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IDProjectCategoryView StatusLast Update
0004474Spring engineGeneralpublic2014-12-09 20:22
Reportersprung Assigned Toabma  
PrioritylowSeverityfeatureReproducibilityN/A
Status resolvedResolutionfixed 
Product Version97.0.1+git 
Summary0004474: [PR] FPS mode improvements
DescriptionTwo 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.
TagsNo tags attached.
Checked infolog.txt for Errors

Activities

silentwings

2014-07-19 01:33

reporter   ~0013431

"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

2014-07-19 02:21

reporter   ~0013432

> 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

2014-07-19 14:50

reporter   ~0013433

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

2014-07-19 14:57

reporter   ~0013434

Are things like "cannot fire on move" game logic? This doesn't seem different.

silentwings

2014-07-19 15:58

reporter   ~0013435

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

2014-07-19 17:09

reporter   ~0013436

> No idea what you think "can/cannot fire on move" has to do with this
Arbitrary game-dependent aiming restrictions

abma

2014-12-09 20:22

administrator   ~0013854

PR 116 was merged, 117 is still delayed. imo no need for having a mantis ticket as well.

Issue History

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
2014-07-19 16:06 silentwings Note Edited: 0013435
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