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Xionxxa

Corporal
6 Badges
Sep 24, 2019
37
0
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Parklife
  • Prison Architect
  • Prison Architect: Psych Ward
Versions affected : 1.0, 1.01, 1.02 (Latest Hotfix)
Type of bug: Tick Overload - Collision Bypass
Reason for the bug: Post #3 Explains it.
Mobile versions affected: Unknown - Don't own the mobile edition
*Desktop Operating System's affected: Linux (All supported distro's - Ubuntu was tested: LTS and Latest - VM), MacOS (All supported versions - My work MacBook Pro tested it.) and Windows (Any version 7 and above - Tested in VM)
Debugged: Nothing to Debug in GDB or x64dbg - Engine Issue.

This bug doesn't require mods, mutations or reputation points to reproduce.

To Reproduce:
Initiate a fight, Turn the game to 4x time scale then Tap "Shift"/Sprint at any wall and it will teleport you right through the wall and out the other side. This can also be used to defeat any and all "impossible to escape" maps within a few seconds after checking into the prison/reaching the cell.

Just let me know if anyone was able to reproduce this bug. So it can hopefully be fixed in a later date.

The easy to read version of the bug is below with a better definition of the Jitters effect.
*Please excuse the poor video quality in the attached file, I just rushed the OBS setup.
 

Attachments

  • 2019-09-24 16-25-08.mp4
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  • Easy Reading version.txt
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Last edited:
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Just let me know if anyone was able to reproduce this bug. So it can hopefully be fixed in a later date.
That would be much appreciated, thanks all!
 
I have confirmed the bug is present in both MacOS *10.14.6* (Unix) - (Version doesn't matter for MacOSX) and Windows from a fresh install, I haven't tested the Linux build since I don't have the Ubuntu VM in my server but I will mark Linux as confirmed too since it's the same structure in a more open source distribution.

I have archived the bugged copy for testing later down the track as a minimum version, If the bug is still present in future patches.

Here is the possible reason for the bug: Player movement takes the highest priority while the rest such as collision detection is way down the priority which can cause a ...isCollision... == true to not catch up in time. collision detection works when an entity hits an object at a steady tick/update rate, So increasing the tick/update rate (aka 4x time scale) will make the game freak out in a way that it can't generate such a call as Player speed = 0 for example. This is also evident when being moved by a guard, It get's the effect known as "jitters" both the speed and collision detection are basically countering each other.
 
Last edited:
I have posted a ticket describing the issue. Hopefully it's now on the track to being fixed, very soon.