SonarDistance is broken! - Page 2

SonarDistance is broken!

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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momfreeek
Posts: 625
Joined: 29 Apr 2008, 16:50

Re: SonarDistance is broken!

Post by momfreeek »

from the sticky: How to report bugs
Fnordia wrote:If you are unsure whether or not something is a bug, you can always create a thread in this forum to discuss it.

If the problem indeed seems to be a genuine bug, the best way to get developer attention is to post detailed information about it in the Spring bugtracker. We have recently switched over to the Mantis bugtracker, and it can be found here.
Tobi wrote:Read this to increase chances of your bug fixed:

http://www.chiark.greenend.org.uk/~sgtatham/bugs.html
Just telling someone they are wrong/irrelevant does not count as "discussion" (neither does calling them a retard).

Repeating "its broken" over and over in big red letters doesn't count as "detailed information". Read the link provided by Tobi.

Its absurd, the amount of ranted drivel in this thread before any evidence of the problem is posted.. and still its one screenshot with no other details about the test that would enable a dev to reproduce it (not even the script). Without the ranting and insults its just a bad bug report, with them its a train wreck. Its hardly surprising that an engine dev doesn't want to engage at this level.
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: SonarDistance is broken!

Post by Kloot »

The principal reason we don't want to engage in either a conversation or a bughunt is that there is no bug and hence we don't need to test. There is only FA's embarrassing ignorance wrt. the workings of Spring's sensor system (ie. he is missing some piece of information and we happen to know exactly which, but don't feel like sharing it because of his repugnant attitude) that leads him to believe his own bullshit and pile up the insults and false accusations even when presented with evidence (exhibit B) to the contrary.

ITT: sonarDistance is not broken at all, but being uninformed FA thinks it is and gets a "discussion" going by shouting loud enough for long enough to convince others of this true-in-his-mind-fact, pissing off those who can plug the gaps in his knowledge to the point they really don't care if he ever figures it out.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: SonarDistance is broken!

Post by AF »

0_o I am intervening in the name of common sense!!!!!

Reccomended action:

Point out the missing piece of information, embarass Forb and send him runnign home wiht his tail between his legs. +1 Brownie points for various people who just learnt something new casually browsing. +1 reputation for looking friendly and approachable

Kloots action:

Post screenshots and declare foreboding as utterly incorrect. Point out that there's a missing piece of information, but refuse to give it because of <insert not nice description of foreboding here>. -1 reputation +1 steer clear of me at all costs rating

Bonus alternate timeline involving same content but less timewasting:

Kloot: "Your missing a piece of information foreboding, ( screenshot ), add xyz and abc"

Forb: "oh thanks! >_< sorry guys"


No cookies for foreboding and kloot today
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: SonarDistance is broken!

Post by Forboding Angel »

What pray tell am I missing? The units have ample LOS, ample sonar capability, stealth vs sonar turned off.

You mention sensors which is really strange, because seismic sensors have nothing to do with this. The only other sensor info that I am aware of is radar, and if a unit needs radar AND sonar to get los on a unit underwater, that's pretty messed up.

I talk to google_frog the way I do because he likes to troll me in particular (I dunno if he does it to others and I don't really care). I also don't dislike him as much as you would be led to believe, it just really irritates me when he goes off topic about stuff and epicly derails.

I wasn't rude to any of the engine devs except you kloot, but what do you expect when you post some crap like that? You speak to me like that you can expect the exact same directed back @ you (THIS IS INTUBEEZZZ!!!).
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: SonarDistance is broken!

Post by FLOZi »

I would guess that sonar (like radar) is tied to activation status, but I don't know for sure.

Really this thread is a prime example of all that is upsetting about Spring's 'community'. I am agreeing with AF, things must be bad :P
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smoth
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Joined: 13 Jan 2005, 00:46

Re: SonarDistance is broken!

Post by smoth »

*Huggles* you still have me floz
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: SonarDistance is broken!

Post by Forboding Angel »

FLOZi wrote:I would guess that sonar (like radar) is tied to activation status
Thanks flozi. In other words it's a TAism like AF said. Great :-/.

Shouldn't it work regardless of status if status is not defined? Doesn't this count as a bug?

Edit: I like how kloot assumed that I didn't look at the arm commander first when I realized it wasn't working.
Last edited by Forboding Angel on 11 Apr 2011, 21:40, edited 1 time in total.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Re: SonarDistance is broken!

Post by FLOZi »

As I said, that is only a guess.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: SonarDistance is broken!

Post by Forboding Angel »

That was it flozi, thanks again.

This tag combination assumes that radar and sonar are only on buildings. Imo it counts as a bug (a minor one though), not to mention a newbtrap (Shit, I've been here since forever and I didn't know that that stuff was tied together). Perhaps activation status should default to on?

Edit: I'm sorry. Part of what I said about is untrue. I was assuming that onoffable was int he mix, but activatewhenbuilt makes it a non-necessity.


This thread is now about whether units should be active upon creation

Would there be a downside?
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: SonarDistance is broken!

Post by knorke »

units active on creation: lua it.

This thread is now about how none of this shit is ever documentated anywhere.
would there be a downside?
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: SonarDistance is broken!

Post by FLOZi »

knorke wrote:units active on creation: lua it.

This thread is now about how none of this shit is ever documentated anywhere.
would there be a downside?
You don't even need to lua it, just set the unitdef tag. Debating whether that should be default on or off seems like a pointless quibble. :P

http://springrts.com/wiki/Units:FBI documents the tag, but I guess you meant the link between sensors and activation, knorke?
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knorke
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Re: SonarDistance is broken!

Post by knorke »

FLOZi wrote:http://springrts.com/wiki/Units:FBI documents the tag, but I guess you meant the link between sensors and activation, knorke?
yes.
and does ActivateWhenBuilt require OnOffable=1; too? all that...
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FLOZi
MC: Legacy & Spring 1944 Developer
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Re: SonarDistance is broken!

Post by FLOZi »

We should cooperate on redoing the Unit/Feature/Weapon Def wiki pages
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: SonarDistance is broken!

Post by Forboding Angel »

Flozi, see the thing is, activate when built = true is a newbtrap. The tag should only be necessary when you want a unit to default to off. That is much more transparent behavior.

Apparently it's an oldfag trap too.

Also, to keep form having trouble again I might as well add the tag to every single unit I have so that in the future I don't get caught by something so stupid again.

Image
epictrap.png
(247.25 KiB) Downloaded 2 times
@knorke, I originally thought that onoffable was required but it isn't. Iirc, tobi told me at one point that all that tag really does is allow switch via gui and add a button.
Last edited by Forboding Angel on 12 Apr 2011, 00:04, edited 1 time in total.
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smoth
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Re: SonarDistance is broken!

Post by smoth »

forb line 142 in gundam's featuredefs_post, the svn version...

just saying super easy to do and be lazy.
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Forboding Angel
Evolution RTS Developer
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Re: SonarDistance is broken!

Post by Forboding Angel »

Smoth,

ud.activateWhenBuilt = true

was already in my featuredefs_post. Are you saying that i should add that to unitdefs post as well? Or am I just missing something?

It's worth noting, that if that is supposed to take place for all units as well, it isn't working (because that was already in featuredefs while I was having this issue)
Last edited by Forboding Angel on 12 Apr 2011, 00:14, edited 1 time in total.
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smoth
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Re: SonarDistance is broken!

Post by smoth »

probably missing something but yeah..
-- units have to have an on/off state for radar/sonar to work. FUCKING RETARDED whatever KLUDGED!
ud.activateWhenBuilt = true
--
-- Kludges end
--
just sayin' the comment should have been a good solid hint.

no idea what is broken in evo.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: SonarDistance is broken!

Post by Forboding Angel »

Added this to unitdefs post:

Code: Select all

--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
-- Spring Kludge Removal
-- 
for name, ud in pairs(UnitDefs) do
	ud.activateWhenBuilt  = true 
end
And it solved the issue. Thanks smoth. Once again you save me.
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Re: SonarDistance is broken!

Post by zwzsg »

Forboding Angel wrote: ud.activateWhenBuilt = true

was already in my featuredefs_post.
:?: Activated feature? :?:
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: SonarDistance is broken!

Post by Forboding Angel »

Yeah for gaia map features. As an example, see gunmetal harbor.
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