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IDProjectCategoryView StatusLast Update
0005170Spring engineGeneralpublic2016-03-18 11:27
Reportersilentwings Assigned To 
PrioritynormalSeverityminorReproducibilityalways
Status newResolutionopen 
Product Version101.0+git 
Summary0005170: water mode is not saved on shutdown
DescriptionAll other (important) graphical settings save their value automatically to springsettings.cfg after being changed ingame with the appropriate ui command - but water mode isn't saved.
Steps To ReproduceRun Spring directly and check the setting "Water". Start a game, use e.g. /water 0 to change it. Exit, restart Spring and check the setting again.
Additional InformationPart of an ingame menu to control gfx settings.
TagsNo tags attached.
Checked infolog.txt for Errors

Relationships

related to 0005185 resolvedhokomoko SetConfigInt fails to have any effect on GroundDetail + the chatactions to alter GroundDetail are not useful 

Activities

Kloot

2016-03-15 10:16

developer   ~0016073

the setting isn't named "Water" but "ReflectiveWater" (yes, stupid)

silentwings

2016-03-15 10:29

reporter   ~0016075

Last edited: 2016-03-15 10:50

Aha - then this is the only case I know of where the name of the setting cannot also be used as a toggle e.g. '/reflectivewater 0' has no effect

EDIT: Having done a more extensive search, I found many examples of settings that aren't saved after being changed ingame with a ui command. Unless thats all a bug (in which case let me know and I can provide a list), I'll just store a local copy of the relevent spring settings and overrule the engine saved values on each load. Unfortunately this makes printing out the spring settings in the infolog much less useful; although BAR does echo its local copy too.

hokomoko

2016-03-15 10:34

developer   ~0016076

there's more: AdvUnitShading vs. /advmodelshading off the top of my head

silentwings

2016-03-16 11:49

reporter   ~0016083

This can be closed - there are many tags with the same issue, and no way to tell which is which (and I guess this can't be easily fixed).

The only reasonable a thing a game can do is control the gfx config itself, which isn't so bad; the only (very minor) issue I ran into from that approach is that Deferred** can't be turned on/off on the fly.

Issue History

Date Modified Username Field Change
2016-03-15 10:01 silentwings New Issue
2016-03-15 10:16 Kloot Note Added: 0016073
2016-03-15 10:29 silentwings Note Added: 0016075
2016-03-15 10:31 silentwings Note Edited: 0016075
2016-03-15 10:34 hokomoko Note Added: 0016076
2016-03-15 10:45 silentwings Note Edited: 0016075
2016-03-15 10:46 silentwings Note Edited: 0016075
2016-03-15 10:46 silentwings Note Edited: 0016075
2016-03-15 10:50 silentwings Note Edited: 0016075
2016-03-16 11:49 silentwings Note Added: 0016083
2016-03-18 11:27 Kloot Relationship added related to 0005185