BOTA mod broken (or is it just core Spring?)

BOTA mod broken (or is it just core Spring?)

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ismo
Posts: 33
Joined: 27 Dec 2009, 13:52

BOTA mod broken (or is it just core Spring?)

Post by ismo »

Hi everyone,

We were testing Bota (beta 10 version) last weekend and noticed that it is in practise unplayable now. Reason for this is that aiding factories with constructors (or commander) is pain. As it seems that the constructors want to continuously move to front of factory, thus blocking units coming out. Weirdest thing is that even air constructors seem to get stuck.

We tested at least sherwood map and another gundam/smoth's new maps cannot recall its name now. At least sherwood has been working just fine in the past.

Has anyone idea what could be causing this? Would be nice to get the BOTA mod in playable state. Any hints are more than welcome :)

XTA developer told me that "they have been messing with path finding". (They referring to Spring developer(s) I suppose). He also suspected that maybe they are working/changing heatmapping algorithm which is not used by XTA (it seems that at least in XTA assisting is not such problematic).
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: BOTA mod broken (or is it just core Spring?)

Post by Pxtl »

Spring has changed many, many things in the handling of unit attributes over time, and as such any unmaintained mods will have bad, bad behavior. BOTA is not really actively maintained, so it will be broken.
ismo
Posts: 33
Joined: 27 Dec 2009, 13:52

Re: BOTA mod broken (or is it just core Spring?)

Post by ismo »

Thanks for reply.

Bota is not maintained at all (development of it stopped a few, or was it even 6, months ago). It is basically the mod I like most, but I am slowly being converted to "XTA player" :)
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: BOTA mod broken (or is it just core Spring?)

Post by knorke »

As it seems that the constructors want to continuously move to front of factory, thus blocking units coming out.
Can they still build otherwise?
Maybe it is http://springrts.com/phpbb/viewtopic.php?f=48&t=25008
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: BOTA mod broken (or is it just core Spring?)

Post by Beherith »

Ismo: the solution to your issue is very simple. Minbuilddistance used to be engine clamped to 128, now its clamped to much less, and BOTA units have values lower than 128 set in their unitdefs. To fix this issue, change all minbuilddistances<128 to 128.

https://github.com/spring/spring/commit ... 866bb8ce5c

Thx for keeping BOTA alive, ill play a few rounds once I get back on my main pc.
ismo
Posts: 33
Joined: 27 Dec 2009, 13:52

Re: BOTA mod broken (or is it just core Spring?)

Post by ismo »

Thanks Beherith for the advice. I changed the builddistance to 128 for all constructors, commander and FARC. Still doing some testing, but so far looks good.
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Deadnight Warrior
Posts: 183
Joined: 08 Jun 2009, 17:59

Re: BOTA mod broken (or is it just core Spring?)

Post by Deadnight Warrior »

Beherit is right, ismo. In lobby chat you described your problem a bit different, like "units walk around in strange way", that's why I assumed it's pathfinding problem.
There are two mod braking changes in latest (0.82.7) Spring. The one Beherit mentioned, and second is waterline tags.
All units that had waterline>=5 automatically got extra 10 to their waterline. That was used to give subs more depth, now it's removed. While the change itself is welcome (you can now adjust waterline better), it wasn't mentioned on official changelog (only on github) and makes all subs dive too close to water surface (problem in BA7.20 and previous, XTA also suffered from it, etc.) so they are targeted by all units, and some subs even stick out of the water (at least their collision volume is).
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