Ravenfield

Ravenfield

Metal Gear REX
Procyot  [developer] 4 Sep, 2022 @ 1:55am
Bug Reporting
Known Issues
  • The hitbox for the seat is hard/impossible to reach in some head positions
    While it is easy to get in when REX is crouched, the head can be oriented by bots in such a way that it is not enterable (i.e, when the head is pointed straight down or straight up.

    If this happens, let the bot look ahead parallel with the ground and then try to enter; the seat hitbox should extend close enough to the ground for you to enter.

  • The Railgun's crosshair is off
    I could not figure out a solution to make the crosshair more accurate, every camera position had some degree of inaccuracy and I decided to pick the one that looked the best and was still functional

Addendum September 4th

  • Bot Pathing is Completely FUBAR
    Bots will ditch REX despite paths being available, they will spin in circles for no good reason, and they will inexplicably ignore targets at their feet.

    I can only assume that the bots' AI does not gel well with the control method used; the solution would be completely changing the control scheme to better represent that of the player on foot. I do not plan on making this change as I feel it would make REX too maneuverable, that and it would mean a whole new set of animations and work that I simply cannot do at the moment.

    Unfortunately, most of the problems that bots have with REX are either unsolvable, or require too much work to be worth it.

  • The Laser does no damage

    Over a certain bot count or low performance in general, the projectiles from the laser have a tendency to get culled, meaning it does NO damage whatsoever.

    I haven't been able to find a solution on how to make this work at all bot counts, so unfortunately the current solution is to simply lower the bot count until it works.

  • There's a hitbox between the legs
    Because of how Animation Driven Vehicles work, a character controller with a set hitbox is required. This hitbox determines the overall collision of the mech and prevents it from clipping into walls as much as it would otherwise. Due to the size and stature of REX this hitbox encompasses the space between it's legs. As far as I can tell there is no workaround for this


If there are any additional bugs or concerns please let me know.
Last edited by Procyot; 5 Sep, 2022 @ 6:47pm
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Showing 1-15 of 32 comments
Icecoldfreezer 4 Sep, 2022 @ 6:28am 
-AT missiles firing can be heard from across the map
-The laser doesn't do damage
-AI usually ditch the mech even though there is nothing blocking it from going to its destination

Not a bug but, the mech is hard to control, it does not immediately stop when I let go of the moving keys
AlphaRH 4 Sep, 2022 @ 6:41am 
The mechs tend to just move around in a circle when used by bots
Last edited by AlphaRH; 4 Sep, 2022 @ 6:41am
Soulccat 4 Sep, 2022 @ 8:20am 
Pelvic laser seems to be pointing at the opposite direction and has inverted controls
Last edited by Soulccat; 4 Sep, 2022 @ 8:21am
Delta29 4 Sep, 2022 @ 1:51pm 
the laser does no damage, used V+ Eagle vs Kestrels
Procyot  [developer] 4 Sep, 2022 @ 4:22pm 
TAKEAWAYS
  • Bot Pathing
    Bots tend to not know how to use this vehicle type, especially when they control like REX does. I noticed that they ditch often but I wasn't able to find a reason. I'm afraid there's not much I can do about these issues, but I can try decreasing the size of the pathing box and see if that helps at all.

  • AT Missile Audio
    The AT missile's do have very loud audio, they don't use spatial audio because that causes horrific warbling noises from the driver's seat. I'll decrease the volume and fiddle with the falloff curve and see if the result is desirable.

  • Inconsistent Laser Performance
    The laser has a relatively short range of 45m, that and it does NOT work well with quick sweeping motions. The laser works essentially like a super high fire rate machine gun, and if the user sweeps over intended targets too quickly then it is likely that no projectile will impact. I was not able to find a better way to get a functioning laser; the most I can do is increase the fire rate, but I imagine that will effect performance more than it will benefit the user.
Last edited by Procyot; 4 Sep, 2022 @ 5:30pm
Procyot  [developer] 4 Sep, 2022 @ 4:23pm 
Originally posted by Soulccat:
Pelvic laser seems to be pointing at the opposite direction and has inverted controls
Do you have any video examples? What caused this to happen?
Procyot  [developer] 4 Sep, 2022 @ 4:24pm 
Originally posted by Delta:
the laser does no damage, used V+ Eagle vs Kestrels

What range were you using the laser at and how were you using it?
Procyot  [developer] 4 Sep, 2022 @ 5:19pm 
Originally posted by Icecoldfreezer:
-AT missiles firing can be heard from across the map
-The laser doesn't do damage
-AI usually ditch the mech even though there is nothing blocking it from going to its destination

Not a bug but, the mech is hard to control, it does not immediately stop when I let go of the moving keys

Just pushed an update that decreases the volume of the AT missiles, they shouldn't be audlble across the map anymore; also, could you elaborate on your problems with the laser?
Icecoldfreezer 4 Sep, 2022 @ 7:18pm 
The laser does not harm vehicles, turrets and bots
Jerrycan 4 Sep, 2022 @ 7:45pm 
Some things I've noticed when trying out REX is how a lot of REX's performance seems impacted on whether or not bots are present in the battle.
-Whenever bots are in play, REX's laser has a problem where it deals negligible to no damage. The laser beam also visually dims and flickers.
-When I tested REX with no bots present, the laser beam did consistent damage to vehicles, was brighter, and had no visual flickering.

REX's maneuverability has similar issues.
-When bots are present, REX continues turning for almost a quarter-circle when a directional key is barely tapped. Forward and backwards movement suffer from similar effects.
-Without bots present, REX is much more responsive and capable of more accurate movements.
Jerrycan 4 Sep, 2022 @ 7:57pm 
Of note when I used the laser, I made sure to keep the beam directed on a single point, and did no sweeping movements. My tests were done within the laser's effective range.
Last edited by Jerrycan; 4 Sep, 2022 @ 7:59pm
Procyot  [developer] 4 Sep, 2022 @ 8:08pm 
Originally posted by Jerrycan:
Of note when I used the laser, I made sure to keep the beam directed on a single point, and did no sweeping movements. My tests were done within the laser's effective range.

Looks like it's definitely a performance thing then; but it's definitely on me for not noticing this, I only tested on low bot counts (60-80). I'll do more tests with higher bot counts.
Procyot  [developer] 4 Sep, 2022 @ 8:20pm 
Originally posted by Jerrycan:
Some things I've noticed when trying out REX is how a lot of REX's performance seems impacted on whether or not bots are present in the battle.
-Whenever bots are in play, REX's laser has a problem where it deals negligible to no damage. The laser beam also visually dims and flickers.
-When I tested REX with no bots present, the laser beam did consistent damage to vehicles, was brighter, and had no visual flickering.

REX's maneuverability has similar issues.
-When bots are present, REX continues turning for almost a quarter-circle when a directional key is barely tapped. Forward and backwards movement suffer from similar effects.
-Without bots present, REX is much more responsive and capable of more accurate movements.

There way actually be settings I can tweak to reduce this, but It's not for certain
Procyot  [developer] 4 Sep, 2022 @ 8:34pm 
Alright, I can confirm, at bot counts exceeding 125 the laser starts getting a lot less consistent and is unusable past 175ish; I'm going to see if there's anything I can do to fix this
Procyot  [developer] 4 Sep, 2022 @ 9:45pm 
Despite making some tweaks the problem persists; Unfortunately I'll just have to recommend that users don't exceed 120 bots in a given game until I find a solution that actually works :/
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