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Author Topic: [all versions] Map memory may contain old item records  (Read 5113 times)

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[all versions] Map memory may contain old item records
« on: May 06, 2022, 10:22:49 AM »

In the caves, i destroyed a 0b10 bot, and one of the parts (a weapon) fried while in my FoV, but was still visible on the map afterwards.
I think this is because i moved away and the part left my FoV while it was in the animation of self-destructing, and so it remained on the map similarly to how friendly traps can vary slightly in colour depending on what cycle of their animation they left you FoV on.

Updated the thread title to be more general for merged threads.
« Last Edit: September 22, 2024, 11:59:00 PM by Kyzrati »
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Kyzrati

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Re: [Beta 11] Visibly self-destructed weapon remained on map
« Reply #1 on: May 06, 2022, 04:39:56 PM »

Yep this is just like that trap issue, and for the same reason.

Very interesting that you are hitting these when few others seem to be, though! I'll be the first to admit you're super observant, so if anyone noticed it would definitely be R-26 ;). But there are a bunch of other observant players as well, and I tend to notice details like this too, so I wonder what else might be different about your runs, maybe pacing? Settings?

Also I wonder if something else has changed in recent releases (in particular Beta 11) with regard to processing, since this stuff didn't come up before. Maybe with time we'll see some more clues and find some other simple cause, although I have been under the impression this is just coincidence that they're found now, since there have been no changes to that area of the code. (Not necessarily super surprising anyway, since some new players have discovered issues that were literally in the game since the first version, yet no one had reported at all in all these years!)
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Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

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Re: [Beta 11] Visibly self-destructed weapon remained on map
« Reply #2 on: May 07, 2022, 04:10:50 AM »

Yep this is just like that trap issue, and for the same reason.
I was wondering whether those were related.

Very interesting that you are hitting these when few others seem to be, though! I'll be the first to admit you're super observant, so if anyone noticed it would definitely be R-26 ;). But there are a bunch of other observant players as well, and I tend to notice details like this too, so I wonder what else might be different about your runs, maybe pacing? Settings?
While good memory and observation are useful in finding these, i think i also have some kind of (semi-intuitive?) understanding/theories about how some things were/could have been made/programmed, which doesn't seem to be a common thing and can help in finding bugs, and also i use the mouse.
I think the mouse is probably one of, if not the determining factor, since the mouse allows moving/acting faster than keyboard for certain situations, like right after shooting, as well as changes the way one inputs other actions.
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Kyzrati

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Re: [Beta 11] Visibly self-destructed weapon remained on map
« Reply #3 on: May 07, 2022, 05:43:02 AM »

Hm, wonder if faster mouse movement would be related, but I dunno because related cases I've seen are, for example, stepping in and out of a room quickly, for example, which is actually faster via keyboard than mouse.
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[Beta 14] AFG map item knowledge duplication
« Reply #4 on: September 22, 2024, 05:40:38 AM »

While using the Phasing AFG in a situation that required me to flee, i caused some items to appear duplicated on the map, but only after they left my sight.
The video probably explains it. The video attached to this post is of higher-quality than the one linked, but otherwise they're the same.
https://imgur.com/a/1CVgXiZ
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Kyzrati

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Re: [Beta 14] AFG map item knowledge duplication
« Reply #5 on: September 22, 2024, 05:28:55 PM »

Hm yeah it's not unusual to have ghost items at the edge of your FOV in particular under some conditions, due to how map memory is updated, though I've never seen an example specifically like this one before! Apparently it's possibly for AFG to update map data for a new location without affecting it in the old one, so this is definitely a new and unique recording which could help repeat and isolate that.
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Kyzrati

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Re: [Beta 14] AFG map item knowledge duplication
« Reply #6 on: September 22, 2024, 11:55:10 PM »

Ah looked into it more closely (barely slept and was a bit groggy this morning looking at your video--didn't notice all the details xD) and see that this is basically the same old thing, that it's possible to have such "ghost items" appear in your map memory, and not anything specific to do with AFG. It's been reported in numerous forms over the years, though it's really just how the system was designed in order to have far fewer updates in order to save on processing time, which otherwise becomes very expensive despite how rare it really matters. But yeah, map memory can be unreliable like that, usually and very specifically (especially more noticeably) around doors since they can immediately cut off a large swath of your FOV. There's technically a lot of ways to trigger this if the door is the only action that updates your FOV size and therefore map memory, though in real play it doesn't come up too often, still rare enough that it generally doesn't seem worth the more extensive updating required to avoid it.

So yeah this one's just how the system was designed rather than a bug. Won't be making any changes to this behavior unless it becomes a lot more common for some reason, as in other future changes or developments, but will leave it in the main board there for reference.

Oh, actually I just realized that you also reported this same thing a couple years back in Beta 11 :P (it's still here in the same board; I've merged the threads)
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