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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
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0004474 | Spring engine | General | public | 2014-07-19 01:12 | 2014-12-09 20:22 | ||||
Reporter | sprung | ||||||||
Assigned To | abma | ||||||||
Priority | low | Severity | feature | Reproducibility | N/A | ||||
Status | resolved | Resolution | fixed | ||||||
Product Version | 97.0.1+git | ||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0004474: [PR] FPS mode improvements | ||||||||
Description | Two PRs because one is a fix ( https://github.com/spring/spring/pull/116 ) and one is a feature request to allow FPS mode to shoot into the air ( https://github.com/spring/spring/pull/117 ). Shooting into the air was disabled back in 2011 for Spring 85 because it could allow range exploits back then ( https://github.com/sprunk/spring/commit/9f5ed7bd29beeb2f7155c5cca671677c12dcbe7b ) but now with the new Spring 94+ projectile call-outs it is up to games to handle overshooting projectiles ( http://springrts.com/mantis/view.php?id=4441#c13292 ) and they have also long been able to disallow FPSing problematic units with the AllowDirectUnitControl call-in. | ||||||||
Tags | No tags attached. | ||||||||
Checked infolog.txt for Errors | |||||||||
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silentwings (reporter) 2014-07-19 01:33 |
"but now with the new Spring 94+ projectile call-outs it is up to games to handle overshooting projectiles" Imo that would be a very wasteful way of handling overshooting projectiles - it's better done with unitdef tags and wrapping commands to ground (the latter of which is currently not possible to do via lua for FPS mode). The "real" issue that prevents exploit-concious games from using FPS mode is explained on http://springrts.com/mantis/view.php?id=4405. |
Anarchid (reporter) 2014-07-19 02:21 |
> The "real" issue that prevents exploit-concious games from using FPS mode That sounds horribly like something that can be BlockShot in a single line of code. |
silentwings (reporter) 2014-07-19 14:50 |
Nope (as kloot says), the only "fix" is to start writing game logic into unitscripts, which is an ugly hack imo. You can of course block FPS mode for all units. |
Anarchid (reporter) 2014-07-19 14:57 |
Are things like "cannot fire on move" game logic? This doesn't seem different. |
silentwings (reporter) 2014-07-19 15:58 Last edited: 2014-07-19 16:06 |
If you'd bothered to read the ticket I linked too, you'd have discovered what it was that I wanted to prevent. No idea what you think "can/cannot fire on move" has to do with this, although in the past, at the request of many players who regarded it as an exploit, I did find a way to prevent firing on the move in FPS mode. |
sprung (reporter) 2014-07-19 17:09 |
> No idea what you think "can/cannot fire on move" has to do with this Arbitrary game-dependent aiming restrictions |
abma (administrator) 2014-12-09 20:22 |
PR 116 was merged, 117 is still delayed. imo no need for having a mantis ticket as well. |
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Date Modified | Username | Field | Change |
---|---|---|---|
2014-07-19 01:12 | sprung | New Issue | |
2014-07-19 01:33 | silentwings | Note Added: 0013431 | |
2014-07-19 02:21 | Anarchid | Note Added: 0013432 | |
2014-07-19 14:50 | silentwings | Note Added: 0013433 | |
2014-07-19 14:57 | Anarchid | Note Added: 0013434 | |
2014-07-19 15:58 | silentwings | Note Added: 0013435 | |
2014-07-19 15:59 | silentwings | Note Edited: 0013435 | View Revisions |
2014-07-19 16:06 | silentwings | Note Edited: 0013435 | View Revisions |
2014-07-19 17:09 | sprung | Note Added: 0013436 | |
2014-12-09 20:22 | abma | Note Added: 0013854 | |
2014-12-09 20:22 | abma | Status | new => resolved |
2014-12-09 20:22 | abma | Resolution | open => fixed |
2014-12-09 20:22 | abma | Assigned To | => abma |