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IDProjectCategoryView StatusLast Update
0000150Spring engineGeneralpublic2006-04-11 12:53
ReporterArgh 
Assigned To 
PrioritynormalSeveritytweakReproducibilityalways
StatusclosedResolutionfixed 
Product Version 
Target VersionFixed in Version 
Summary0000150: Factories have hidden collision meshes that don't work well.
DescriptionBoy, I am being annoying tonight... sorry devs, but work is very un-work-like, and I actually have had enough sleep to get all of this silly stuff out've my brain...

At any rate, Factories have hidden collision meshes at their corners, and do *not* obey their Yardmaps correctly. I need to make a video of this (as well as finishing that BOS order-of-execution example).

I've observed that in NanoBlobs, where I have Factories with Yardmaps like so:

Yardmap= cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc;

Which, for those of you who've never written a TDF, means "every side of me is open when opened, and closed when closed"... that this does not result in the desired behavior. Very simply, there are very obvious "walls" that my units run into (the pathfinder has some serious problems with this, and doesn't seem to "see" them), and then they "bounce" around the invisa-walls before they can move forwards.

Interestingly, I have found that units whose Footprint is near or larger than the Factory's footprint (AutoFacs in NanoBlobs are, let's be real, very *unusual* designs) do not have this problem, suggesting that the collision cubes for the factories do not differentiate between "inside" and "outside", but allow things that are "colliding" to pass through each other, instead of remaining locked together.

Overall, this is a fairly minor bug, but it detracts from the illusion that AutoFacs are without any walls, and I'd like for Factories to display correct behaviors when units are attempting to exit. It feels like a kludge that supported XTA and the traditional OTA yardmaps (which, as anybody who's modded knows, had big problems and were dreadfully easy to make unworkable), and it'd be better if each Factory was surrounded by six very thin collision boxes, which simply quit existing when the Factory became open (unit is done, passes that state to the Factory handler), and then re-appeared when the Factory became closed (no units are currently within the bounds of the Factory's footprint). Overall, that'd be an elegant and functional solution... as well as allowing for unusual Factory designs. "Like what?" you ask? Hmm.. how's about a Factory that actually *used* the bottom to drop finished units from! We could have flying "airships" drop units to the ground, or have a "hand of god" effect where units dropped from the sky... or ... yeah, that'd be kewl ;-)
TagsNo tags attached.
Checked infolog.txt for Errors
Attached Files

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-Notes

~0000149

Argh (reporter)

I am in error, this is *not* a bug! What I needed, apparantly, was a yardmap that was like this:

yardmap=cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc;

Note that the above has *eight* sets of *eight*, not six. Sorry if I wasted anybody's time looking for a "bug" that does not exist...

~0000155

NOiZE (reporter)

it's not a bug, like you already said :)
+Notes

-Issue History
Date Modified Username Field Change
2006-03-27 06:32 Argh New Issue
2006-03-28 17:19 Argh Note Added: 0000149
2006-04-11 12:53 NOiZE Status new => closed
2006-04-11 12:53 NOiZE Note Added: 0000155
2006-04-11 12:53 NOiZE Resolution open => fixed
+Issue History