Scaless/HaloTAS

TASDLL Known Breaking Issues

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Issues preventing accurate playback

  • Various sources of desync are still not understood. More testing and categorization to find where/when desync occurs will help us fix them. The currently known sources of desync that have not yet been resolved are:
    • RNG desync on ticks where the player takes damage.
    • Uncapped cinematic FPS causes desyncs on some maps but not others - may be a symptom of another problem. Same with fast-forward.
  • In the cryotube on Pillar of Autumn it is required that you look around. The player's view direction is currently altered directly on each tick. Altering this value directly does not set the trigger for "looking around" for the script to continue. We will need to either set the flag ourselves or implement some form of input that will set the flag appropriately.
    • See tutorial_looking in the a10 script
  • Dialogs
    • HUD help text dialogs cannot be interacted with on Easy difficulty.
    • Pausing
      • Once paused, the pause menu cannot be interacted with. For recordings of full-game runs there are various places where this is needed:
        • Pillar of Autumn: Pausing to un-invert mouse to skip the extra cycle of testing.
        • Keyes: Restarting the level to perform the RNG manipulation for the flood bump.
        • Anywhere: Reverting to a previous checkpoint to re-attempt a trick or get out of a bad situation.
      • Pausing the game with ESC causes a several tick delay when the pause menu is closed. You can test this by holding W and repeatedly pressing ESC, you will not move forward normally even though time is advancing. The repercussions of this on input playback is currently unknown

TASDLL is being frozen and effort has moved to MCCTAS.