issues noticed in 9.66

issues noticed in 9.66

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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

issues noticed in 9.66

Post by smoth »

[f=0000000] WARNING: too many unit categories (32), skipping level10
[f=0000000] WARNING: too many unit categories (33), skipping ctrl_c
[f=0000000] WARNING: too many unit categories (34), skipping energy
[f=0000000] WARNING: too many unit categories (35), skipping carry
[f=0000000] WARNING: too many unit categories (36), skipping antisub
[f=0000000] WARNING: too many unit categories (37), skipping all
[f=0000000] WARNING: too many unit categories (38), skipping core
[f=0000000] WARNING: too many unit categories (39), skipping phib
[f=0000000] WARNING: too many unit categories (40), skipping defensive
[f=0000000] WARNING: too many unit categories (41), skipping metal
[f=0000000] WARNING: too many unit categories (42), skipping mine
[f=0000000] WARNING: too many unit categories (43), skipping kamikaze
[f=0000000] WARNING: too many unit categories (44), skipping ctrl_m
[f=0000000] WARNING: too many unit categories (45), skipping ctrl_s
[f=0000000] WARNING: too many unit categories (46), skipping storage
[f=0000000] WARNING: too many unit categories (47), skipping jam
[f=0000000] WARNING: too many unit categories (48), skipping ctrl_n
[f=0000000] WARNING: too many unit categories (49), skipping rad
[f=0000000] WARNING: too many unit categories (50), skipping ctrl_j
[f=0000000] WARNING: too many unit categories (51), skipping bomb
[f=0000000] WARNING: too many unit categories (52), skipping ctrl_u
[f=0000000] WARNING: too many unit categories (53), skipping stealth
[f=0000000] WARNING: too many unit categories (54), skipping spy
[f=0000000] WARNING: too many unit categories (55), skipping extractor
[f=0000000] WARNING: too many unit categories (56), skipping tll
[f=0000000] Inconsistent movedata 13 for arm_plesiosaur (moveclass tankhover4): floater, but not a ship movetype
[f=0000000] Could not load sound from def: hovsmof1
[f=0000000] WARNING: too many unit categories (57), skipping paral
[f=0000000] WARNING: too many unit categories (58), skipping armspid
[f=0000000] WARNING: too many unit categories (59), skipping category=core
[f=0000000] WARNING: too many unit categories (60), skipping notland
[f=0000000] WARNING: too many unit categories (61), skipping minelayer
[f=0000000] WARNING: too many unit categories (62), skipping ctrl_x
[f=0000000] WARNING: too many unit categories (63), skipping fort
[f=0000000] Inconsistent movedata 20 for armflea (moveclass tankhover9): neither canhover nor floater, but not a ground movetype
[f=0000000] Inconsistent movedata 20 for armfleaa (moveclass tankhover9): neither canhover nor floater, but not a ground movetype
[f=0000000] WARNING: too many unit categories (64), skipping mobile
[f=0000000] WARNING: too many unit categories (65), skipping ctrl_k
you guys may want to also give this a run:
http://springrts.com/phpbb/viewtopic.ph ... ef#p464027
see which defs are conflicting etc.
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Deadnight Warrior
Posts: 183
Joined: 08 Jun 2009, 17:59

Re: issues noticed in 9.66

Post by Deadnight Warrior »

I'm well aware of all those issues, and have cleaned lots of excess unit categories, but not all.

The excess unit categories must be manually cleaned (I already made a suggestion for unit categories over a month ago).

The issue with movedefs isn't about wrong data in tags, but it rather the nature of units that use them. For example Plesiosaur and Zulu are ships that can transform into vehicles when they reach shallow water and land. For some reason they are treated as hovercraft even though that's not explicitly stated. That's why we have Inconsistent movedata 13 for arm_plesiosaur (moveclass tankhover4): floater, but not a ship movetype, as ships can't move on land but hovers can. This makes them immune to submarines as subs can't target hovers with torpedoes. Same issue is for those fleas which are part of FleaDefense (chicken/robot defense), but I haven't paid any attention to non-core-game units.

Jools if you still have the willpower to fix the unit categories as you said you would. You can consider it your first task/commit on XTA SVN.
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: issues noticed in 9.66

Post by Kloot »

For some reason they are treated as hovercraft
moveclass tankhover4
The identification (ship/hover/tank/kbot) is string-based, and "hover" is checked before "tank". However...
ships that can transform into vehicles when they reach shallow water and land
that is the definition of a Spring hovercraft (a unit that can move across land and any water surface), so technically they are not misclassified. You don't need the 'floater' tag for hovers.
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Deadnight Warrior
Posts: 183
Joined: 08 Jun 2009, 17:59

Re: issues noticed in 9.66

Post by Deadnight Warrior »

I don't want them to be hovers but ships instead. Or if they have to be hovers due to engine limitations, then they should be targetable by torpedos as their model center is below sea level (or very close to it as with other ships) and their collision volume is hittable by torpedos.
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hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: issues noticed in 9.66

Post by hoijui »

a relevant commit by Kloot:
https://github.com/spring/spring/commit ... 078429e87e
make TorpedoLaunchers able to target any in-water unit
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Jools
XTA Developer
Posts: 2816
Joined: 23 Feb 2009, 16:29

Re: issues noticed in 9.66

Post by Jools »

Deadnight Warrior wrote: Jools if you still have the willpower to fix the unit categories as you said you would. You can consider it your first task/commit on XTA SVN.
Sure, I already said I would do that, I just thought this affected mostly fleabowl stuff so I didn't consider it that important. But as we saw yesterday it made a map by smoth to crash.
hoijui wrote:a relevant commit by Kloot:
https://github.com/spring/spring/commit ... 078429e87e
make TorpedoLaunchers able to target any in-water unit
I would +1 that suggestion too. I think hover's are too much spared from torpedoes, they should also have a torpability
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: issues noticed in 9.66

Post by smoth »

To be fair my map was crashing for an entirely different reason.
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hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: issues noticed in 9.66

Post by hoijui »

when hosting with spring develop version (btw, logging is now fixed on windows), in a game of AAI + RAI vs me (XTA 9.66), only the AAI got a commander, me and RAI got nothing.
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