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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
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0002937 | Spring engine | General | public | 2012-01-30 05:16 | 2012-02-03 22:17 | ||||
Reporter | Forboding Angel | ||||||||
Assigned To | Kloot | ||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||
Status | resolved | Resolution | fixed | ||||||
Product Version | 85.0.1 | ||||||||
Target Version | Fixed in Version | 86.0 | |||||||
Summary | 0002937: Depthmod no longer works reliably | ||||||||
Description | Something changed and now when units enter water, depthmod seems to be completely ignored now. Make sure when testing to test "clean" units. By that I mean, units that have not been modified to work differently underwater (for example, gundam has a script hack that counteracts the spring slowdown). In evo, easiest unit to test with would be eamphibbuggy. Unitdef: http://code.google.com/p/evolutionrts/source/browse/trunk/evolutiondev.sdd/Units/eamphib/eamphibbuggy.lua Relevant moveinfo: TANK2 = { footprintx=2; footprintz=2; maxslope=28; maxwaterdepth=5000; maxwaterslope=255; badwaterslope=255; crushstrength=20; depthmod=0.1; heatmapping=true; }, Works the same, regardless whether groupmove or customformation2 widgets are active or inactive, makes no difference. In maps with deep water, units slow to a crawl if not an almost complete stop. Depthmod should work in the way of maximum decreases in speed. For example, if I have depthmod 0.1, the most speed that should be taken form the unit should be 10%, leaving 90% of max speed even when in the deepest waters. The current formula doesn't work very well. Testing was done on industrial revolution and battle for aqua prime. It's marked as minor | ||||||||
Tags | No tags attached. | ||||||||
Checked infolog.txt for Errors | |||||||||
Attached Files |
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Notes | |
Forboding Angel (reporter) 2012-01-30 06:45 |
OOps, meant to add that it's marked as minor, but it has a major impact upon gameplay. |
Google_Frog (reporter) 2012-01-30 09:58 |
I like to mark things by how they affect me. |
Forboding Angel (reporter) 2012-01-30 11:48 |
Well in evo, not having proper working amphibs effectively nixes an entire branch of the tech tree :-/ |
Niobium (reporter) 2012-01-31 10:11 |
Relevant LOC: speedMod /= std::max(0.01f, 1.0f + (-height * moveData.depthMod)) So a depthmod of 0.1 (the default if not specified) means it will be slowed to 10% if under 90 units of water, and to 5% if under 190 units of water. |
2012-02-03 05:00 |
thread with blabla and various ideas: http://springrts.com/phpbb/viewtopic.php?f=12&t=27549 |
Kloot (developer) 2012-02-03 22:17 |
"For example, if I have depthmod 0.1, the most speed that should be taken form the unit should be 10%, leaving 90% of max speed even when in the deepest waters." 1) wait for 86.0 2) set depthModMaxValue=1.111111 |
Issue History | |||
Date Modified | Username | Field | Change |
---|---|---|---|
2012-01-30 05:16 | Forboding Angel | New Issue | |
2012-01-30 06:45 | Forboding Angel | Note Added: 0008230 | |
2012-01-30 09:58 | Google_Frog | Note Added: 0008231 | |
2012-01-30 11:48 | Forboding Angel | Note Added: 0008232 | |
2012-01-31 10:11 | Niobium | Note Added: 0008236 | |
2012-02-03 05:00 |
|
Note Added: 0008248 | |
2012-02-03 22:17 | Kloot | Note Added: 0008257 | |
2012-02-03 22:17 | Kloot | Status | new => resolved |
2012-02-03 22:17 | Kloot | Fixed in Version | => 86.0 |
2012-02-03 22:17 | Kloot | Resolution | open => fixed |
2012-02-03 22:17 | Kloot | Assigned To | => Kloot |