A few bugs I've noticed...

A few bugs I've noticed...

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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CaptainMaim
Posts: 265
Joined: 04 Sep 2005, 01:25

A few bugs I've noticed...

Post by CaptainMaim »

I'm not sure if this is the forum to post bugs that aren't of a critical nature.
Such as ones that dont' crash the game or particularly inpinge upon gameplay.

Anyway, here's what I've noticed:

1) Units Chasing BadTargetCatagory targets (Anti-Air only units chasing ground units and so on)

2) Unit and structure clipping (Apparently it's possible to push a unit under a building or small structure, much as it used to be possible to shove a boat onto dry land in the early versions of Spring.)

3) Air Transports not collecting all in their area (I've noticed that sometimes a group of air transports won't collect a group of stationary tanks or whatever that's in their load zone. The transports just sit there and then if ordered manually, won't auto unload to a unload area.) (REALLY ANNOYING) (Try moving 60 units with 60 transports over and over again, eventually some transports will simply cease responding and won't load anything at all anymore. [Easiest to see in order loops for moving from area A to area B.)

4) Forced Firing only fires at first targeted spot (Press A and select piece of ground) only fires at first plot on the ground selected, not a bad thing, but in OTA if there were multiple blind shot areas the weapons would cycle around the target points. (This is good for using weapons like Intimidators and Big Bertha's to blanket an area, Also good for plasma and well a variety of weapons.)

5) Patroling ground units stop patroling to open fire on intruders, instead of firing while on patrol.

6) Individual waypoints lack method for individual removal. (Probably a mute point but waypoints should have some sort of clickable icon like OTA had so you can cancel individual waypoints without having to redo the entire waypoint net. Either that or holding down on ctrl to erase nearest waypoint/order to cursor click.)
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

in TA when moving more than one unit you couldn't effectively cancel waypoints...you just set new ones! just do what u did in TA!
CaptainMaim
Posts: 265
Joined: 04 Sep 2005, 01:25

Post by CaptainMaim »

You could in TA, but it required guessing at the right icon... Though your right, but Spring doesn't have to be that way, I suppose that's all I'm saying.
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deadram
Posts: 37
Joined: 25 Jul 2005, 15:55

Re: A few bugs I've noticed...

Post by deadram »

1) Yes, bugs me to no end X.x

2) Also, if a unit suvives a blast, it can get thrown into a building

3) You need to set the transport to "repeat" mode. It makes one pick up, then "load" is moved to the end of the action queue. It makes one drop off then "unload" is moved to the end of the action queue. Rinse, repeat (auto-magically).

4) Meh, neat idea :D

5) "Roam" = See a enemy, chase it to the ends of the earth
"Manuver" = See a enemy, stop moving and chase it down within limits.
"Hold position" = See a enemy, shoot it and keep walking on the patrol lines

6) Not just waypoints... buildings have trouble "guarding" units, and removing "building movement queues". Along with that, even a series of moves are hard to remove, or a series of small buildings for a construction unit (say, land mines, or walls). Having a <cntrl> left click (or whatever) remove the closest queued event would make my hand feel like a hand... instead of a button masher... (I don't have a console for a reason, button mashing isn't my kindah game ;p)
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

mwha, I was playing fortress yesterday and the engine had spawned a laoda krogoths and goliaths on an island and they couldnt get off so I nuked them, and lo and behold it flung the goliaths to the side and thus they landed on deep waters and sank totally submerged, but they then continued to move and became fully amphibious for some reason.
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

Whoah... Now THERE's A creative strategy!
CaptainMaim
Posts: 265
Joined: 04 Sep 2005, 01:25

Post by CaptainMaim »

As for #3, I do that, but for some reason:
1) After several cycles, eventually some units won't get picked up. Like for instance I built 5 panthers and 3 of them were taken. Two were left in the center of the load area and never touched. I can make demos of this if you'd like.
And 2) Eventually, after several cycles of orders repeated loading and unloading, some of the transports simply cease to load or unload and must be reordered from scratch to do their jobs (though this doesn't always solve their problems.) So I wager if any of those lazy transports get assigned units to pick up a unit, then no one does the job. (And that just annoys me no end.)

Alantai Firestar: Hehe... I've been wondering about creating a viable strategy for the tossing feature. Though last time I saw a tank hit the water it just vanished... But your ways cool also. (Though it was a stumpy and not a goliath, maybe that's the primary difference between one's survival and the other's death?)
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

hmmm, I should have made a replay, twas udner the control of the spawn AI and was surrounded by numerous subs I'd built to stop goliaths spawning randomly, I would ahve tested but the collection of krogoths had been flung across the water that little bit they needed to walk onto my landmass and wreak havoc on the base.
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