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| ID | Project | Category | View Status | Date Submitted | Last Update | ||||
|---|---|---|---|---|---|---|---|---|---|
| 0005520 | Spring engine | General | public | 2017-04-11 05:33 | 2017-04-16 22:56 | ||||
| Reporter | Google_Frog | ||||||||
| Assigned To | Kloot | ||||||||
| Priority | normal | Severity | minor | Reproducibility | sometimes | ||||
| Status | closed | Resolution | won't fix | ||||||
| Product Version | 103.0 +git | ||||||||
| Target Version | Fixed in Version | ||||||||
| Summary | 0005520: 103.0.1-747 Simple unit stuck on terrain example | ||||||||
| Description | Here is a simple replay with a unit getting stuck on terrain indefinitely. I saw it happen in a game and was able to reproduce it without too much hassle. | ||||||||
| Additional Information | Game: Zero-K v1.5.4.6 Map: Paradise Lost v2 | ||||||||
| Tags | No tags attached. | ||||||||
| Checked infolog.txt for Errors | |||||||||
| Attached Files |
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Notes |
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Kloot (developer) 2017-04-16 22:56 |
this is an instance of 0004217 which can only be solved by making the PFS aware of footprint size wrt terrain (or blurring squares on a per-movedef basis). since the unit in this demo was still manually de-stuckable I don't think we need to go there yet. |
Issue History |
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| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2017-04-11 05:33 | Google_Frog | New Issue | |
| 2017-04-11 05:33 | Google_Frog | File Added: 20170411_133157_Paradise Lost v2_103.0.1-747-g2ef5870 develop.sdfz | |
| 2017-04-16 22:56 | Kloot | Relationship added | has duplicate 0004217 |
| 2017-04-16 22:56 | Kloot | Assigned To | => Kloot |
| 2017-04-16 22:56 | Kloot | Status | new => closed |
| 2017-04-16 22:56 | Kloot | Resolution | open => won't fix |
| 2017-04-16 22:56 | Kloot | Note Added: 0017458 | |


