Ready or Not

Ready or Not Dev Tracker




03 Aug

Comment

I like this concept, and something is planned for it (and general endgame stuff), but that doesnt exist as of now.

Comment

Originally posted by Kadorja

I was messing around on single player at the fast food level and my team was in an intense firefight through about 4 walls with an enemy. I kept circling the building trying to find out where they were at. My team was following me but kept tracking the enemy through multiple walls.

I think I got it on video so I’ll have to see if I can upload it.

Please post it if you can. :)

Comment

Originally posted by AWittyNuker

I definitely appreciate what the devs are going for here because being shot through a wall or door is certainly a real problem in a deadly force scenario, but I agree that it is far too accurate when you start moving. I think they should just fire at the spot they last saw you and maybe in a small radius around it, which would prompt you to pull back.

That's honestly what they should be doing. I've experienced being engaged through surfaces but haven't been hit often. If I did it was because I was static. Still lots of room for improvement.

Comment

Originally posted by DevastatorCenturion

Great, when are they going to fix their reaction times and animations related to shooting players?

Ali is just showing something unique he's working on, I don't think there's much harm since it was posted in a minidev. For example, yesterday we posted an update about turning the club music down, but it doesn't mean that is something we're focusing on at the expense of all other things! As a note, the issues you've mentioned are being looked at. :)

Comment

Originally posted by ToaRogerWaters

Pulled the gun out of thin air too. That animation shouldn’t be available if they don’t have a waist band.

So y’all downvoting this are just fine with people pulling guns out of literally nowhere? Because you can do that in grand theft auto. Not exactly the pinnacle of realism. But you wouldn’t like that game, headshots kill in one hit.

More or less something that's planned, as well as improved upon since now suspects can pick up guns (if you were around in december, remember they actually couldn't do this!). Eventually we'll place them somewhere for a much more readable experience, though to be honest it's one of those gamey things that may not be resolved for a while. The biggest problem is obviously the direction she's pointed. Very strange.

Comment

Originally posted by Bruno0_u

Holy shit what a find maybe email this to the FBI next time. It breaks code 34 of Title 42 of their Interactive Media Code Guidelines. Just look up "FBI rule 34" to find out more.

Also if they were larping they wouldn't be mowing down civilians would they

One of those things you read as a dev and get that electric shock down your spine before realizing what the poster meant.

Comment

Originally posted by rayven99

No, it makes sense, I just wish the game registered that they fire shots at you better.

Yeah we're definitely gonna make some improvements to this because it does happen a lot. Honestly it'll probably come with a lot of our larger changes (to AI stuff) vs. just being patched for now. Sit tight!

Comment

Originally posted by Daytrip66

how would you find bugs if you dont try things out of the ordinary?

True, we wouldn't have never of thought to try this haha. Thanks, we'll fix this


02 Aug


01 Aug

Comment

Originally posted by Mrdoko

Are we able to ask for a second option to bind a non toggle, but a hold for flashlight and laser aswell? Would love to have sone light discipline without having to double click each time! Great work on the recent updates btw, been loving it!

Yeah I’ll make sure this happens!

Comment

Originally posted by Flogger23m

59.6GB, looks like file size is fixed.

I'll play around in the Park Homes map. That seemed to give me the oddest AI behavior from suspects, some of which is covered in the OP. Do the suspects on different maps have different behavior and damage values outside of body armor?

Behavior not really, this is something planned for our next update. Damage values are based on the weapon they use. :) We affect their accuracy, time to fire after raising weapon, time to fire after changing target, time spent on target last known LOS, suspect moving accuracy, fake chance, flee chance, etc., Suspect health, time to fire door after kick to name a few.

Comment

Originally posted by BastillianFig

Will you be adjusting reaction times.. currently the AI can kill you in 250ms which is superhuman

Yes although we are improving other aspects of them to help (weapon raise, then aim, then shoot for example).

Currently the global (read: default) AI time to shoot after raising their gun is 300ms. The time spent on target before shooting is actually 100ms, which might be the issue for retargeting players being so lethal! Will require some investigation because there are other elements at play that can act a little strange.

Comment

Originally posted by dizzle229

It was recorded last night, I had just installed a 130mb update, whichever that was. In this instance I believe that each suspect had raised their gun (far too quickly imo). Although the first one is ambiguous due to particles, and since he exited the doorway while I wasn't looking, I believe that one was more an animation issue than reaction time. They just weren't pointing directly at me when they fired. In the third one, he appears to fire as he begins his gun raising animation.

I definitely think that first one is an animation issue, the others probably just means more tweaking ahead. Great video to reference though, especially since it's fresh. Thanks a bunch!

Comment

Originally posted by iena_

homeboi coming in for the save

skrrrrr

Comment

Originally posted by dizzle229

Fun bonus: In none of the three clips were their guns ever pointed at me. #2 is the closest but not quite there on frame-by-frame inspection. And he still moonwalked out to get me. #1 could have raised his gun (he's obscured by splinters), but he'd have to have raised, aimed, and one-tapped about 1/10 of a second. In #3 he seems to be WAY off, and I even appear to hit him at least once.

Is this on the latest update where we actually lowered the penthouse suspect values to be more forgiving? The weapon pointed down one is more of an animation issue that we are looking to resolve in a few ways to make it feel better.

Comment

Originally posted by Jebbyzz

Yeah I know, love the customization in that game to death.

Good, you're gonna love our update to this then (whenever it's done!)

Comment

Originally posted by cum_bandit

Blaming their own incompetence on Steam as usual.

Where did we blame steam?

Comment

Originally posted by VOID_Ali

The world is now at peace

But I just bought a new hard drive for this wtf

Comment

Originally posted by Flogger23m

I'll go and view my other gameplay and see if I can find it. I haven't played much since the most recent patch that doubled file size.

Speaking of, this should be fixed now. The file size I mean.

Comment

Originally posted by AVPMARINE

I've gotta ask this to you directly Gruntr, but there is word of a build which has some miracle AI... which was apparently removed from the game before Steam launch? Is this true? I've heard this from several different community members across discord and so on. If this has any truth to it could you explain to us why the change was made? thanks.

I’m happy to talk about this! Just got some errands. I’ll edit this comment with a bit of info on this supposed build.

I will say in short, it’s baloney. There was a better looking AI movement system with motion matching but man, we couldn’t do half the stuff we do with them now if we used that system. Navigation was such a pain in the ass, which is most of what makes ai even remotely workable imo.

Edit:

Some links for you! Link 1, and Link 2!

Our older motion matching and AI system, which wasn't using behavior trees like it is now (it was using a finite state machine written from the ground-up), didn't scale at all. Motion matching was incredibly expensive to run, and the code...

Read more