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IDProjectCategoryView StatusLast Update
0004486Spring engineGeneralpublic2014-08-06 12:13
Reporteremmanuel 
Assigned Toabma 
PrioritynormalSeveritymajorReproducibilityalways
StatusclosedResolutionduplicate 
Product Version97.0 
Target VersionFixed in Version 
Summary0004486: some bugs related to transporting
Descriptiontransport will not accept unload orders if the unload area actually in range (and sometime not at all before moving a bit)
sometime (when tranport got a maxwaterdeepth of 30?) ground transport unload boats on water only when unload area got a meaningfull part of ground dry(1/4)
sometime (when tranport got a maxwaterdeepth of 30?) ground transport dont unload ground unit in water despite they both got maxwater deep >0
ground transport unload totaly outside the unload area (oposite direction) if they are in range of the unload area
not found at all working orders ground transport unload position but only unload area
seem ground transport dont unload more than two unit in a large free unload area but need multiple unload area for completly empty their multiple transporteds
transported units keep orders when loaded but not when unloaded
transported transport cannot load or unload
transported evacuate area order animdef script(SetUnitValue(19,true)--bugger on) aply to transport too and prevent transported to build(else very quickly)
seem transport dont care of the water deepth of the transported
ground transport dont mind to unload unit on themself colvol
transported unit tolerate to pass trought evrything(units ground etc)
.dae ground transport still turn 90° transported unit
"transportCapacity=12,(--The total number of units that the transport can pick up, with each unit multiplied by it's footprintX size.)"=bring that a model designed for 3to6 footprint with 2slots cannot prevent to transport 4* footprintx=3 units(else tricking with mass that bring other trouble more)
seem when one passable slope is located between two thin unpassables paraleles slopes then the ground unit will try to path between despite being footprinted too large
footprint6 ground unit pass trought other by half when pushed or moved by SetUnitValue(19,true)--bugger on and get stuck trought others and slopes until being transported or pushed / impulsed more
engine read commented lua instruction(then emit infolog errors) using recurent/recursives --[[...]] despit lua interpreter from notepad++ see it as multiline comments
mobile ground builder can build trought friendly units
bad weapon name dont show infolog error
missing texture2 set in assimp metadata file dont spam error
error spamed ay evry created unit when missing assimp metadata despit unit work perfectly without
mainDir={0.0, 1, 0},maxAngleDif=135.0,seem unitdef turret restriction dont alo to make basic tank turret limitation (free horizontal spin & limited elevationonly from top or down origin) still not match with animdef script radian axis limitations
collisionVolumeType="", --Default: "" lack of default
during build process real model (with working create function anim)is superposed with the static model without colision volumes
some unitdef tags make ground unit cant be attacked despit order can be emited against(manually at least) but still can attack(reached to fix the unit without knowing (maybe--strafeToAttack=true,-- Default: false ))
seem tranport code animdef script exclude build activity
seem not possible to make unit or projectile loop a sound as engine loudn animdef call sound
seem not possible to hide the ground not in los radar
seem not possible to physically hide a cosmetic piece = disalow colision (is scaling down under elmo make one elmo piece colision box or zero elmo ?)
not colision volume using 3D model shapes
not emitlos emitradar ingame (get?) set
not sure what hapend when 2 piece colision volume overide same for 2unit overide : projectiles share or shielded what blast & impact ?
air transport (hoverattack) will not more land after had transported units(unloaded or not)
when air unit(hoverattack) start to land (after stopmoving then)then startmove will not more called (despit new move orders emited) until it really complete a full landing (making start/stop move function more agin useless than already was since landing and unlanding not a "move")
air unit transporting another air unit shack terribly
wait for move instruction after 2 other move instruction on diferent axes of the same piece make only the first move apply before the first wait despit being in diferent order and complete before the next move start and wait for
air unit anded can be passed trought (but push ground unit when fly with cruisealt less than ground unit height)
transport can load unlimitedly more than allowed when loading another transport loaded
ground transport loading a landed or flying air unit are lifted by them and fly randomely trought the ground if cruisealt make it low(still crush tree in the process)
air transport loading an ground transport loaded then none cannot unload after (still can move)
air unit can be pushed sometime when a ground transport try to load them and being impulsed out of the map depit gamerule disalow it
Steps To Reproducemake a game using all the basic springrts possibilitys(excepted airbases & sea & hovers) using .dae assimp format
Additional Informationknowing your aversion for the spam (else from some names)& your great care for the game basic bugs then i decided to make a single report for 41bugs i listed (excluding what i already reported here)

the test game is joint as file
map can be uploaded if needed at springfiles.com
evidence in video of 12bugs at http://youtu.be/bitTsiB7lnU
gamefile cannot be uploaded because php something 17Mb
uploaded a version with 3D & 2d removed
TagsNo tags attached.
Checked infolog.txt for Errors
Attached Files

-Relationships
has duplicate 0004485closedabma 41 bugs list (that i not already reported 
has duplicate 0004484closedabma 41 bugs list (that i not already reported 
has duplicate 0004488new (assimp .dae) 7 transport bugs found by gamedev 
+Relationships

-Notes

~0013474

emmanuel (reporter)

i hesitated to report evry bugs one per one
i was half lazzy and half fear to be ban for spam as common in springrts communauty
must i do it ?
i can make a more serious game file demo using less than 5Mb for reproductibility if needed
but im unsure than engine devs dont got their own test game (else BA or ZK)

~0013475

abma (administrator)

imo you should report bugs which are major. springs code base is very large and very likely will always contain some bugs, so we should focus on the important ones. this list is difficult to read because many bugs in this list seems hard to reproduce without knowing what exactly to do. also very likely some of these are no bugs, its a side-effect or wanted behaviour of sth. else.

so please: focus on important stuff and report the "bad bugs" in a dedicated bug report and give instructions how to reproduce.

~0013476

abma (administrator)

also, with 41 bugs reported here, its needless difficult to track which bug is fixed and which is not. the same if there are questions about a specific bug...

~0013477

abma (administrator)

Last edited: 2014-08-06 02:20

View 2 revisions

hmm, note 3: maybe you should group your bug reports by category, this maybe helps to get some order. for example create a bug report which contains all bugs related to transport, unitdef/weapondef/..., ...


(so its a useable number of bugreports, imo at max 5, i will use this one for the transports because of the video)

~0013478

emmanuel (reporter)

ok i will group at first the transportation bugs : that seem being a under exploited area in all springrts games (especially ground transport)

still i have very little idea how to rate major or trivial bugs since im very far from all engines codes and just beginner at game developement

so i cannot judge what a colateral side effect of a wished behaviour from the engine devs fashion game they tend to spare for retro compatibility and friendship or careless for what they dont actually need to fix (if ever they need because playing a game)

i just become award that some bugs i reported was not from the reason i thinked at first because i dont made a real time debug game that show what order is actually in memory of the unit involved
(and i already found my developement time very long without making a tech demo or debug tools what im very far to mastering and what will need another debug tools using engine code for check evrything):
i mean its your task to provide a debug game for test by us(game developers) if what we found are really what we think being

~0013480

emmanuel (reporter)

so i reported only major bugs in diferent posts and start to make a game that contain only needed files for tests

~0013481

abma (administrator)

thanks, great! (closing this report to avoid confusing)
+Notes

-Issue History
Date Modified Username Field Change
2014-08-05 12:28 emmanuel New Issue
2014-08-05 12:28 emmanuel File Added: luaunitmod4B.SDD.7z
2014-08-05 14:13 abma Relationship added has duplicate 0004485
2014-08-05 14:13 abma Relationship added has duplicate 0004484
2014-08-06 01:36 emmanuel Note Added: 0013474
2014-08-06 02:10 abma Note Added: 0013475
2014-08-06 02:11 abma Note Added: 0013476
2014-08-06 02:16 abma Note Added: 0013477
2014-08-06 02:20 abma Summary 41 bugs list (that i not already reported => some bugs related to transporting
2014-08-06 02:20 abma Note Edited: 0013477 View Revisions
2014-08-06 06:19 emmanuel Note Added: 0013478
2014-08-06 07:35 emmanuel Note Added: 0013480
2014-08-06 12:13 abma Relationship added has duplicate 0004488
2014-08-06 12:13 abma Note Added: 0013481
2014-08-06 12:13 abma Status new => closed
2014-08-06 12:13 abma Assigned To => abma
2014-08-06 12:13 abma Resolution open => duplicate
+Issue History