2019-09-23 00:55 CEST

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IDProjectCategoryView StatusLast Update
0005170Spring engineGeneralpublic2016-03-18 11:27
Reportersilentwings 
Assigned To 
PrioritynormalSeverityminorReproducibilityalways
StatusnewResolutionopen 
Product Version101.0+git 
Target VersionFixed in Version 
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 lua Errors
Attached Files

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

-Notes

~0016073

Kloot (developer)

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

~0016075

silentwings (reporter)

Last edited: 2016-03-15 10:50

View 6 revisions

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.

~0016076

hokomoko (developer)

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

~0016083

silentwings (reporter)

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.
+Notes

-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 View Revisions
2016-03-15 10:34 hokomoko Note Added: 0016076
2016-03-15 10:45 silentwings Note Edited: 0016075 View Revisions
2016-03-15 10:46 silentwings Note Edited: 0016075 View Revisions
2016-03-15 10:46 silentwings Note Edited: 0016075 View Revisions
2016-03-15 10:50 silentwings Note Edited: 0016075 View Revisions
2016-03-16 11:49 silentwings Note Added: 0016083
2016-03-18 11:27 Kloot Relationship added related to 0005185
+Issue History