Area unload is broken in 91
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- Forboding Angel
- Evolution RTS Developer
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- Joined: 17 Nov 2005, 02:43
Area unload is broken in 91
I can haz hotfix?
- Silentwings
- Posts: 3720
- Joined: 25 Oct 2008, 00:23
Re: Area unload is broken in 91
If you can load a unit but cant unload it, then its most likely too large transport radius. Reduce in s3o or with gadget.
- Forboding Angel
- Evolution RTS Developer
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- Joined: 17 Nov 2005, 02:43
Re: Area unload is broken in 91
Behe pls explain so I don't rage on retarded development.
Re: Area unload is broken in 91
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?
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?
- Forboding Angel
- Evolution RTS Developer
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Re: Area unload is broken in 91
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.
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.
- PepeAmpere
- Posts: 591
- Joined: 03 Jun 2010, 01:28
Re: Area unload is broken in 91
Some NOTA units have the simple unload problems, too. The ones with big grey sphere.Beherith wrote:...Does only area unload or regular unload also not work?
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: Select all
[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"
Are you sure? Arent units for mass transport/area unload the bigger ones only?Forboding Angel wrote:Regular load and area load and regular unload all work fine. Only area unload is broken.
- PepeAmpere
- Posts: 591
- Joined: 03 Jun 2010, 01:28
Re: Area unload is broken in 91
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?:
- http://springrts.com/phpbb/viewtopic.php?f=11&t=28516
or
- http://springrts.com/mantis/view.php?id=3199
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?:
- http://springrts.com/phpbb/viewtopic.php?f=11&t=28516
or
- http://springrts.com/mantis/view.php?id=3199
Re: Area unload is broken in 91
http://springrts.com/mantis/view.php?id=3256Btw the air unit jumps from ground when tries to fly.
When editing .s3o files, Upspring "forgets" the texture every time you save.Only result, that i get after every editing some .3do file in Upspring is this is error in game:
This seems similiar so try to reassign texture. (i think there is also some option to set texture folder or something?)
Couldnt it be that the transport actually collides with terrain? Afaik plane-terrain collision was changed.Collision radiuses are taking into account when loading units. Ergo the transport 'collides' with the transportee, never picking them up, or never unloading them.
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?
Maybe transport tries to unload in too small area so try larger values for unloadSpreadRegular load and area load and regular unload all work fine. Only area unload is broken.
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)
- PepeAmpere
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- Joined: 03 Jun 2010, 01:28
Re: Area unload is broken in 91
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).
Yes, i got the same idea to solve it this way, but
Btw you are linking the same mantis issue i was linking post above :). You think loadingRadius can help with unloading problem?
Yes, i saw theres a new Spring function to change these values.Beherith wrote:3DO HAS NO RADIUS! USE THE GADGET PROVIDED!
http://imolarpg.dyndns.org/trac/balates ... ua?rev=754
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)
- Forboding Angel
- Evolution RTS Developer
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- Joined: 17 Nov 2005, 02:43
Re: Area unload is broken in 91
If you would read the changelog you would find that the spring devs removed that feature.
Re: Area unload is broken in 91
No, read again:You think loadingRadius can help with unloading problem?
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..
Re: Area unload is broken in 91
Could not reproduce: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.
collide=true / false worked as expected in my mod, on both gunship and airplane. (.s3o models if that matters)
- PepeAmpere
- Posts: 591
- Joined: 03 Jun 2010, 01:28
Re: Area unload is broken in 91
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)
- PepeAmpere
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- Joined: 03 Jun 2010, 01:28
Re: Area unload is broken in 91
Oh I apologize to engine dudes, it is only landing behavior and it has sense, for regular fly collide tag works. Sorry again.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.
-----
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.
- PepeAmpere
- Posts: 591
- Joined: 03 Jun 2010, 01:28
Re: Area unload is broken in 91
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.

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"? :)
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
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- unload_on_the_concrete_tile.jpg
- Unload command is cancled, if on the tile. If area unload, it chooses the closest place out of the tile.
- (62.51 KiB) Downloaded 1 time
Re: Area unload is broken in 91
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)

Before both had very low unit heights, only to about the middle of sphere.
Or make it a feature with blocking=false
Fixed by increasing unit height (so that the yellow line sticks out 1,2 elmos out of sphere)

Before both had very low unit heights, only to about the middle of sphere.
maybe that could use new thread, but I would try Spring.SetUnitBlocking with collide=falseHave you any idea how to use tile "objects" to be "unload friendly"? :)
Or make it a feature with blocking=false
- PepeAmpere
- Posts: 591
- Joined: 03 Jun 2010, 01:28
Re: Area unload is broken in 91
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: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)
Before both had very low unit heights, only to about the middle of sphere.
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.knorke wrote:maybe that could use new thread, but I would try Spring.SetUnitBlocking with collide=falseHave you any idea how to use tile "objects" to be "unload friendly"? :)
Or make it a feature with blocking=false