Essentially, yes. I meant it to keep units from being pulled off their path arbitrary distances by a succession of targets. (Roam did not change this, but that is a good idea for the future). Something seems to have changed since then, however, and it seems that units can be pulled arbitrary distances anyhow. I may try make the behavior act more intuitively this weekend, (hopefully) before .73 comes out.KDR_11k wrote:I think Fight and Patrol makes the units suspend their movement, mark their current spot as their return point, destroy the enemy, then return to their marked spot and continue moving from there. Maybe setting them to Roam changes that?
0.73b1 test build
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thats why i used remake, not convertCaydr wrote:I'm usually wrong, but I really don't think Noize made those. Also, you can't just convert a map to SM3, it'd have to be remade from scratch, unless an SY still has the heightmap they used lying around somewhere.ofc, this is only if Mars' and SmallDivide's makers want to remake them
did NoiZe make them both?

- SwiftSpear
- Classic Community Lead
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I'm getting a completely weird extractor range display in 2097:


Sometimes you can even see parts of extractor radiuses that aren't in your LOS.
Hunch: The changed LOS resolution in the sensors.tdf isn't used correctly by the check if the extractor range is within view. Sometimes I'm seeing weird patterns of seen and unseen radius texels on radiuses that are in the southern ~3/4ths of the map, suggesting that it's using "junk" data for that, i.e. data exceeding the LOS array.


Sometimes you can even see parts of extractor radiuses that aren't in your LOS.
Hunch: The changed LOS resolution in the sensors.tdf isn't used correctly by the check if the extractor range is within view. Sometimes I'm seeing weird patterns of seen and unseen radius texels on radiuses that are in the southern ~3/4ths of the map, suggesting that it's using "junk" data for that, i.e. data exceeding the LOS array.
- bobthedinosaur
- Blood & Steel Developer
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Which mod is this and what are the contents of sensors.tdf?KDR_11k wrote: [...]
Sometimes you can even see parts of extractor radiuses that aren't in your LOS.
Hunch: The changed LOS resolution in the sensors.tdf isn't used correctly by the check if the extractor range is within view. Sometimes I'm seeing weird patterns of seen and unseen radius texels on radiuses that are in the southern ~3/4ths of the map, suggesting that it's using "junk" data for that, i.e. data exceeding the LOS array.
If it's unreleased I'd prefer if you could PM me a link to the mod to reproduce the bug.
Patch up. May (hopefully) be small enough to be in .73. Units now move to the closest point on the old path, as opposed to their original position.Caydr wrote: And it behaves strangely. I told group A to "fight" to a location on the other side of group B. Group A comes across group B, kills it, then returns to their start location, THEN proceeds to the location I told them to "fight" to. Might've already been fixed, I'm not sure what build I was using at the time.
http://taspring.clan-sy.com/mantis/view.php?id=292
Code: Select all
build\tools\unitsync\unitsync.o(.text+0xaa):unitsync.cpp: undefined reference to
`ConfigHandler::Deallocate()'
build\tools\unitsync\unitsync.o(.text+0xcb):unitsync.cpp: undefined reference to
`ConfigHandler::Deallocate()'
rts\System\Platform\FileSystem.o(.text+0x43c):FileSystem.cpp: undefined referenc
e to `ConfigHandler::GetInstance()'