View topic - Constructors / commanders move after stop: bug or feature?



All times are UTC + 1 hour


Post new topic Reply to topic  [ 14 posts ] 
Author Message
PostPosted: 19 Apr 2012, 10:55 

Joined: 13 Aug 2007, 12:19
Often when a con or a comm is doing something and is given the stop command it will move away to a position nearby. I find this incredibly annoying as it costs time.

What causes this behaviour? Can it, please, be removed?


Top
 Offline Profile  
 
PostPosted: 19 Apr 2012, 11:16 
Tournaments Moderator
User avatar

Joined: 08 Dec 2007, 17:39
Location: UK - England
I agree. There's lots of weird movement issues like this where units don't do what they should do or they do what they shouldn't do.


Top
 Offline Profile  
 
PostPosted: 19 Apr 2012, 11:27 
Moderator
User avatar

Joined: 26 Oct 2007, 15:21
Since this is an engine issue, please formulate a bug report on mantis.


Top
 Offline Profile  
 
PostPosted: 19 Apr 2012, 17:22 

Joined: 13 Aug 2007, 12:19
Beherith wrote:
Since this is an engine issue, please formulate a bug report on mantis.


Could elaborate on why it is an engine issue? That would make reporting easier I guess. Also, do you need to log in for mantis? If so, maybe someone with an account can do that?


Top
 Offline Profile  
 
PostPosted: 20 Apr 2012, 06:07 
Moderator
User avatar

Joined: 26 Oct 2007, 15:21
Its an engine issue because as far as I know, BA doesn't issue any extra commands after a stop is given. Please register a free account on mantis ("report a bug" in top menu) an describe the exact nature of the bug and how to reproduce it. Thanks!


Top
 Offline Profile  
 
PostPosted: 20 Apr 2012, 08:57 
Content Developer
User avatar

Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
Units have a brake RATE. so they have to decelerate when they stop. This is probably what causes the sliding you are seeing.


Top
 Offline Profile  
 
PostPosted: 20 Apr 2012, 13:53 
User avatar

Joined: 17 Sep 2010, 14:49
smoth wrote:
Units have a brake RATE. so they have to decelerate when they stop. This is probably what causes the sliding you are seeing.

No, they mean the times when you can actually see the move order the engine issues after a move destination is reached or stop order given.
Which is not your usual move order though, since they stop halfway to the destination usually.
It can also happen after assisting a building, while the unit was previously stationary it now takes a step back - so not about braking.

I can't give example replay from this machine, but it usually happens when the engine considers the unit to be too near a building and forces the unit to step away. Most obvious way to replicate is to give a move-order to inside of a lab.

Similar thing used to happen when units clumped too close to each other too, but not with current pathing, they'll just clump and stack inside each other now.


Top
 Offline Profile  
 
PostPosted: 20 Apr 2012, 14:19 
Spring Developer

Joined: 16 Dec 2006, 20:59
I 100% agree that the automatic unit repelling of labs is very annoying. But I know it was introduced for a reason and the question is how it is best improved.


Top
 Offline Profile  
 
PostPosted: 21 Apr 2012, 02:38 

Joined: 13 Aug 2007, 12:19
zerver wrote:
I 100% agree that the automatic unit repelling of labs is very annoying. But I know it was introduced for a reason and the question is how it is best improved.


I'm not sure if you are talking about the same thing. Johannes described it better than me.
Johannes wrote:

No, they mean the times when you can actually see the move order the engine issues after a move destination is reached or stop order given.
Which is not your usual move order though, since they stop halfway to the destination usually.
It can also happen after assisting a building, while the unit was previously stationary it now takes a step back - so not about braking.

I can't give example replay from this machine, but it usually happens when the engine considers the unit to be too near a building and forces the unit to step away.


It is not the bumping that is also seen in other situations. The unit will most of the time be in a location it can normally be. I included a short replay showing the command a few times.


Attachments:
20120421_085506_Comet Catcher Redux_88.sdf [24.86 KiB]
Downloaded 29 times
Top
 Offline Profile  
 
PostPosted: 21 Apr 2012, 02:40 
Content Developer
User avatar

Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
cool, post the replay on a mantis report!


Top
 Offline Profile  
 
PostPosted: 21 Apr 2012, 02:54 

Joined: 13 Aug 2007, 12:19
I reported it to mantis..

http://springrts.com/mantis/view.php?id=3069


Top
 Offline Profile  
 
PostPosted: 21 Apr 2012, 05:13 
Moderator
User avatar

Joined: 26 Oct 2007, 15:21
Thanks klap!


Top
 Offline Profile  
 
PostPosted: 21 Apr 2012, 11:06 

Joined: 13 Aug 2007, 12:19
Sooo. On Mantis it says it is solved in 88.0.1 git but i can't see what actually changed. Can someone with more knowledge explain what will be different exactly in a new release?


Top
 Offline Profile  
 
PostPosted: 21 Apr 2012, 14:11 
Moderator

Joined: 19 May 2009, 20:10
klapmongool wrote:
Sooo. On Mantis it says it is solved in 88.0.1 git but i can't see what actually changed. Can someone with more knowledge explain what will be different exactly in a new release?

88.0.1+git stands for current development version, not a new release.


Top
 Offline Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 14 posts ] 

All times are UTC + 1 hour


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group

Site layout created by Roflcopter et al.