#Cant play with other players on specific missions. Unknown issues. Bot issues

1 messages · Page 1 of 1 (latest)

spare junco
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So i encountered a problem with certain mission (R3B4, R4A2 and R4C3 (so far)) For an unknown reason theese specific missions doesnt let me reach the mission start with other players. Basicly if i join a lobby on theese missions ill get disconnected (either infinite drop loop or back to lobby) or if i host it everyone else gets kicked out. Resarting game, lobby , using different host, restaring pc or reinstalling the game is not working. i managed to beat R3B4 and R4A2 with bots but R4C3 has a tank in it and the bots are basicly malfunctioning on it they neither shoot it or move also adding the error alarm charger they just stand there and get their ass beating instad of shooting something. Bots also often have this issue that they whant to heal or suply you mid combat instad of shooting also their shooting rate has often very long breakes. they also often walk through closed or closing doors. i also see them missthrowing fog repellers. on top of that they often take resources with them and instandly supling everyone most of the times they suply players when you whanted to use the suplys in a different way. also bots often walking into your line of sight witch makes you either shoot them or blooking view on enemys. sometimes they dont whant to kill giants or just shoot them wasting ammo n stuff. there you have this countdown option and it does nothing with the bots. bots weapon choise is sometimes questionable. bots often dont move around when akwake enemys are nearby and basicly get punched by chargers alot. when downed bots try to revive you over their own survival that also leads to getting punched by chargers or tanks. Following bot commands are needet: Hold position , Giant hammer sync , Charger scout sync up, allow distribute suplys on/off, specifif suply target 1 use, force swap suply/items, kite enemys/fallback , use lockmelter (they often use it on everything they see), assign hammer target (bot waits for countdown), use guntype (both/spe/main)

spare junco
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focus bioscan (so they dont only do scans when you do it), the asking for suplys should trigger the bots to suply you on demand, bots should be able to open doors and close them when they are obstructed. ai should try to dodge enemy attacks when not in bioscan. ai should not walk in line of sight or shoot you when a player is in betwen it and its target, (or maybe bots shouldnt be able to hurt players in any way) when a bot or player is downed the ai should try to clear the enemys first and only try to revive when all enemys in the room are dead (except on alarms with bioscans that require a full party), bots shouldnt try to melee chargers that arent asleep or stagered, comand to close or open pinged door. pick up item (so they dont steal everything)

rustic ivy
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did you download mods?

spare junco
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never did mod anything

rustic ivy
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then I don't know already

spare junco
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also checking files doesnt do anything

upper geyser
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what's your CPU

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this sounds shockingly similar to this

strange echo
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i got an intel 12ksomething and the bots still behave similar to that description. they might know when to stay out of firing line but they still have trouble with just randomly shooting enemies and "wasting" supplies

spare junco
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also why hasnt this issue been fixed by now when its already known to happen =?

upper geyser
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I made the issue known to 10 chambers, but the issue is likely a extreme edge case with the CPUs instructions

spare junco
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well actual game servers would be a fix for it woulndt it ?

upper geyser
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I was told it might be difficult for them to fix it, and that seems to be the case

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so unless they can fix it themselves

upper geyser
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the issue will persist, likely no matter what for the CPU

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sadly the only 2 fixes I can think of is it to be fixed, or have a entirely new CPU that is not effected

spare junco
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so the cpu is making a wrong code isnt there a mod overlay that can backdoor this problem ?

upper geyser
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it's with how the levels generate

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the CPU

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dude likely to a edge case

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generates the same seed differently then what is expected

spare junco
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so 1 fix would be to deactivate random spawns for theese misions so the seed stays the same =?

upper geyser
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the levels themselves are made from the seed

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there is no easy fix

spare junco
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ye the seed only controlls enemy spawn and suply spawn locations if they wouldnt be randomized for theese missions there shouldnt be an issue

upper geyser
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the levels are generated on the devs side

spare junco
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na men the layout is always the same

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even the doorlocks are the same

upper geyser
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they generate from a tile set

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once they get something they like

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they lock it in

spare junco
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a ok now i understand the spagheti code they came up with

upper geyser
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what you see in the rundown is a set of seeds the devs have chosen

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this is not normally a issue

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and saves majorly on dev time and file size

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but I know of 2 CPUs that have weird instructions and messes up the generation

spare junco
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why dont they let the seed code that is generated force synced to the other players =?

upper geyser
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every player is generating from the same seed

spare junco
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so instad of having every cpu generate a seed have only the host generate it then sync is up to the other players

upper geyser
spare junco
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ye but if you are part of the 1% even if it means longer load times i would somewhat get around the issue

upper geyser
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the games code likely does not even support something like that

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plus

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the game is not at fault here

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a error on the CPU is

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it would be

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likely

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easier to fix that

spare junco
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well they could programm a decoder for theese cpus so others have the same level on them

upper geyser
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I got stuff to do

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I can't answer questions in a circle rn

spare junco
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well if something generates a wrong code you should be able to transform the code to the desired outcome

upper geyser
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but this might be a case where it would take more time then the heat death of the universe to find those numbers via computing

spare junco
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well you would have to make a layout checker that puts the layout of the randomized stuff into a readable code for other cpus

upper geyser
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anyways, I need to go

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the short answer

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10 chambers knows, it has not been fixed yet. IDK if they will fix it, zero easy answers or they would of done it by now likely.

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if you want it fixed now, sadly your best bet is getting a new CPU

spare junco
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well i gues an issue like this needs alot of cross testing

upper geyser
spare junco
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well surely enough you have to check if your fix is working across all the cpu types

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and the other way around

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and maybe a fix for 1 cpu makes a problem with another cpu for some reason