View Issue Details [ Jump to Notes ] | [ Issue History ] [ Print ] | ||||||||
ID | Project | Category | View Status | Date Submitted | Last Update | ||||
---|---|---|---|---|---|---|---|---|---|
0003794 | Spring engine | public | 2013-05-15 11:12 | 2013-05-19 11:39 | |||||
Reporter | msafwan | ||||||||
Assigned To | Kloot | ||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||
Status | closed | Resolution | won't fix | ||||||
Product Version | 94.1.1+git | ||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0003794: Please disallow unit's colvol into buildings? (this cause sad game exploit :() | ||||||||
Description | Unit can move into another unit, but they can also move into building! what if you have a cheap enemy unit stuck in your multibillion dollar singularity powerplant and you can't do anything because its in your building? it would create a really really sad game :( Please disallow unit from moving into building. :) | ||||||||
Additional Information | ------- I try to tweak the Spring source (to make a good patch) but I have limited understanding of stuff, but I know which part can fix this! (to help make Spring deving easier! :)) Just comment this line: https://github.com/spring/spring/blob/develop/rts/Sim/MoveTypes/GroundMoveType.cpp#L1698 and it prevent unit from moving into another unit, but there's NO WAY I can make it only apply to building! (because I am not expert) (but I know its needed for unit vs unit because Spring unit move soo silly) | ||||||||
Tags | collision | ||||||||
Checked infolog.txt for Errors | |||||||||
Attached Files |
|
![]() |
|
msafwan (reporter) 2013-05-15 11:37 Last edited: 2013-05-16 08:04 |
ZK already set allowUnitCollisionOverlap=false in modrules, so the allowUnitCollisionOverlap=false doesn't really work in preventing unit from moving into structure. Also, if you comment those line, then the collision will become more precise (if follow even cylinder or square, whereas the current behaviour is like they all sphere!) Its my observation that this issue only happen if your unit is given move order, whilst if you drop unit from the sky they do not even overlap their colvol even a tiny bit! (so its only 'broken' when unit is moving) So its more like A BUGFIX REQUEST than a feature request. +++ You can test the colvol in many way: 1) draw a move order into structure 2) direct control (FPS) a unit Patch: https://github.com/spring/spring/pull/61/files |
Kloot (developer) 2013-05-16 11:01 |
No. Collision detection between units IS NOT BASED ON COLLISION VOLUMES and will never be. Commenting out that single line doesn't "fix" anything. Do not call something a bug when you have no clue why or how it works. |
msafwan (reporter) 2013-05-17 10:28 Last edited: 2013-05-17 10:31 |
"Collision detection between units IS NOT BASED ON COLLISION VOLUMES and will never be." -kloot Why? why collision detection is not collision volume? "Commenting out that single line doesn't "fix" anything." -kloot Why not? It make unit not go INTO another unit. "Do not call something a bug when you have no clue why or how it works." -kloot What did work? why did unit go INTO building? Doesn't make sense. Why allow unit go into buildings. I understand why it must go into another unit (because Spring unit move soo silly in formation) but why need to go into building too? Just discriminate the two... isn't it good? |
msafwan (reporter) 2013-05-19 03:57 |
I made a video to show what will happen when we commented that line: http://www.youtube.com/watch?v=4IY7hvBO_OU I hope the patch will be taken seriously because it might at least reveal something. |
Kloot (developer) 2013-05-19 11:39 |
It won't because you still don't understand any of the reasons why that line is there. |
![]() |
|||
Date Modified | Username | Field | Change |
---|---|---|---|
2013-05-15 11:12 | msafwan | New Issue | |
2013-05-15 11:37 | msafwan | Note Added: 0010699 | |
2013-05-15 11:38 | msafwan | Tag Attached: collision | |
2013-05-15 18:32 | msafwan | Note Edited: 0010699 | View Revisions |
2013-05-15 18:33 | msafwan | Note Edited: 0010699 | View Revisions |
2013-05-15 18:34 | msafwan | Note Edited: 0010699 | View Revisions |
2013-05-15 18:36 | msafwan | Note Edited: 0010699 | View Revisions |
2013-05-15 18:37 | msafwan | Note Edited: 0010699 | View Revisions |
2013-05-15 18:37 | msafwan | Note Edited: 0010699 | View Revisions |
2013-05-15 18:38 | msafwan | Note Edited: 0010699 | View Revisions |
2013-05-16 08:04 | msafwan | Note Edited: 0010699 | View Revisions |
2013-05-16 11:01 | Kloot | Note Added: 0010700 | |
2013-05-16 11:01 | Kloot | Status | new => closed |
2013-05-16 11:01 | Kloot | Assigned To | => Kloot |
2013-05-16 11:01 | Kloot | Resolution | open => won't fix |
2013-05-17 10:28 | msafwan | Note Added: 0010703 | |
2013-05-17 10:28 | msafwan | Status | closed => feedback |
2013-05-17 10:28 | msafwan | Resolution | won't fix => reopened |
2013-05-17 10:29 | msafwan | Note Edited: 0010703 | View Revisions |
2013-05-17 10:29 | msafwan | Note Edited: 0010703 | View Revisions |
2013-05-17 10:30 | msafwan | Note Edited: 0010703 | View Revisions |
2013-05-17 10:31 | msafwan | Note Edited: 0010703 | View Revisions |
2013-05-17 10:31 | msafwan | Note Edited: 0010703 | View Revisions |
2013-05-19 03:57 | msafwan | Note Added: 0010709 | |
2013-05-19 03:57 | msafwan | Status | feedback => assigned |
2013-05-19 11:39 | Kloot | Note Added: 0010710 | |
2013-05-19 11:39 | Kloot | Status | assigned => closed |
2013-05-19 11:39 | Kloot | Resolution | reopened => won't fix |