EDIT
Cora _2024-07-01T19-37-50EDIT

After loading save file and using overmap auto-move to move north 2 overmap tiles:
Cora _2024-07-01T19-43-43

Versions and configuration

  • OS: Windows
    • OS Version: 10.0.19045.4412 (22H2)
  • Game Version: cdda-experimental-2024-06-25-2220 fe69e07 [64-bit]
  • Graphics Version: Tiles
  • Game Language: System language []
  • Mods loaded: [
    Dark Days Ahead [dda],
    Disable NPC Needs [no_npc_food],
    Portal Storms Ignore NPCs [personal_portal_storms],
    Slowdown Fungal Growth [no_fungal_growth]
    ]

Additional context

No response

@CoroNaut CoroNaut added the (S1 - Need confirmation) Report waiting on confirmation of reproducibility label Jul 1, 2024
@PatrikLundell
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This is a re-report of #37968.

@CoroNaut
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CoroNaut commented Jul 2, 2024

Ah, very old known issue. I like that we prioritized performance over this edge case though. Unless someone has a well-performing idea for a fix, I'm all for just closing these issues as "wontfix" or "not planned". I'll leave it to whoever wants to tag the issue.

@ZhilkinSerg
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Duplicate of #37968

@ZhilkinSerg ZhilkinSerg marked this as a duplicate of #37968 Jul 6, 2024
@ZhilkinSerg ZhilkinSerg closed this as not planned Won't fix, can't repro, duplicate, stale Jul 6, 2024
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