Beamlaser Bug :P

Beamlaser Bug :P

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Beamlaser Bug :P

Post by Argh »

Dear Spring Team:

Beamlasers will dig trenches, even when the following values are all set to zero:

impulsefactor=0;
impulseBoost=0;
craterMult=0;
craterBoost=0;

... This would explain a lot of the remaining late-game lag in the current build of NanoBlobs, so I've removed the SpireRook's characteristic beam until this is fixed. Sorry, not trying to whine- I'm glad that this is almost completely fixed now that I know about those variables and put them into my mod. At least that fixed my unit explosions ;)
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

I believe this was also an issue with the Jedi Lightsabers, as they tended to dig giant holes whenever they swung. Gnome'll correct me though...
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

It's definately a bug. Right up there with lightning weapons not accepting the new explosiongenerators... minor, but annoying...
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

The Jedi don't use beamlasers, zsinj, so I was able to fix it with impulsefactor. Still a bug.
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Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

hm for FF i used a ton of beam lasers and all worked fine with impulsefactor=0. (or it was the map, but i dont think so)
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