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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
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0002234 | Spring engine | General | public | 2010-11-24 13:29 | 2012-12-16 22:54 | ||||
Reporter | Google_Frog | ||||||||
Assigned To | jK | ||||||||
Priority | normal | Severity | major | Reproducibility | always | ||||
Status | closed | Resolution | suspended | ||||||
Product Version | 0.82.6.1 | ||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0002234: Weapon-projectiles disappear | ||||||||
Description | During many games of Zero-K many people observed that most weapon projectiles, shields and smoke would turn invisible erratically throughout play. It seems that every weapon effect except for missiles (Cannons, Lasers, LaserCannons, Shields etc...) disappears when this happens. Weapons that are not missiles don't have models. All smoke also disappears when the disappearance of anything occurs. The zoom distance also appears to affect disappearances. Though testing I have discovered that the wolverine (corgarp) reproduces this bug extremely well. The wolverine fires a Cannon projectile that upon impact spawns a mine that fires MissileLaunchers when it detonates. If the weapon type is changed from MissileLauncher to Cannon the bug does not occur in a wolverine fight. The bug still occurs with luaui disabled and every gadget except for unit_explosion_spawner.lua disabled. This gadget can probably be disabled too but reproducing with it disabled is a pain. Anyway this gadget does nothing with graphics. | ||||||||
Additional Information | To reproduce: * Get ZK revision 718. * Start a game. * /cheats, /godmode, /spectator. * Spawn 30 corgarp for team 0 and 30 corgarp for team 1. * Zoom in such that the range of these units is about a screenwidth * Spread out the units. * Send them into each others range. * Observe that the Cannons and Smoke disappear after a bit of fighting. | ||||||||
Tags | No tags attached. | ||||||||
Checked infolog.txt for Errors | |||||||||
Attached Files |
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Google_Frog (reporter) 2010-12-02 04:16 |
I have another workaround. By removing 2 lines in the bos script the bug no longer occurs even when the mine shoots missiles. Here are the 2 removed bits illustrated with comments. FirePrimary() { sleep 300; //get KILL_UNIT(get MY_ID, 1, 0); } Killed(severity, corpsetype) { //emit-sfx 2048 from flare; } The mine now no longer dies when it fires so it would still be nice if this bug was fixed. |
jK (developer) 2011-02-23 04:27 |
particle limit? |
Google_Frog (reporter) 2011-02-23 07:58 |
No. Test for yourself. On the slim chance it is particle limit the bug would be that weapon projectiles disappear. |
jK (developer) 2012-12-16 22:54 |
reopen when still happens |
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Date Modified | Username | Field | Change |
---|---|---|---|
2010-11-24 13:29 | Google_Frog | New Issue | |
2010-11-24 13:49 | Kloot | Relationship added | duplicate of 0002176 |
2010-11-27 17:15 | hoijui | Summary | Weapon Projectiles Disspear => Weapon-projectiles dissapear |
2010-11-27 18:54 | zerver | Summary | Weapon-projectiles dissapear => Weapon-projectiles disappear |
2010-12-02 04:11 | Google_Frog | File Added: wolverine_mine.bos | |
2010-12-02 04:12 | Google_Frog | File Added: wolverine_mine.lua | |
2010-12-02 04:16 | Google_Frog | Note Added: 0006024 | |
2011-02-23 04:27 | jK | Note Added: 0006428 | |
2011-02-23 07:58 | Google_Frog | Note Added: 0006429 | |
2011-08-13 11:15 | hoijui | Relationship added | related to 0002501 |
2012-12-16 22:54 | jK | Note Added: 0009520 | |
2012-12-16 22:54 | jK | Status | new => closed |
2012-12-16 22:54 | jK | Assigned To | => jK |
2012-12-16 22:54 | jK | Resolution | open => suspended |