Patch 1.2 — Development Update

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there is a difference between open-world and sandbox...
unfortunately I think that people think about open-world=sandbox.

I can admit I'm one that confuses the two, but it doesn't matter to me in the end because I don't get stuck on labels and just ask to be entertained, whatever the world.

And Cyberpunk 2077 did that for me, sitting at 411 hours. Best game I've played in a hell of a long time.
 
I just googled this and found multiple sites giving the exact lines needed to pull this off. My knowledge of scripting is limited at best and I could achieve this by copy/pasting these lines and be done within 10 minutes.
But the whole point was that you could pull of these from scratch without checking any code (well outside what I had to do to get canvas working).

Anyone with over 100 IQ and more than 3rd grade level math skills should be able to pull this off.

The whole point is that it's not complex to do. I have 0 skills in graphics design outside of occasional canvas scripts I've done like 4-5 years ago.
 
All we know is there are free DLCs and a free next-gen upgrade coming for consoles. That's literally all that is known since that's all CDPR has shared. Any information you find anywhere else is guesswork.

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Of course, we can safely assume there will be hotfixes and patch(es) in between patch 1.2 and 2022 too.
My expectation is that the next patch after 1.2 will be bundled with the free DLC. That is assuming that 1.2 resolves the PS Store issue and they don't need to do a 1.3 for that.
 
Anyone with over 100 IQ and more than 3rd grade level math skills should be able to pull this off.

Yeah... That's not how knowledge works.

Anyway, we're going way off topic and I have no interest in what would probably end up classified as an off-topic personal skirmish. So I'll just agree to disagree on the whole thing.
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That is assuming that 1.2 resolves the PS Store issue and they don't need to do a 1.3 for that.

Oh yeah, that goes without saying. If it doesn't, the next patch will surely be all about that and the next one until it's finally resolved.
 
We need a working police, fixes on disappearing cars and citizens and many other noticeable issues that people have complained about.

I do not think that CDPR will rewrite the whole streaming ("disappearing cars") and AI ("working police") systems in this patch. It's not as easy (especially on the last gen of consoles) as you try to present it.

You will be really disappointed with the next patch.
 
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What do they mean with quality improvements?is it just graphics?is it performance?will they add something?it is very vague...i dont expect anything...i dont tluch the game since release,only went back with the last patch but quickly old off...wait and see.
 
I mean no offense by this post.

I just googled this and found multiple sites giving the exact lines needed to pull this off. My knowledge of scripting is limited at best and I could achieve this by copy/pasting these lines and be done within 10 minutes.

Now, I'm going to assume you're posting this in good faith and actually wrote this from scratch.

I think you're seeing this as a much simpler problem than it actually is. This isn't a simple "getting X to chase Y" situation. It's fixing an AI that's mostly broken. It's pathfinding. It's interaction with other, complex, systems. It's probably a whole lot of other things I know nothing about and wouldn't claim to know about.

To me, it seems much more complicated than you seem to think. I might be wrong and maybe I'm just posting some drivel here but my understanding from friends (with actual technical proficiency in the domain) and my limited knowledge (gained through Oblivion modding) points to things being much more difficult to fix.

You are correct. People see code as isolated parts that can work independently of each other (ideally, that would be a goal into itself, but rarely practical in some cases). Main issue people seem to not understand is that you can fix X part of the code but that would bring another wave of issues based on the logic change of the first part; it is like a watch, you cannot arbitrarily edit torque of one rotor and change the teeth of a gear without altering the rest of the mechanism. You have to be sure the parts interact with harmony or at least close to it, so it works as intended.

Simplistic approaches like that creates code and internal logic that eventually becomes unsustainable or impossible to fix/patch.
 
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You are correct. People see code as isolated parts that can work independently of each other (ideally, that would be a goal into itself, but rarely practical in some cases). Main issue people seem to not understand is that you can fix X part of the code but that would bring another wave of issues based on the logic change of the first part; it is like a watch, you cannot arbitrarily edit torque of one rotor and change the teeth of a gear without altering the rest of the mechanism. You have to be sure the parts interact with harmony or at least close to it, so it works as intended.

Simplistic approaches like that makes code and internal logic that eventually becomes unsustainable or impossible to fix/patch.

Agree. A lot of people talk about fixing the police chases as something simple. I really do hope they fix it down the road but, not being a speacialist at all, I do believe that spawning the police farther away from you would require the streaming to work at a farther away distance to the player. Not only that it's obviously not an x following a y as the city is made very vertically, so the paths would have to be very clear on the code to respond to the target moving through the map as player wishes. And again, with distance being created between the target and chaser, the pathfinding system needs to continue operating as all other systems that are in play around the player. We already know that the streaming of all this data around the player is a challenge to the game
 
I do not think that CDPR will rewrite the whole streaming ("disappearing cars") and AI ("working police") systems in this patch. It's not as easy (especially on the last gen of consoles) as you try to present it.

You will be really disappointed with the next patch.
I'm quite sure the disappearing cars is much simpler fix than you'd think, since it only clearly happens whenever a player is not watching, so it's not like they're unable to figure out how to keep assets on screen.

From what I understand they're just currently using a shorthand for just hiding cars whenever they need to load more data that are not in direct players view. Or that since stuff like that tends to happen for NPC's whenever they panic, the algorithm simple just removing anything that it thinks no longer is required for player to be shown.

Also my whole point of writing a simple dot chasing mouse is just to portray that you don't need months of coding to make most of the functionality to work. Yes I'm quite sure they had some problem with maybe changing the logic in between new iterations of the crowd traffic AI, and they didn't like the way police just rammed through crowds if there wasn't enough space for them to drive in traffic.

Also for anyone interested, here's the same code (minified) with some extra flavor added after 2 extra hours of work.
I could keep developing this entire week and have a game where you could drive a car over pedestrians and there would be police chasing your car with collision detection and everything, but who's paying me? Exactly, and I'm just gonna leave it like that.

Code:
<html>
<canvas id="canvas" width="1200" height="600" style="border:1px solid #d3d3d3;" />
<script>
var canvas=document.getElementById("canvas"),ctx=canvas.getContext("2d");var cl=canvas.getBoundingClientRect(),w=canvas.width,h=canvas.height,car={x:600,y:300,ax:0,ay:0,angle:0},cw=20,ch=30,m={x:600,y:300},s=1,mxs=5,Rad2Deg=180/Math.PI,Deg2Rad=Math.PI/180,colors={grey:"#555",black:"#000",green:"#0F0",yellow:"#FF0",white:"#FFF"};function drawBackGround(){ctx.fillStyle=colors.grey,ctx.fillRect(0,0,w,h)}function changeCarMovement(){let c=Math.sqrt(m.x**2+m.y**2);if(c>3){let t=m.x-car.x,a=m.y-car.y;car.ax+=t*s/c,car.ay+=a*s/c}let t=Math.sqrt(car.ax**2+car.ay**2)/mxs;t>1&&(car.ax/=t,car.ay/=t),car.x+=car.ax,car.y+=car.ay}function drawCar(){ctx.save(),ctx.translate(car.x,car.y),car.angle=Math.atan2(car.ay,car.ax),ctx.rotate(car.angle+90*Deg2Rad),ctx.beginPath(),ctx.fillStyle=colors.green,ctx.fillRect(-cw/2,-ch/2,cw,ch),ctx.fill(),ctx.strokeStyle=colors.white,ctx.lineWidth=1,ctx.strokeRect(-cw/2,-ch/2,cw,ch),ctx.lineWidth=2,ctx.strokeStyle=colors.black,ctx.strokeRect(1-cw/2,-ch/4,cw-2,2*ch/3),ctx.fillStyle=colors.yellow,ctx.fillRect(-cw/2,-ch/2,5,5),ctx.fillRect(cw/2-5,-ch/2,5,5),ctx.stroke(),ctx.restore()}canvas.addEventListener("mousemove",function(c){c.clientX&&(m.x=c.clientX-cl.left,m.y=c.clientY-cl.top),calcAngle()}),setInterval(function(){changeCarMovement(),drawBackGround(),drawCar()},10);
</script>
</html>

The whole point still is that IT SHOULD NOT BE THAT COMPLEX to fix the police AI that some of the people here are claiming that'd it'd be unrealistic for to happen.

They already got the chasing logic hammered down, that's not the point. They would clearly be able to spawn cars with police in them on traffic, and make them being alerted (amount based on star level) whenever an accident has happened.

Sure there's some trickery that is required to do like making some separate scripts from transferring "normal police" who is just casually driving like average citizen to a "chase police" who is now alerted of your position and has it's driving AI re-written with also a new purpose.

I'm never saying these things would be an easy fix for a single developer to do in one day, but they're a gigantic studio now, with like half the staff working to improve the game, and they've had 3 months to fix this issue (granted many were busy doing other stuff to stabilize game), but they must have had at least some people working on it...

They themselves said they've been working over MULTIPLE QUALITY IMPROVEMENTS, so it doesn't sound like they've just been working on stabilizing the game, this police AI should be pretty high up in their priority list considering how much the game got trashed because of it.

Also it's pretty clear the issues can't be THAT HARD to fix when tons of modders are coming up with police-chase mods even after couple of weeks the game launched.
 
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Better to get it right the first time so that hopefully it will fix some of the current issues. We waited a long time for the game so I don't think it's too much that to ask that we wait for patches for what is an awesome game regardless. It's the diehard fans that will truly appreciate all your hard work. Cheers guys
 
I can admit I'm one that confuses the two, but it doesn't matter to me in the end because I don't get stuck on labels and just ask to be entertained, whatever the world.

And Cyberpunk 2077 did that for me, sitting at 411 hours. Best game I've played in a hell of a long time.

What have you been doing in those last 300 hours? I'm just curious since the only thing I got left to do after 100 hours is kill the little NPC camps.
 
People talking about Police AI and disappearing cars, i would be happy already if i could draw any of my guns again on any of my saves.
 
This just 2 extra hours (if anyone has been following the progress)

Code:
<html>
<canvas id="canvas" width="1200" height="600" style="border:1px solid #d3d3d3;" />
<script>
var canvas=document.getElementById("canvas"),g=canvas.getContext("2d");g.font="30px Verdana";var cl=canvas.getBoundingClientRect(),w=canvas.width,h=canvas.height,sr=90*Math.PI/180,sd={a:300,b:800};function create(t,a){let e=Object.assign({},t);return Object.keys(a).forEach(t=>{e[t]=a[t]}),e}function hyp(t,a){return Math.sqrt(t**2+a**2)}var c={gr:"#DDD",bl:"#000",g:"#0F0",b:"#00F",y:"#FF0"},m={x:600,y:300},car={x:0,y:0,ax:0,ay:0,r:0,w:20,h:30,s:.1,mxs:null,t:null},A=create(car,{x:600,y:300,mxs:5,t:0}),pC=[];function nPC(t,a){let e=360*Math.random(),n=Math.cos(e)*(sd.a+Math.random()*sd.b),c=Math.sin(e)*(sd.a+Math.random()*sd.b);this.pC.push(create(this.car,{x:t+n,y:a+c,mxs:3,t:1}))}function dB(){g.fillStyle=c.gr,g.fillRect(0,0,w,h)}function mTD(t,a,e){let n=hyp(a-t.x,e-t.y);if(n>3){let c=a-t.x,l=e-t.y;t.ax+=c*t.s/n,t.ay+=l*t.s/n}let c=hyp(t.ax,t.ay)/t.mxs;c>1&&(t.ax/=c,t.ay/=c),t.x+=t.ax,t.y+=t.ay,drawCar(t)}function drawCar(t){g.save(),g.translate(t.x,t.y),t.r=Math.atan2(t.ay,t.ax),g.rotate(t.r+sr),g.beginPath(),g.fillStyle=t.t?c.b:c.g,g.fillRect(-t.w/2,-t.h/2,t.w,t.h),g.strokeStyle=c.bl,g.lineWidth=1,g.strokeRect(-t.w/2,-t.h/2,t.w,t.h),g.lineWidth=2,g.strokeStyle=c.bl,g.strokeRect(1-t.w/2,-t.h/4,t.w-2,2*t.h/3),g.fillStyle=c.y,g.fillRect(-t.w/2,-t.h/2,t.w/4,t.w/4),g.fillRect(t.w/2-5,-t.h/2,t.w/4,t.w/4),g.stroke(),g.restore()}nPC(A.x,A.y),nPC(A.x,A.y),nPC(A.x,A.y),canvas.addEventListener("mousemove",function(t){t.clientX&&(m.x=t.clientX-cl.left,m.y=t.clientY-cl.top)}),setInterval(function(){dB(),mTD(A,m.x,m.y);for(let t=0;t<this.pC.length;t++)mTD(this.pC[t],A.x,A.y)},10);
</script>
</html>

I could (and I as well might) spend few extra hours and doing collision detection, perhaps making some effects from receiving "damage" when collision pushes back, figuring some logic for the police cars for not to collide...

Again the point still is, I'm not some master guru coder who's figuring math to solve cancer and I didn't spend 3 months coming up this logic.

I also stated the driving logic seems to be fine as it's portrayed by the police chase mods.

I'm not saying it's easy fix that you could do by snapping fingers, but you got hundreds of coders, working for "multiple quality improvements" and fixes for months, someone must have been put in charge of fixing the police AI.
 
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Modders already implemented a chase system and somewhat fixed the police mess overall, having limited resources. Why wouldn't CDPR be able to make it better?
Only that over the years I have seen modders do amazing things yet the original devs did not even acknowledge. A recent example is how a modder figured out that GTA V online takes 5 minutes to load because it does an item check which is largely redundant or could be done more efficiently. He was able to knock off loading times by 60 to 70%.
I would love for CDPR to give us this fix to the AI but on another example, Colonial Marines infamously had a bug from a typo which spent tether incorrect and that broke the scripting. Did Gearbox go back and fix it or more to the point, why didn't their QA team pick up this kind of obvious error?
 
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I also stated the driving logic seems to be fine as it's portrayed by the police chase mods.
Did you use the mod?, I cannot because I use Stadia... but looking at your video and their devlopment log, it looks like they "just" copied (i.e using assets already existing in the game) Kerry quest police car spawn (spawning at different places)... In the video that you posted, they force themselves to stay within a radius of the car-there is a fragment, that seems that they are moving in circle-; they have even a video in Nexus where driving in straight line cars stop chasing if they loose direct LOS from your car (as in Kerry quest). If you want a complete "chase" system, this is not enough by several orders of magnitude.
 
Only the years I have seen modders do amazing things yet the original devs did not even acknowledge. A recent example is how a modder figured out that GTA V online takes 5 minutes to load because it does an item check which is largely redundant or could be done more efficiently. He was able to knock off loading times by 60 to 70%.
I would love for CDPR to give us this fix to the AI but on another example, Colonial Marines infamously had a bug from a typo which spent tether incorrect and that broke the scripting. Did Gearbox go back and fix it or more to the point, why didn't their QA team pick up this kind of obvious error?

That's true.
 
I'm quite sure the disappearing cars is much simpler fix than you'd think, since it only clearly happens whenever a player is not watching, so it's not like they're unable to figure out how to keep assets on screen.

This is a misconception, it's not the physical asset that's disappearing, it's the randomizer working as intended and this being a side effect.

If you pay attention the asset itself is still there in the same spot but a different randomized version of it appears in it's place.

For example, if you have a green Thorton Galena behind you at a certain distance and you spin the camera around slowly a different Throton Galena takes it's place.

It's the same thing with the NPC, if there's a female NPC waiting to cross the street and you spin the camera around a different female NPC takes it's place.

The asset culling works but it's a few cells away from V, so not really in your face, the problem is, it becomes really apparent when the pathing breaks and there's a traffic congestion some hundred meters away from you and you spin the camera around the traffic get's itself sorted because the problem assets get culled out.

So it's really a multifaceted problem that has some degree of features that need to be either redone or adjusted based on the algorithm behind them (AI pathing, asset culling, asset randomizer).
 
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