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Serious sam 3 bfe silent riddler secrets
Serious sam 3 bfe silent riddler secrets







serious sam 3 bfe silent riddler secrets
  1. SERIOUS SAM 3 BFE SILENT RIDDLER SECRETS UPDATE
  2. SERIOUS SAM 3 BFE SILENT RIDDLER SECRETS FULL

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  • The most common causes of this issue are: The scaled up versions of the model have the nook problem on the right as well.Your IP address has been temporarily blocked due to a large number of HTTP requests. The nook on the left isn't noted at all, and on the right side, it tells the AI it can go straight through a solid block. The navigation doesn't fit this side of the model.

    serious sam 3 bfe silent riddler secrets

    except for the part where this level is also somewhat infamous for having enemies get stuck on the structures in the area, and looking at the navigation for them really shows why:

    serious sam 3 bfe silent riddler secrets

    If the player is out in the open fighting them, this shouldn't be a problem.

    SERIOUS SAM 3 BFE SILENT RIDDLER SECRETS FULL

    Of course, for this to actually happen in the first place, the player has to break line-of-sight with an enemy for (in this area) a full 30 seconds.

    SERIOUS SAM 3 BFE SILENT RIDDLER SECRETS UPDATE

    (The Red Biomech shown in the video has a "Give up" time of 30 seconds)įrom what I can gather, the problem is that the AI tries to update its current goal point based off of its current foe. Here's a video showing how you can reproduce the bug: It seems that when the "Give up" timer on a character expires, under most circumstances, it's incorrectly given a goal point near the center of the level's navigation. I did some more testing, and I can confirm that the AI does indeed do this when it gives up on finding the player. Maybe spawn a killer field out in that expanse of desert? Kinda primitive, but nothing else should be going through that area. Not sure of any good solutions beyond "rework the level's navigation maybe" or "fix the AI pathing somehow". This is unacceptable for speedruns, since a good speedrun can beat the battle in about three and a half minutes, and no single level is longer than 6 minutes. This means you have to rely on the 10-minute fallback timer to expire and end the level for you. Of course, once any number of enemies are out there, you have no way to actually reach them. Also, I've seen one enemy just fall through the ground while trying to do this, so that's another thing that can happen. Once they're out there, they have no problem navigating to the ticket booth, as the entire out-of-bounds desert there has navigation set up.

    serious sam 3 bfe silent riddler secrets

    However, the enemies that spawn on the right side of the yard (relative to the front of the pyramid) have a clear shot into the desert. Occasionally, this will fail, and it'll just end up ramming its face against the wall opposite to the pyramid. I did some experimenting with this, and it turns out that if an enemy loses sight of the player in a specific way, it'll try to path to that ticket booth. it was at the ticket booth near the start of the level. I actually did manage to find the enemy I was missing. Was getting really tired of this level screwing over my speedruns, so when it happened again, I took a good look around with cheats. So, I think I've figured out the bug in The Silent Riddler where enemies would go missing during the ending fight, making it unwinnable by normal means.









    Serious sam 3 bfe silent riddler secrets