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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
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0002527 | Spring engine | General | public | 2011-07-04 01:28 | 2012-11-17 19:59 | ||||
Reporter | smoth | ||||||||
Assigned To | jK | ||||||||
Priority | normal | Severity | minor | Reproducibility | have not tried | ||||
Status | resolved | Resolution | fixed | ||||||
Product Version | 0.82.7+git | ||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0002527: feature weapon collision is broken. | ||||||||
Description | Gunmetal harbor. Dom target one of the water towers. projectiles occasionally go right through a building. moving can have it actually retarget it from a different direction but yeah broken. The other issue I had was projectiles randomly would go through even the large hangars. | ||||||||
Tags | No tags attached. | ||||||||
Checked infolog.txt for Errors | |||||||||
Attached Files |
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Kloot (developer) 2011-07-04 12:56 |
None of the features in Gunmetal_Harbor_1.sd7/features/smoth/ have collisionVolumeTest=1 set. http://springrts.com/wiki/Units-FeatureDefs#Collision_Volumes http://springrts.com/wiki/Unit_collision_volumes#Fast_projectiles_passing_through_collision_volumes (how people can still be unaware of this is beyond me) |
smoth (reporter) 2011-07-05 06:46 |
"The type of test used to detect collisions. Can be 0 (disc) or 1 (continuous). Use the latter for catching high speed projectiles which may otherwise 'skip through' small collision volumes, but beware of the increased performance cost. " *SMALL COLLISION VOLUMES* *INCREASED PERFORMANCE COST* I am not unaware but I was under the impression that this is going to cost me even more fps AND it was for small features. Not something that is 7X11 or 2x2 which are not small persay. 2x2 is fairly average. Care to clarify a bit on why it should be on a 7X11? which is in the second shot? |
jK (developer) 2011-07-05 15:30 |
| (how people can still be unaware of this is beyond me) It's really beyond me, why it wasn't created as a per-projectile property. In particular a check if the to be check colvol is smaller than the projectile's movement speed to automatically switch to the continuous check ... |
FLOZi (reporter) 2011-07-05 17:39 |
@Smoth; That explanation is my explanation and is a somewhat simplified abstraction of the problem |
smoth (reporter) 2011-07-06 02:26 |
that is what I have on the wiki so it is all I have to go by. I didn't want to add collisionvoltest on all my features for fear it would drastically hurt fps. |
2011-07-06 02:52 Last edited: 2011-07-06 02:53 |
just try it out, maybe it does not matter so much after all. And if it does, myth confirmed. The second screnn looks strange though, that looks like it should hit even without collisionVolumeTest=1 Maybe usefull to know if it happens in current too or just test version? |
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Date Modified | Username | Field | Change |
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2011-07-04 01:28 | smoth | New Issue | |
2011-07-04 01:28 | smoth | File Added: screen00094.png | |
2011-07-04 01:28 | smoth | Graphics Card | => unknown |
2011-07-04 01:29 | smoth | File Added: screen00095.png | |
2011-07-04 12:56 | Kloot | Note Added: 0006902 | |
2011-07-04 12:56 | Kloot | Status | new => closed |
2011-07-04 12:56 | Kloot | Resolution | open => no change required |
2011-07-05 06:46 | smoth | Note Added: 0006911 | |
2011-07-05 06:46 | smoth | Status | closed => feedback |
2011-07-05 06:46 | smoth | Resolution | no change required => reopened |
2011-07-05 15:30 | jK | Note Added: 0006914 | |
2011-07-05 17:39 | FLOZi | Note Added: 0006920 | |
2011-07-06 02:26 | smoth | Note Added: 0006934 | |
2011-07-06 02:52 |
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Note Added: 0006935 | |
2011-07-06 02:53 |
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Note Edited: 0006935 | |
2012-11-17 19:59 | jK | Status | feedback => resolved |
2012-11-17 19:59 | jK | Resolution | reopened => fixed |
2012-11-17 19:59 | jK | Assigned To | => jK |