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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
---|---|---|---|---|---|---|---|---|---|
0001616 | Spring engine | General | public | 2009-09-02 01:44 | 2009-10-03 10:46 | ||||
Reporter | Bug Hunter | ||||||||
Assigned To | Kloot | ||||||||
Priority | normal | Severity | major | Reproducibility | always | ||||
Status | resolved | Resolution | fixed | ||||||
Product Version | |||||||||
Target Version | 0.81.0.0 | Fixed in Version | 0.80.4.0+git | ||||||
Summary | 0001616: Mines are not buildable/walkable ontop any more | ||||||||
Description | It was a feature introduced long time ago, that mines were like "underneath" the earth, and could be walked ontop and you could even put building ontop of them. This makes very easy to spot minefields, and exact mine location, stealing all the fun of it. | ||||||||
Tags | No tags attached. | ||||||||
Checked infolog.txt for Errors | |||||||||
Attached Files |
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Notes | |
Bug Hunter (reporter) 2009-09-02 01:52 |
small mistake, is it does not show the enemy the location of the mines, and it wont block you from issuing build orders in that spot, but the building will never be built, nor even started, so you cant see the mine, but you know something is there (not its exact location). |
hoijui (reporter) 2009-09-02 17:46 |
i dont think this is a bug. The alternative is, you start building the building and the mine instantly goes off, so you also know where the mine was, plus you cleared it for free -> worse then how it is now. i think there is no change required. |
Bug Hunter (reporter) 2009-09-02 19:52 |
Well, it was a new feature some releases ago. To tests/realize how it worked (that was the intended bahaviour), install spring_0.74b1.exe and run the default mod in some of the default maps. Get a vahicle plant and build a minelayer, then build some mines. Now walk over the mines. Also, try building ontop of the mines. Compare that behaviour to what currently happens in .80.4 and you will see this is a bug/rollback/feature overwritte. Im uploading one screenshot of some testing in v 0.74b1. if you need more detailed explanation please ask for it. |
Bug Hunter (reporter) 2009-09-02 19:56 |
In the uploaded screenshots: nottice commander is ontop of a mine, it does not block pathing. nottice the solar collector was built ontop of a mine, that is with its yardmap over the space the mine supposedly uses. this was/is the intended behaviour on feature introduction. |
Bug Hunter (reporter) 2009-09-03 02:49 |
0.62b1 1. -Fixed crash when units exploded 1. -Mines no longer block terrain and can be overun (and if you are crazy built on top of :) ), removed ability for mines to hold fire since they would be completly undetectable. 2. -Heightmap view (F1) now updates correctly when terrain changes 3. -Pathcost view (F2) now works in non cheating mode but will then only show terrain modifiers 4. -Fixed gunships being able to fly below ground when comming in on step slopes 5. -Auto sharing now starts at 99% instead of 100% at startup meaning that there is less chance of the team losing resources because someone forgets to set it 1. -Installer associates .sdf files with spring.exe 2. -Spring.exe now accepts a demo filename on the commandline and starts playing it directly 3. -Added tag "MAP\\DetailTex" to smd file to specifiy map specific detail texture, default is bitmap\detailtex2.bmp, map specific textures should be placed in maps directory. 4. -Added possibility for surface of units to be shiny/reflective by using the alpha channel of the textures 5. -Addded command .take, will take the units from all teams allied with you that is missing a player (due to disconnect etc) and transfer them to your team |
Bug Hunter (reporter) 2009-09-19 05:40 |
Units somehow "know" there is something blocking the way, and pass aside a "crowded" minefield. (mines appart from eachother not too much, but still not too close). If you enable cheats, you can clearly see the units are avoiding the minefield because it blocks their way. If you make more spaced minefields, the units (t2 tanks in this case), still avoid the minefield, cornering it. Using smaller footprint units in medium sized minefields, works correctly. |
Issue History | |||
Date Modified | Username | Field | Change |
---|---|---|---|
2009-09-02 01:44 | Bug Hunter | New Issue | |
2009-09-02 01:52 | Bug Hunter | Note Added: 0004050 | |
2009-09-02 17:46 | hoijui | Note Added: 0004051 | |
2009-09-02 19:52 | Bug Hunter | Note Added: 0004052 | |
2009-09-02 19:53 | Bug Hunter | File Added: screen004.jpg | |
2009-09-02 19:54 | Bug Hunter | File Added: screen005.jpg | |
2009-09-02 19:56 | Bug Hunter | Note Added: 0004053 | |
2009-09-03 02:49 | Bug Hunter | Note Added: 0004056 | |
2009-09-19 05:40 | Bug Hunter | Note Added: 0004154 | |
2009-09-21 00:41 | Bug Hunter | File Added: screen104.jpg | |
2009-09-21 00:45 | Bug Hunter | File Added: screen105.jpg | |
2009-09-21 00:46 | Bug Hunter | File Added: screen112.jpg | |
2009-09-21 00:47 | Bug Hunter | File Added: screen115.jpg | |
2009-09-21 00:47 | Bug Hunter | File Added: screen116.jpg | |
2009-09-21 00:48 | Bug Hunter | File Added: screen117.jpg | |
2009-09-21 00:49 | Bug Hunter | File Added: screen119.jpg | |
2009-09-21 00:52 | Bug Hunter | File Added: screen127.jpg | |
2009-09-21 00:52 | Bug Hunter | File Added: screen130.jpg | |
2009-09-21 00:53 | Bug Hunter | File Added: screen140.jpg | |
2009-09-21 00:54 | Bug Hunter | File Added: screen142.jpg | |
2009-09-21 00:54 | Bug Hunter | File Added: screen144.jpg | |
2009-09-21 00:56 | Bug Hunter | File Added: screen150.jpg | |
2009-09-21 00:56 | Bug Hunter | File Added: screen153.jpg | |
2009-09-21 13:30 | Kloot | Status | new => assigned |
2009-09-21 13:30 | Kloot | Assigned To | => Kloot |
2009-09-22 11:52 | Kloot | Status | assigned => resolved |
2009-09-22 11:52 | Kloot | Fixed in Version | => 0.80.4.0+git |
2009-09-22 11:52 | Kloot | Resolution | open => fixed |
2009-10-03 10:46 | imbaczek | Target Version | => 0.81.0.0 |