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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
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0001244 | Spring engine | General | public | 2009-01-13 14:52 | 2009-01-14 13:57 | ||||
Reporter | Google_Frog | ||||||||
Assigned To | Kloot | ||||||||
Priority | normal | Severity | major | Reproducibility | sometimes | ||||
Status | resolved | Resolution | no change required | ||||||
Product Version | 0.76b1 | ||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0001244: LaserCannons go through some units. | ||||||||
Description | Laser Cannons go through some units if the units are within certain distances from the laser cannon (about 50% of the units range does this). The only unit I know of that does is is CA's Can. The bug does not occur with low weapon velocity LaserCannons. A weapon velocity of 1720 (core llt) has the bug. | ||||||||
Tags | No tags attached. | ||||||||
Checked infolog.txt for Errors | |||||||||
Attached Files |
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imbaczek (reporter) 2009-01-13 14:53 |
demo always helps. |
Google_Frog (reporter) 2009-01-14 00:14 |
Replay saving doesn't seem to be working with the new lobby, at least not for games 40 seconds long with only 1 player. Spawn a corllt for team 1 then within it's range spawn a corcan. Set the can to hold fire and move it around inside the llts radius. Soon you will see the shots passing through the can when it's certain distances from the llt. |
Google_Frog (reporter) 2009-01-14 02:37 |
I gave the Can a hitbox as a workaround for the bug. The bug happens pre CA r3767. |
Evil4Zerggin (reporter) 2009-01-14 08:59 |
It might just be discrete collision checks. I don't have source ATM, but a weaponvelocity of 1720 travels 57 distance each frame, which is probably enough to skip from one side of the Can to the other. The relevant tag is collisionVolumeTest, which ray-traces the collision if set to 1, thus detecting the collision properly. I hear collisions are ray-traced by default for small units, which is probably why this doesn't happen for smaller units. I don't know where the cutoff is, though. The ray-traced check is, of course, more expensive performance-wise. |
Kloot (developer) 2009-01-14 13:56 |
The cutoff radius is 30. I've thought about changing it dynamically in a kind of "just in time" fashion, but the code already isn't cheap. PS. a weapon velocity of 1720 would have been absolutely unmanageable in 76b1. |
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Date Modified | Username | Field | Change |
---|---|---|---|
2009-01-13 14:52 | Google_Frog | New Issue | |
2009-01-13 14:53 | imbaczek | Note Added: 0003135 | |
2009-01-14 00:14 | Google_Frog | Note Added: 0003149 | |
2009-01-14 02:37 | Google_Frog | Note Added: 0003154 | |
2009-01-14 08:59 | Evil4Zerggin | Note Added: 0003155 | |
2009-01-14 13:56 | Kloot | Note Added: 0003162 | |
2009-01-14 13:57 | Kloot | Status | new => resolved |
2009-01-14 13:57 | Kloot | Resolution | open => no change required |
2009-01-14 13:57 | Kloot | Assigned To | => Kloot |
2009-01-19 09:19 | imbaczek | Relationship added | related to 0001290 |