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)
#Cant play with other players on specific missions. Unknown issues. Bot issues
1 messages · Page 1 of 1 (latest)
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)
did you download mods?
never did mod anything
then I don't know already
also checking files doesnt do anything
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
good to know now what the issue is but is there a sulution to the fx 8350 issue beside playing with the same processor ?
also why hasnt this issue been fixed by now when its already known to happen =?
I made the issue known to 10 chambers, but the issue is likely a extreme edge case with the CPUs instructions
well actual game servers would be a fix for it woulndt it ?
I was told it might be difficult for them to fix it, and that seems to be the case
so unless they can fix it themselves
game peer to peer
the issue will persist, likely no matter what for the CPU
sadly the only 2 fixes I can think of is it to be fixed, or have a entirely new CPU that is not effected
so the cpu is making a wrong code isnt there a mod overlay that can backdoor this problem ?
it's with how the levels generate
the CPU
dude likely to a edge case
generates the same seed differently then what is expected
again
so 1 fix would be to deactivate random spawns for theese misions so the seed stays the same =?
ye the seed only controlls enemy spawn and suply spawn locations if they wouldnt be randomized for theese missions there shouldnt be an issue
wrong, the ENTIRE LEVEL is made from the seed
the levels are generated on the devs side
a ok now i understand the spagheti code they came up with
what you see in the rundown is a set of seeds the devs have chosen
this is not normally a issue
and saves majorly on dev time and file size
but I know of 2 CPUs that have weird instructions and messes up the generation
why dont they let the seed code that is generated force synced to the other players =?
every player is generating from the same seed
so instad of having every cpu generate a seed have only the host generate it then sync is up to the other players
not necessary for 99% of CPUs, plus that is a lot of data
ye but if you are part of the 1% even if it means longer load times i would somewhat get around the issue
the games code likely does not even support something like that
plus
the game is not at fault here
a error on the CPU is
it would be
likely
easier to fix that
well they could programm a decoder for theese cpus so others have the same level on them
???
I got stuff to do
I can't answer questions in a circle rn
well if something generates a wrong code you should be able to transform the code to the desired outcome
you would have to find the right numbers, I'm not sure
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
well you would have to make a layout checker that puts the layout of the randomized stuff into a readable code for other cpus
anyways, I need to go
the short answer
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.
if you want it fixed now, sadly your best bet is getting a new CPU
well i gues an issue like this needs alot of cross testing
no it would not