View topic - Area unload is broken in 91



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PostPosted: 04 Sep 2012, 13:40 
Evolution RTS Developer
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I can haz hotfix?


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PostPosted: 04 Sep 2012, 14:00 
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no lol.
works in ba
http://www.chiark.greenend.org.uk/~sgtatham/bugs.html


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PostPosted: 04 Sep 2012, 14:06 
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Maybe this has something to do with it?

http://imolarpg.dyndns.org/trac/balates ... ua?rev=754


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PostPosted: 04 Sep 2012, 14:13 
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If you can load a unit but cant unload it, then its most likely too large transport radius. Reduce in s3o or with gadget.


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PostPosted: 04 Sep 2012, 22:06 
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Behe pls explain so I don't rage on retarded development.


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PostPosted: 04 Sep 2012, 22:42 
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Collision radiuses are taking into account when loading units. Ergo the transport 'collides' with the transportee, never picking them up, or never unloading them. The trans just hover above a landing site or above the target unit.

Press alt v to show radius with grey sphere. If too big, reduce unit radius in upspring.

Does only area unload or regular unload also not work?


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PostPosted: 04 Sep 2012, 23:01 
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Regular load and area load and regular unload all work fine. Only area unload is broken.

Can it be fixed by using a hitbox instead of a sphere?

Tried out the gadget, it fixes it, but that's just a bandaid. This should be fixed properly.


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PostPosted: 07 Sep 2012, 03:24 
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Beherith wrote:
...Does only area unload or regular unload also not work?


Some NOTA units have the simple unload problems, too. The ones with big grey sphere.

I tried to use Upspring (first time in my life):

1) load corvalk.3do file
2) set some radius/change the radius
3) save the file
..

When i run game, the problem is the same (i tried to change the values in step two many times and no effect). Only result, that i get after every editing some .3do file in Upspring is this is error in game:

Code:
[f=0000000] Warning: [GetPrimitives] unknown 3DO texture "00" for piece "base"
[f=0000000] Warning: [GetPrimitives] unknown 3DO texture "00" for piece "base"
[f=0000000] Warning: [GetPrimitives] unknown 3DO texture "00" for piece "base"
[f=0000000] Warning: [GetPrimitives] unknown 3DO texture "00" for piece "base"
[f=0000000] Warning: [GetPrimitives] unknown 3DO texture "00" for piece "base"
[f=0000000] Warning: [GetPrimitives] unknown 3DO texture "00" for piece "base"
[f=0000000] Warning: [GetPrimitives] unknown 3DO texture "00" for piece "base"
[f=0000000] Warning: [GetPrimitives] unknown 3DO texture "00" for piece "base"
[f=0000000] Warning: [GetPrimitives] unknown 3DO texture "00" for piece "base"
[f=0000000] Warning: [GetPrimitives] unknown 3DO texture "00" for piece "base"
[f=0000000] Warning: [GetPrimitives] unknown 3DO texture "00" for piece "base"
[f=0000000] Warning: [GetPrimitives] unknown 3DO texture "00" for piece "base"
[f=0000000] Warning: [GetPrimitives] unknown 3DO texture "00" for piece "base"
[f=0000000] Warning: [GetPrimitives] unknown 3DO texture "00" for piece "base"
[f=0000000] Warning: [GetPrimitives] unknown 3DO texture "00" for piece "base"
[f=0000000] Warning: [GetPrimitives] unknown 3DO texture "00" for piece "base"
[f=0000000] Warning: [GetPrimitives] unknown 3DO texture "00" for piece "base"
[f=0000000] Warning: [GetPrimitives] unknown 3DO texture "00" for piece "arm4"
[f=0000000] Warning: [GetPrimitives] unknown 3DO texture "00" for piece "arm3"
[f=0000000] Warning: [GetPrimitives] unknown 3DO texture "00" for piece "arm2"
[f=0000000] Warning: [GetPrimitives] unknown 3DO texture "00" for piece "arm1"


Forboding Angel wrote:
Regular load and area load and regular unload all work fine. Only area unload is broken.


Are you sure? Arent units for mass transport/area unload the bigger ones only?


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PostPosted: 07 Sep 2012, 04:30 
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After few other tests i noticed engine simply ignores "collide" tag.

Btw the air unit jumps from ground when tries to fly. Push other planes with tag collide=false. And cannot reach some place near ground if "some" landing mode is not ON.

Btw2: Isnt it caused by some engine fix reacting on this?:

- viewtopic.php?f=11&t=28516
or
- http://springrts.com/mantis/view.php?id=3199


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PostPosted: 07 Sep 2012, 07:17 
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Quote:
Btw the air unit jumps from ground when tries to fly.
http://springrts.com/mantis/view.php?id=3256

Quote:
Only result, that i get after every editing some .3do file in Upspring is this is error in game:
When editing .s3o files, Upspring "forgets" the texture every time you save.
This seems similiar so try to reassign texture. (i think there is also some option to set texture folder or something?)

Quote:
Collision radiuses are taking into account when loading units. Ergo the transport 'collides' with the transportee, never picking them up, or never unloading them.
Couldnt it be that the transport actually collides with terrain? Afaik plane-terrain collision was changed.
http://springrts.com/mantis/view.php?id=3199
modrule allowAircraftToHitGround

Larger loadingRadius might help in general for all the transports that can not get near enough to passenger?

Quote:
Regular load and area load and regular unload all work fine. Only area unload is broken.
Maybe transport tries to unload in too small area so try larger values for unloadSpread
What transportUnloadMethod?
If "fly over drop" transport sometimes are too fast/unload zone too small (fly through dropzone faster than they can drop all passengers..but that is not new problem)


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PostPosted: 07 Sep 2012, 07:51 
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3DO HAS NO RADIUS! USE THE GADGET PROVIDED!

http://imolarpg.dyndns.org/trac/balatest/browser/trunk/luarules/gadgets/unit_transport_radius_adjuster.lua?rev=754


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PostPosted: 07 Sep 2012, 13:46 
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Thx knorke for info about how upspring works.

Btw you are linking the same mantis issue i was linking post above :). You think loadingRadius can help with unloading problem? Ill try it :). EDIT: Ive tried, no effect with all values (small or huge).

Beherith wrote:


Yes, i saw theres a new Spring function to change these values.
Yes, i got the same idea to solve it this way, but

  • i was looking for some way to change it in "postdef.lua" or better in some model files. From your reaction it seems theres currently no other way.
  • it looks like we are only "fixing" spring bug - do know spring devs about it and plan to solve it? (i know its not simple, its about 3do support, whole work with defs,... etc. but maybe i appreciate some more info about that)

BTW: I have to repeat, engine 91.0 dont react (or overwrites by some global setting) the definition of airplanes, that have "collide=false". All planes collide still now no matter what is defined in unit definition file.


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PostPosted: 07 Sep 2012, 23:22 
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If you would read the changelog you would find that the spring devs removed that feature.


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PostPosted: 08 Sep 2012, 01:17 
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Quote:
You think loadingRadius can help with unloading problem?
No, read again:
You confused loadingRadius and unloadSpread ;)
(no idea if that helps)

[quote"]If you would read the changelog you would find that the spring devs removed that feature.[/quote]Which feature?
Dont see anything about "aircrafts always collide" in changelog or mantis, so imo it is a new bug..


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PostPosted: 08 Sep 2012, 02:18 
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PepeAmpere wrote:
BTW: I have to repeat, engine 91.0 dont react (or overwrites by some global setting) the definition of airplanes, that have "collide=false". All planes collide still now no matter what is defined in unit definition file.
Could not reproduce:
collide=true / false worked as expected in my mod, on both gunship and airplane. (.s3o models if that matters)


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PostPosted: 08 Sep 2012, 03:12 
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NOTA (1.681 or 1.69a) + spring 91.0 for reproducing, NOTA is using .3do (maybe in your mod theres some global setting, that enables unitDefs settings)


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PostPosted: 09 Sep 2012, 15:25 
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PepeAmpere wrote:
BTW: I have to repeat, engine 91.0 dont react (or overwrites by some global setting) the definition of airplanes, that have "collide=false". All planes collide still now no matter what is defined in unit definition file.


Oh I apologize to engine dudes, it is only landing behavior and it has sense, for regular fly collide tag works. Sorry again.

-----

Btw the mass transports needed a bit smaller numbers then in Beherith's gadget, at least in NOTA. The bug was the same as at normal transports - model sphere was hiting the ground, so transport was not able to get the wanted height for unload.

Thx for all comments.


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PostPosted: 10 Sep 2012, 03:31 
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I have another problem. I was trying to uload units on concrete tile = 3do object that should be flat. Spring.SetUnitRadiusAndHeight(unitID, 0, 0) for that concrete doesnt help, the grey sphere cannot be seen, but unload is impossible near the center of that tile. Unload orders on the tile are canceled automaticly, area unload chooses the place out of the tile.

Image

I think its problem of the same kind, some collision of objects, that is forbbiden in current spring version. Have you any idea how to use tile "objects" to be "unload friendly"? :)


Attachments:
File comment: Unload command is cancled, if on the tile. If area unload, it chooses the closest place out of the tile.
unload_on_the_concrete_tile.jpg [62.51 KiB]
Downloaded 1 time
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PostPosted: 15 Sep 2012, 21:49 
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My mod had two units that the flying transport could not pick up anymore in 91.0

Fixed by increasing unit height (so that the yellow line sticks out 1,2 elmos out of sphere)
Image
Before both had very low unit heights, only to about the middle of sphere.

Quote:
Have you any idea how to use tile "objects" to be "unload friendly"? :)
maybe that could use new thread, but I would try Spring.SetUnitBlocking with collide=false
Or make it a feature with blocking=false


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PostPosted: 17 Sep 2012, 04:28 
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knorke wrote:
My mod had two units that the flying transport could not pick up anymore in 91.0

Fixed by increasing unit height (so that the yellow line sticks out 1,2 elmos out of sphere)
Image
Before both had very low unit heights, only to about the middle of sphere.


This problem was fixed, yet, at NOTA at least. Yes - one way is lower the size of transporter, second way is make bigger the unit.

knorke wrote:
Quote:
Have you any idea how to use tile "objects" to be "unload friendly"? :)
maybe that could use new thread, but I would try Spring.SetUnitBlocking with collide=false
Or make it a feature with blocking=false


I tried your ways, the middle of the concrete tile is still not possible to be used for unload when i use Spring.SetUnitBlocking, and its automaticly dead when i set the tile as a feature.


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