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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
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0006129 | Spring engine | General | public | 2019-02-08 14:56 | 2019-02-08 20:02 | ||||||||
Reporter | sprung | ||||||||||||
Assigned To | |||||||||||||
Priority | low | Severity | feature | Reproducibility | N/A | ||||||||
Status | new | Resolution | open | ||||||||||
Product Version | 104.0 +git | ||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0006129: Some way to control 0006127 | ||||||||||||
Description | The fix for 0006127 (nano ghosts moving in the fog) is a regression for the case where a game's immobile units are actually immobile while not fixing the issue fully ("true" buildings can be moved with Lua, too, and their ghosts will still move in the fog). I am not sure what the best solution would be, perhaps a modrule? | ||||||||||||
Tags | No tags attached. | ||||||||||||
Checked infolog.txt for Errors | |||||||||||||
Attached Files |
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Notes | |
Kloot (developer) 2019-02-08 19:50 Last edited: 2019-02-08 20:02 |
Technically, "immobile units [that] are actually immobile" are still not buildings (in the Spring sense) so you can debate whether the "ghostedBuildings" option should even apply to them. A general solution involves just a few changes to the ghost-drawing logic, but none of those will happen while ZK's insane no-update policy stands. |
Issue History | |||
Date Modified | Username | Field | Change |
---|---|---|---|
2019-02-08 14:56 | sprung | New Issue | |
2019-02-08 19:50 | Kloot | Note Added: 0019706 | |
2019-02-08 20:02 | Kloot | Note Edited: 0019706 | View Revisions |