Instant turn rate? - Page 2

Instant turn rate?

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Kloot
Spring Developer
Posts: 1865
Joined: 08 Oct 2006, 16:58

Re: Instant turn rate?

Post by Kloot » 28 Oct 2018, 12:29

Reproducing this locally eludes me so I would like you to do the following:

1) grab Balanced Annihilation 10.13 (sdz) and extract it to an sdd directory
2) open units/ArmVehicles/armfav.lua and change acceleration/brakeRate/maxVelocity/turnRate to 10/10/10/32767
3) open gamedata/movedefs.lua and force moveData.allowRawMovement (line 575) to false
4) open luarules/gadgets/unit_prevent_nanoframe_blocking_hax.lua and replace its UnitCreated callin
5) run the game with your edits, enter /cheat and /give armfav
6) trigger the bug, upload the demo file (sdfz) to a mantis ticket
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Forboding Angel
Evolution RTS Developer
Posts: 14603
Joined: 17 Nov 2005, 02:43

Re: Instant turn rate?

Post by Forboding Angel » 28 Oct 2018, 13:20

https://github.com/Balanced-Annihilatio ... /tag/10.13

Just unzip the release to an .sdd folder and you're golden.
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Rampoina
Posts: 12
Joined: 19 Oct 2018, 17:32

Re: Instant turn rate?

Post by Rampoina » 28 Oct 2018, 13:31

Kloot wrote:
28 Oct 2018, 12:29
Reproducing this locally eludes me so I would like you to do the following:

1) grab Balanced Annihilation 10.13 (sdz) and extract it to an sdd directory
2) open units/ArmVehicles/armfav.lua and change acceleration/brakeRate/maxVelocity/turnRate to 10/10/10/32767
3) open gamedata/movedefs.lua and force moveData.allowRawMovement (line 575) to false
4) open luarules/gadgets/unit_prevent_nanoframe_blocking_hax.lua and replace its UnitCreated callin
5) run the game with your edits, enter /cheat and /give armfav
6) trigger the bug, upload the demo file (sdfz) to a mantis ticket
Gotcha
It seems to be working way better on Balanced Annihilation 10.13.
To be clear I was just using https://github.com/spring-archive/sprin ... algame.sdd so the steps to reproduce it would be just 2) and 4) on that repo.
How do I generate the sdfz? It's not as easy but I can glitch the unit.
Also do you have a link to the bugtracker?
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Kloot
Spring Developer
Posts: 1865
Joined: 08 Oct 2006, 16:58

Re: Instant turn rate?

Post by Kloot » 28 Oct 2018, 14:07

Demo files are automatically generated in your writeable data directory (search your system for infolog.txt to find it) under "demos".

Bugtracker is here: https://springrts.com/mantis/
To be clear I was just using https://github.com/spring-archive/sprin ... algame.sdd so the steps to reproduce it would be just 2) and 4) on that repo.
It could just be due to a difference in mouse-click processing latency, but I had no luck (after hacking up simpleattackvehicle and the game_spawn gadget) in this direction either.

EDIT: actually managed to catch it in the act now, this should be interesting.
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Rampoina
Posts: 12
Joined: 19 Oct 2018, 17:32

Re: Instant turn rate?

Post by Rampoina » 28 Oct 2018, 14:32

Kloot wrote:
28 Oct 2018, 14:07
Demo files are automatically generated in your writeable data directory (search your system for infolog.txt to find it) under "demos".

Bugtracker is here: https://springrts.com/mantis/
To be clear I was just using https://github.com/spring-archive/sprin ... algame.sdd so the steps to reproduce it would be just 2) and 4) on that repo.
It could just be due to a difference in mouse-click processing latency, but I had no luck (after hacking up simpleattackvehicle and the game_spawn gadget) in this direction either.

EDIT: actually managed to catch it in the act now, this should be interesting.

And there you go: https://springrts.com/mantis/view.php?id=6059

Damn stop ninja'ing me haha
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