Random ground spikes, no matter how hard the ground is set

Random ground spikes, no matter how hard the ground is set

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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Random ground spikes, no matter how hard the ground is set

Post by TradeMark »

Screenshot:
Image

Ive seen this happening several times now.

They comes when something explodes... like it forgot how soft the ground was.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Random ground spikes, no matter how hard the ground is set

Post by imbaczek »

got a replay? screenshots are useless here.
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Random ground spikes, no matter how hard the ground is set

Post by TradeMark »

Fuck... that /skip command needs fixing... couldnt find the correct replay because /skip fucked it up (thread here btw)

here it is:
http://replays.adune.nl/?787


--

Oh and this didnt happen before the 2 last big updates (77b5 didnt have this IIRC) ... something new stuff fuxed it up
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Random ground spikes, no matter how hard the ground is set

Post by Pxtl »

I've seen those crazy spikes in normal games - they're usually small and hard to see, so I'd assumed they were always there and I'd just never noticed them. I even saw the reverse once - a deep unit-sized hole that appeared under a unit and swallowed it up. Should've saved teh replay.
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Random ground spikes, no matter how hard the ground is set

Post by TradeMark »

Pxtl wrote:I've seen those crazy spikes in normal games - they're usually small and hard to see, so I'd assumed they were always there and I'd just never noticed them. I even saw the reverse once - a deep unit-sized hole that appeared under a unit and swallowed it up. Should've saved teh replay.
if you saw those in DSD, its DSD feature... bad typemap.

But seriously i first time saw it after 77b5 and ive played years.

Edit: Ive seen those spikes even from very small explosions too, like some bertha shot ground etc.
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: Random ground spikes, no matter how hard the ground is set

Post by Beherith »

Is base map hardness set low? Cause on dsd its caused by that, and the typemap being anti aliased, so the boundaries between areas only have the base hardness, not the multiplied one.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Random ground spikes, no matter how hard the ground is set

Post by Pxtl »

Oh.

Yeah, DSD. Thanks for the illumination.
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: Random ground spikes, no matter how hard the ground is set

Post by hunterw »

being able to set hardness for a typemap is nearly useless unless you want to go through the trouble of using 255 typemap definitions, therefore gradually making the hardness variable change. i actually have never seen anyone do this, but this is the only way that variable is even remotely usable.

here's an example of typemap hardness funkyness, much like DSD
Image


but this is not what the thread is about
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Random ground spikes, no matter how hard the ground is set

Post by Beherith »

Btw, that hardness change on mearth is completely intentional, so that high exposives dont destroy basic building areas and finely tuned shallow passes
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Random ground spikes, no matter how hard the ground is set

Post by TradeMark »

Beherith wrote:Is base map hardness set low? Cause on dsd its caused by that, and the typemap being anti aliased, so the boundaries between areas only have the base hardness, not the multiplied one.
i didnt use any different hardness than 70 in my map. i know the typemaps gets antialised (made a thread about it half year ago...)

Even in my other map which doesnt use any typemaps, have seen this same bug.

Code: Select all

	maphardness=70;

	[TERRAINTYPE0]
	{
		name=move;
		hardness=1;
		tankmovespeed=1.5;
		kbotmovespeed=1.5;
		hovermovespeed=1.0;
		shipmovespeed=0;
	}
	[TERRAINTYPE1]
	{
		name=stop;
		hardness=1;
		tankmovespeed=0;
		kbotmovespeed=0;
		hovermovespeed=0;
		shipmovespeed=0;
	}
i doubt the problem is about the antialiased typemaps, since that part of the map where the spike came, had no other typemap near it, only near the edges had different terraintype.

PLUS, you see i use TERRAINTYPE0 and TERRAINTYPE1, which means it cant even blur between those values 0 and 1, if it was 0 and 255, then the blurred value would be 128 etc.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Random ground spikes, no matter how hard the ground is set

Post by knorke »

i have had this happe in ca when i built a metalstorage with the commander. It terraformed some strange spike around the building, like a chimney. When looked at from above the walls seemed very thin. (no width, like paper)
It was no graphic error as it was possible to flatten it with terraform.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Random ground spikes, no matter how hard the ground is set

Post by Forboding Angel »

70 hardness is super soft... like cake. Try 800.
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Random ground spikes, no matter how hard the ground is set

Post by TradeMark »

lolz its not about softness, and even if it was, it doesnt mean its my fault, since those spikes appears randomly >_>

i got those same spikes on a map which hardness was 400

You should know one thing: default hardness is 100 :roll:
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