daydream reports: I died here colliding with som ... #2812
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Reference: your-land/bugtracker#2812
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daydream reports a bug:
Player position:
Player look:
Player information:
Player meta:
Log identifier
Profiler save:
Status:
Teleport command:
Compass command:
probably a bat. cf. #2760, #2761
I saw the color of it, it wasn't dark brown... it was tan color if that helps... was this death justified?
in my view, hellevators are a bit of an exploit, and i've certainly died in them due to collision glitches (no entity involved at all). but getting rid of their worst behavior would require changes to the client and engine, and none of the core devs seem interested in changing the status quo.
alias may have a different view, and may refund your XP.
there was very much something there, tan color (light light brown) but it all happens so fast, there's just no way for me to guess what it was. It wasn't a case of colliding with the mineshaft or a door or something like that tho...
2022-10-04 20:43:17: ACTION[Server]: daydream damaged by 49 hp at (2000.05,-2877.55,1500.47)
2022-10-04 20:43:17: ACTION[Server]: [bones] daydream dies at (2000,-3005,1500) and their inventory goes to bones.
2022-10-04 20:43:17: ACTION[Server]: [MOD] xp_redo: daydream lost 5677 XP!
2022-10-04 20:43:17: ACTION[Server]: [MOD] xp_redo: Reason of death of daydream: return {["from"] = "engine", ["type"] = "fall"}
oh i absolutely believe you died from falling on a mob, and we don't know what it was. could have been a glitched mese monster (tiny and textureless e.g. random color), or who knows.
cf. #2760, #2761
ugh firefox has gone kakapupu and i need to reboot
Sounds like we also want to log what entities are close to a death position or what block the player hit when falldamage was applied
since fall damage is calculated by the client, and collision data isn't relayed to the server, this is impossible to do perfectly, though i suppose we can do some crude checks.
So it could happen, on the server is an entity at position x,y,z while the client smashes into it in position a,b,c ?
correct
something similar happened again. at the very least, we should do some logging about the environment around the player when they die due to fall damage. additionally, perhaps small flying mobs should be made to not collide with other entities.
implemented the logging:
341ab1cd20
now we will get these:
not sure if the thumbs up was just for the logging or also for making bats not
collide_with_objects
Let's discuss not-colliding in a different issue. Question is what happens in reality when you jump 500 meters downwards in a shaft and hit a tiny object like a bat or a mouse. I would assume it may still hurt a lot? If we want to do that, please open another issue. This one deals with logging.
obviously the object would get brutally crushed and your pain would be from hitting the ground
QA
I tried killing Boris by throwing him down the Hellevator. I placed bats at around -4000 and -5000 and Boris died somewhere nearby:
2024-01-28 15:08:18: ACTION[Server]: [bones] Boris dies at (2000,-4127,1500) and their inventory goes to bones.
2024-01-28 15:08:18: ACTION[Server]: [MOD] xp_redo: Reason of death of Boris: return {["from"] = "engine", ["type"] = "fall"}
2024-01-28 15:08:18: ACTION[Server]: [yl_commons] [falling death] Boris @ (2000,-4000,1500) {"from":"engine","type":"fall"} in=air below=air objects=gauges:hp_bar@(2000,-4000,1500) physical=false collide_with_objects=true
2024-01-28 15:15:10: ACTION[Server]: [bones] Boris dies at (2000,-5092,1500) and doesn't have any inventory to be dropped.
2024-01-28 15:15:10: ACTION[Server]: [MOD] xp_redo: Reason of death of Boris: return {["from"] = "engine", ["type"] = "fall"}
2024-01-28 15:15:10: ACTION[Server]: [yl_commons] [falling death] Boris @ (2000,-4965.203125,1500) {"from":"engine","type":"fall"} in=air below=air objects=gauges:hp_bar@(2000,-4965.203125,1500) physical=false collide_with_objects=true
Unfortunately the bat wasn't mentioned. The gauges:hp_bar is always with the character, please exclude it from the detection or gather a list of objects nearby instead of only the closest. If that already is the case, then maybe they are too far away? Collision should have happened around -4000 and -5000, death occurred ~127 or ~100 blocks below
O_o
after scouring the internet, i've managed to uncover only a single story of a bird strike with a skydiver:
https://www.skyxtreme.com/archive/july2000/safety.html#bird
so certainly enough to hurt, probably not enough to kill you.
done:
9ca80ac40a
the reported death position is where the bones were placed. if the player is in the air, the bones mod attempts to place the bones on the ground, so that the priest doesn't teleport them to some random position in the middle of the air and also so that they're just easier to find in general. i think 127 is the limit of positions to look at.
collide_with_objects
is meaningless ifphysical=false
as for why the bats weren't recorded, i don't know. i've increased the radius of the search slightly:
d82f2c819f
NERD!
Rest: Will retest :D
Second attempt:
Not sure, did we really collide with an oerkki? The x coordinate looks like its far enough? Should have been a bat again.
Boris should have died from a collision with a bat in all of those 10 cases.
It detected correctly in 4 cases
It detected nothing in 3 cases
It detected "wrong" in 2 cases
It detected wrong position, but correctly NPC nearby in 1 case
Since this tool only gathers the objects nearby, it can't know whether the "wrongly" detected entities might have been responsible for the death. Maybe we could increase the range by a bit more, but so far its good enough. Since it is not 100%, it only may give us a rough idea and cannot be relied on 100%
To be noted: If someone dies by a punch, nothing is logged, this is purely against "falling on someone's head"
because it's culturally important, noting that fabio once
got hit in the face by a birdkilled a bird with his face while riding a roller coaster https://www.youtube.com/watch?v=OjAYxpXUklci can't verify that the logging code is present on the main server, nor whether its working well enough to close this.
The logging works, but cases were rare lately.
I'll close until this becomes a problem again.