Building rotation in .73

Building rotation in .73

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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Caydr
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Building rotation in .73

Post by Caydr »

Hi, sorry if this is already addressed, I just didn't want it to slip through. Units being built in a factory, even if the factory itself has been rotated, will be facing the default direction.

So a factory is facing east, but the vehicle it's building will still be facing south. This might have been overlooked if you were testing only with XTA, but AA and probably other mods don't have rotating units while they're being built.

The reason I made this change is because it helps them exit the factory faster. It may only be a difference of 3 seconds or so while the tank rotates, but if you're mass-producing things with many construction assisters, that three seconds might be doubling the build time of the unit.

For instance, asy you're building fleas with your commander assisting the factory. The total time might be about 5 seconds per flea. If it has to rotate before exiting, that's 7 or 8 second per flea, a big difference.
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Argh
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Post by Argh »

Yeah, that is pretty important...
HawkMan
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Post by HawkMan »

Argh wrote:Yeah, that is pretty important...
Analyzing for Sarcasm... possible sarcasm detected.
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KDR_11k
Game Developer
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Post by KDR_11k »

I don't think it's sarcasm, in a swarm mod that could easily reduce the output of your factory by 50% or more. I know I always made sure my drones exited the factory without turning in CvC as the turning could take more time than building the unit itself.
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Tim Blokdijk
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Post by Tim Blokdijk »

What version of Spring are you using Caydr?
I don't play AA so I can't test it with svn head but I do believe Jelmer patched this at some point. (or patched something about rotation)
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jcnossen
Former Engine Dev
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Post by jcnossen »

Needs another patch apparently
Torrasque
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Post by Torrasque »

I've just tried with the latest version and Caydr is right.
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Pxtl
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Post by Pxtl »

Funny, when this patch was first submitted, the first thing I asked was if it worked on the units that the factory builds.... and people insisted that it did. Guess not.
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Caydr
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Post by Caydr »

Phew. Good to know other people have the same problem.

In other news, my new monitor kicks ass.
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SinbadEV
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Post by SinbadEV »

The problem is that in XTA the script of the unit orients the unit to the building while in most other mods it leaves it's standard orientation, it doesn't seem like it would be all that difficult for whoever integrated the first patch... unless factories work different then normal con units when it comes to the orientation of tagets... which they probably do... and I just said a bunch of stuff people have already said.
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Argh
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Post by Argh »

That wasn't meant to be sarcastic. I was just surprised that this hadn't been checked, is all. This is the kind of thing that proves that the "early beta" program is working, by allowing modders to find these sorts of bugs before release :-)
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LOrDo
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Post by LOrDo »

Rotatable factories? Is there ANYTHING the next spring dosnt have?? :shock:


This is kinda off topic...but how soon are we to getting an official non-developement release?
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Peet
Malcontent
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Post by Peet »

Rotatable buildings will be one of my favourite features, it pisses me off in E&E how the heavy gun turret thingys cant fire sideways with all their guns.
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Caydr
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Post by Caydr »

1-4 weeks is the last I heard.
Theotherguy
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Post by Theotherguy »

Caydr wrote:1-4 weeks is the last I heard.
woot.
I hope its out by my birthday (september 19th)

hey devs...that would be a good birthday gift...hint...hint


As for the factories, that definatley needs to get fixed.

if units are built basically the same way as the factories and other buildings, maybe the factory can pass its orientation as a variable to the unit and rotate it to the appropriate position before it begins building?

I have no idea what I'm talking about...just guessing.
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Dragon45
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Post by Dragon45 »

Note to Devs: This is not a feature request; this is a bugfix. :-)
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