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IDProjectCategoryView StatusLast Update
0002937Spring engineGeneralpublic2012-02-03 22:17
ReporterForboding Angel 
Assigned ToKloot 
PrioritynormalSeverityminorReproducibilityalways
StatusresolvedResolutionfixed 
Product Version85.0.1 
Target VersionFixed in Version86.0 
Summary0002937: Depthmod no longer works reliably
DescriptionSomething 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
TagsNo tags attached.
Checked infolog.txt for Errors
Attached Files

-Relationships
+Relationships

-Notes

~0008230

Forboding Angel (reporter)

OOps, meant to add that it's marked as minor, but it has a major impact upon gameplay.

~0008231

Google_Frog (reporter)

I like to mark things by how they affect me.

~0008232

Forboding Angel (reporter)

Well in evo, not having proper working amphibs effectively nixes an entire branch of the tech tree :-/

~0008236

Niobium (reporter)

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.

~0008248

user744

thread with blabla and various ideas:
http://springrts.com/phpbb/viewtopic.php?f=12&t=27549

~0008257

Kloot (developer)

"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
+Notes

-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 user744 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
+Issue History