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IDProjectCategoryView StatusLast Update
0004474Spring engineGeneralpublic2014-12-09 20:22
Reportersprung 
Assigned Toabma 
PrioritylowSeverityfeatureReproducibilityN/A
StatusresolvedResolutionfixed 
Product Version97.0.1+git 
Target VersionFixed in Version 
Summary0004474: [PR] FPS mode improvements
DescriptionTwo PRs because one is a fix ( https://github.com/spring/spring/pull/116 ) and one is a feature request to allow FPS mode to shoot into the air ( https://github.com/spring/spring/pull/117 ). Shooting into the air was disabled back in 2011 for Spring 85 because it could allow range exploits back then ( https://github.com/sprunk/spring/commit/9f5ed7bd29beeb2f7155c5cca671677c12dcbe7b ) but now with the new Spring 94+ projectile call-outs it is up to games to handle overshooting projectiles ( http://springrts.com/mantis/view.php?id=4441#c13292 ) and they have also long been able to disallow FPSing problematic units with the AllowDirectUnitControl call-in.
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Checked infolog.txt for Errors
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-Notes

~0013431

silentwings (reporter)

"but now with the new Spring 94+ projectile call-outs it is up to games to handle overshooting projectiles"

Imo that would be a very wasteful way of handling overshooting projectiles - it's better done with unitdef tags and wrapping commands to ground (the latter of which is currently not possible to do via lua for FPS mode). The "real" issue that prevents exploit-concious games from using FPS mode is explained on http://springrts.com/mantis/view.php?id=4405.

~0013432

Anarchid (reporter)

> The "real" issue that prevents exploit-concious games from using FPS mode
That sounds horribly like something that can be BlockShot in a single line of code.

~0013433

silentwings (reporter)

Nope (as kloot says), the only "fix" is to start writing game logic into unitscripts, which is an ugly hack imo. You can of course block FPS mode for all units.

~0013434

Anarchid (reporter)

Are things like "cannot fire on move" game logic? This doesn't seem different.

~0013435

silentwings (reporter)

Last edited: 2014-07-19 16:06

View 3 revisions

If you'd bothered to read the ticket I linked too, you'd have discovered what it was that I wanted to prevent.

No idea what you think "can/cannot fire on move" has to do with this, although in the past, at the request of many players who regarded it as an exploit, I did find a way to prevent firing on the move in FPS mode.

~0013436

sprung (reporter)

> No idea what you think "can/cannot fire on move" has to do with this
Arbitrary game-dependent aiming restrictions

~0013854

abma (administrator)

PR 116 was merged, 117 is still delayed. imo no need for having a mantis ticket as well.
+Notes

-Issue History
Date Modified Username Field Change
2014-07-19 01:12 sprung New Issue
2014-07-19 01:33 silentwings Note Added: 0013431
2014-07-19 02:21 Anarchid Note Added: 0013432
2014-07-19 14:50 silentwings Note Added: 0013433
2014-07-19 14:57 Anarchid Note Added: 0013434
2014-07-19 15:58 silentwings Note Added: 0013435
2014-07-19 15:59 silentwings Note Edited: 0013435 View Revisions
2014-07-19 16:06 silentwings Note Edited: 0013435 View Revisions
2014-07-19 17:09 sprung Note Added: 0013436
2014-12-09 20:22 abma Note Added: 0013854
2014-12-09 20:22 abma Status new => resolved
2014-12-09 20:22 abma Resolution open => fixed
2014-12-09 20:22 abma Assigned To => abma
+Issue History