r/dyinglight • u/GhostHit_Fixer • 5h ago
Dying Light: The Beast // Project X-Ray // Shattering the ILLUSION of solid concrete: WALLS fail to isolate entity collision matrices in version 1.6! #20 đ§ąđŤ
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Part 20 of testing the structural LIMITS of version 1.6 on Nightmare. Today we are exposing a SEVERE collision map geometry leakage inside the Asylum complex, proving that SOLID vertical meshes FAIL to register active AI boundaries during high-intensity chase logic.
I executed two independent, highly controlled isolation SWEEPS across different vertical sectors to verify structural layout durability. In BOTH environments, the internal pathfinding algorithm encounters a CRITICAL shortcut failure: when an entity enters an active PURSUIT loop, the engine bypasses standard layout restrictions to compute the absolute SHORTEST linear path towards the playerâs coordinates. If that path CUTS directly through a solid corner structure, the AI simply clips THROUGH the concrete layer.
Look closely at the data from the basement tracking PHASE: while keeping a strict 2-3 meter safety threshold from the wall to rule out weapon clipping anomalies, an agitated VOLATILE attempted to phase straight through the solid geometry. Because the asset's 3D head model FULLY penetrated into my sector, a hitscan validation via the Iconic Rifle registered a CLEAN, fatal headshot. The definitive proof lies in the texture engine: upon death, the high-velocity BLOOD decals rendered directly onto the interior, player-side wall surface.
This behavior REPLICATED flawlessly on the first floor using an Iconic SMG against a VIRAL cutting a structural corner from a closed room at a 0.5-meter distance. FIRING at asset nodes that shouldn't EXIST in my active sector reveals that your geometry layers are completely open for exploitation.
#21 // Levitator // is coming TOMORROW, scaling the industrial zones to audit a highly BIZARRE Z-axis spawn glitch involving completely FLOATING environmental assets!
The fix is on the house. :)
- GhostHit_Fixerâ˘
