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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
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0005170 | Spring engine | General | public | 2016-03-15 10:01 | 2016-03-18 11:27 | ||||||||
Reporter | silentwings | ||||||||||||
Assigned To | |||||||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||||||
Status | new | Resolution | open | ||||||||||
Product Version | 101.0+git | ||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0005170: water mode is not saved on shutdown | ||||||||||||
Description | All 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 Reproduce | Run 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 Information | Part of an ingame menu to control gfx settings. | ||||||||||||
Tags | No tags attached. | ||||||||||||
Checked infolog.txt for Errors | |||||||||||||
Attached Files |
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Kloot (developer) 2016-03-15 10:16 |
the setting isn't named "Water" but "ReflectiveWater" (yes, stupid) |
silentwings (reporter) 2016-03-15 10:29 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 (developer) 2016-03-15 10:34 |
there's more: AdvUnitShading vs. /advmodelshading off the top of my head |
silentwings (reporter) 2016-03-16 11:49 |
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. |
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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 |