2019-08-25 00:24 CEST

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IDProjectCategoryView StatusLast Update
0006138Spring engineGeneralpublic2019-02-20 14:55
ReporterGoogle_Frog 
Assigned Tohokomoko 
PrioritynormalSeverityminorReproducibilityalways
StatusresolvedResolutionfixed 
Product Version104.0 +git 
Target VersionFixed in Version 
Summary0006138: MAX_UNITDEF_EXPGEN_IDS is too low
DescriptionThis commit enforced a limit of eight cegs per unit: https://github.com/spring/spring/commit/518a265e406b65bb8ff1acca11c21cf325bdbaad

This breaks the weapon switching used in the ZK dynamic commander system. Dynamic commanders currently have up to 69 assigned cegs (about double the maximum number of weapons, which is 32).

See https://github.com/ZeroK-RTS/Zero-K/issues/3424
TagsNo tags attached.
Checked infolog.txt for lua Errors
Attached Files

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-Notes

~0019738

Google_Frog (reporter)

I am a bit unclear on why the sfxtypes table exists. Does it improve performance at all (say through resource preloading)? Do large sfxtypes tables have a noticeable impact on performance? It seems like the table could be replaced (for LUS) with a form of Spring.SpawnCEG that takes a unitID, piece number, and ceg name.

~0019744

hokomoko (developer)

Fixed in https://github.com/spring/spring/commit/01936433215676150b72cce35101cbbb3aa6bf15

~0019747

Kloot (developer)

> a form of Spring.SpawnCEG that takes a unitID, piece number, and ceg name.

aka Spring.SpawnSFX
+Notes

-Issue History
Date Modified Username Field Change
2019-02-20 04:49 Google_Frog New Issue
2019-02-20 04:57 Google_Frog Note Added: 0019738
2019-02-20 14:43 hokomoko Note Added: 0019744
2019-02-20 14:43 hokomoko Assigned To => hokomoko
2019-02-20 14:43 hokomoko Status new => resolved
2019-02-20 14:43 hokomoko Resolution open => fixed
2019-02-20 14:55 Kloot Note Added: 0019747
+Issue History