[BUG](EE) bug on speed metal - Page 2

[BUG](EE) bug on speed metal

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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DOT
Posts: 138
Joined: 26 Nov 2007, 15:39

Post by DOT »

just give me a 99999999999999+ metal map
which is easy to defend

pleeassee?
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Pxtl
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Joined: 23 Oct 2004, 01:43

Post by Pxtl »

Do I have to bring back "Absolutely Excessive"?
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DOT
Posts: 138
Joined: 26 Nov 2007, 15:39

Post by DOT »

Pxtl wrote:Do I have to bring back "Absolutely Excessive"?
? whots this?
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Acidic water is not a bug...

Code: Select all

	[WATER]
	{
		WaterSurfaceColor=0.34 0.59 1;
		WaterPlaneColor=0.34 0.59 1;
		WaterBaseColor=0.4 0.6 0.8;
		WaterAbsorb=0 0 0;
		WaterMinColor=0.1 0.1 0.3;
		WaterDamage=5;
	}
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lurker
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Joined: 08 Jan 2007, 06:13

Post by lurker »

But it damaging things that aren't in it is.
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Pxtl
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Joined: 23 Oct 2004, 01:43

Post by Pxtl »

lurker wrote:But it damaging things that aren't in it is.
Maybe it's a depth issue? Do the non-boat objects that are getting burned by acid extend deep underground? Maybe their hitbox includes the depth at which acid begins?

Of course, I have no idea how acid-damage calculation works, but if it's calculated exclusively by height, that kind of problem is possible.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

I don't think there are any non-boat things that are being damaged by it.
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[XIII]Roxas
Posts: 182
Joined: 20 Jun 2007, 23:44

Post by [XIII]Roxas »

Who cares? Speedmetal is a map not intended for EE usage, anyway. If you want to play said "map", then I suggest you learn to live with it. EE is designed for maps which AREN'T a waste of Hard-drive space.
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lurker
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Joined: 08 Jan 2007, 06:13

Post by lurker »

I care because there are other maps with water damage. Ones that don't suck.
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

Pxtl wrote: Maybe it's a depth issue? Do the non-boat objects that are getting burned by acid extend deep underground? Maybe their hitbox includes the depth at which acid begins?
^ has a good point, if the unit's sphere crosses into the water plane then is there is a possibility it will count as in water for the purposes of taking damage? Maybe the engine is not performing the in or on water check and just looking at if the unit is crossing through the water plain.

Try a gallop transport in gundam(it has a huge hitsphere) and see if it is taking damage on lowlying areas where it's hitsphere would cross the water plain.

Unit name: gallop

GO GO GO
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

The gallop is a hovercraft, it should be completely exempt from acid damage AFAIK.

Testing with CvC, hovercrafts and planes don't take damage from acid water, even if the planes are built on the sea floor.
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Fanger
Expand & Exterminate Developer
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Joined: 22 Nov 2005, 22:58

Post by Fanger »

It is an issue with floating buildings, they always count as being in the water and this has existed for a very long time.. it is not a ship issue.. make a factory that can be built over water and over land and you will notice on an acid map it takes damage no matter where its built..
tombom
Posts: 1933
Joined: 18 Dec 2005, 20:21

Post by tombom »

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Fanger
Expand & Exterminate Developer
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Joined: 22 Nov 2005, 22:58

Post by Fanger »

excellent... now we can test our might..
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