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Stuff that will break down in next Spring

Posted: 20 May 2009, 20:45
by zwzsg
Stuff that are broken by 0.79:

1) Obelisk:
It stay closed and flameless when it should be open and flamey on the tip. Looks like the flame escapes instead of staying in place.

2) Socket:
The build laser animation is all chopped instead of smooth. I guess the laser stays in place instead of following its emit point or something. Hmm, very odd, only occurs on sockets facing south. :?

3) Pointer's NX flag:
The graphical effect of the ground set ablaze is barely visible. I suppose there's others FX affected too.

These works fine up to 7.8.2.1, but get broken by the test builds. And now by the partial 0.79. I could use help to investigate those, to tell me what changed in the engine that makes them work differently, to tell me if the fix should be mod-side or engine-side, and if mod-side what should I do, and if engine-side how to describe the error from an engine point of view.

Note: There were also gl.GetTextWidth, bots in startscripts, color in gl.Text, ground scars, but that I already fixed.

Re: Stuff that will break down in next Spring

Posted: 20 May 2009, 21:03
by imbaczek
ground scars are probably related to http://github.com/spring/spring/commit/ ... 673ed3efeb

Re: Stuff that will break down in next Spring

Posted: 20 May 2009, 21:12
by zwzsg
Probably.

This is what it looks like:
Image

KP does not use explosion groundscar at all. But I forgot how are ground supposed to be defined.


Edit: Ok, fixed. Edited first post. Apparently, the only control over scars a modder has is to replace the five or so scar texture in RESOURCES.TDF. Correct me if I am wrong. Because I'd rather disable groundscars than using transparent ones.

Re: Stuff that will break down in next Spring

Posted: 22 May 2009, 21:03
by zwzsg
Found out the source of obelisk and NX bug: Spring 0.79 refuse to spawn a new particle every frame like it is asked to.

Edit: Pfew, 0.79.0.1 fixed it.

Time to triple-check, package and release KP 3.3.