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Noexplode eardrum bashing

Posted: 17 Sep 2006, 21:58
by Decimator
http://taspring.clan-sy.com/mantis/view.php?id=298

Projectiles using noexplode often get stuck on hills they move over, causing them to continually detonate on one particular spot, and making insane amounts of noise.

E&E has several units which utilize noexplode projectiles, so this is a bit of an issue.

Posted: 17 Sep 2006, 22:03
by Snipawolf
This surely must have been set to fix earlier :shock:

This has been around for a long time..

Posted: 17 Sep 2006, 23:00
by Acreo Aeneas
:shock:

And I have always thought that was intended.

Posted: 17 Sep 2006, 23:04
by jcnossen
So remove the noexplode?
I don't really see what's the actual bug here, doesn't the projectile react as intented?

Posted: 17 Sep 2006, 23:06
by Snipawolf
No, what happens is the projectile hits the hill, then it stays in the same area continuosly making the explode sound. It happens every once in a while.

Posted: 18 Sep 2006, 00:03
by Peet
Yeah..it should expire after a certain amount of time, not distance. That's all it would take.

Posted: 18 Sep 2006, 02:37
by Decimator
Removing the noexplode would ruin the point of the sonic weapons in E&E. Also, the Ion weapons used to be lasers before noexplode for lasers was broken a while back: http://taspring.clan-sy.com/mantis/view.php?id=176

Posted: 18 Sep 2006, 02:38
by Snipawolf
Wait, it doesn't... That sux.. I should check mantis more often.

Posted: 18 Sep 2006, 05:24
by Acreo Aeneas
Since you said it happens once in a while, could it be that it keeps exploding in that same place due to an incorrect storage of data in physical memory?

Posted: 18 Sep 2006, 05:40
by Decimator
No, it is easily reproduced. Just fire an ion cannon tank at the ground towards a hill.

Posted: 18 Sep 2006, 11:40
by KDR_11k
A noexplode shot that's inside the ground will stay there until its explosion has caused a crater deep enough so it's no longer underground. I guess this is due to some code that's supposed to prevent projectiles from exploding underground.

Posted: 19 Sep 2006, 00:04
by Fanger
jcnossen Posted: Sun Sep 17, 2006 10:04 pm Post subject:

--------------------------------------------------------------------------------

So remove the noexplode?
I don't really see what's the actual bug here, doesn't the projectile react as intented?
Wow.. never thought Id have a dev say that to someone..

Noexplode shots get stuck trying to go up hills they just stay in one spot exploding louder and louder until they eventually disipates. This is not how I envision this.. Id think it would either just flow right up and over the hill, or go right through it.. not stop and get stuck..

I use this effect to get the desired effect on some key weapons in the mod, without it they would be much more limited and not as useful as Id like.. so personally Id rather some code work around be set up rather than having to remove the effect from the weapons... but..

Posted: 19 Sep 2006, 03:30
by Orakio
I've had this bug, possibly with unit overload on speed metal. I remember a while ago firing some kind of plasma weapon and it got stuck on a bump in the terrain and kept exploding constantly it was horrible if you've had it you'll probably remember it.

Posted: 19 Sep 2006, 04:00
by Peet
P3374H wrote:Yeah..it should expire after a certain amount of time, not distance. That's all it would take.
Why was I ignored....It's a perfect solution. Currently, the projectiles expire after they have traversed a certain distance. If they get stuck, they stay in the same place exploding until they deform the terrain enough to get past. If their behavior were to be modified so that they expired in a certain amount of time, this problem would be fixed.

Posted: 19 Sep 2006, 08:59
by Tobi
P3374H wrote:
P3374H wrote:Yeah..it should expire after a certain amount of time, not distance. That's all it would take.
Why was I ignored....It's a perfect solution. Currently, the projectiles expire after they have traversed a certain distance. If they get stuck, they stay in the same place exploding until they deform the terrain enough to get past. If their behavior were to be modified so that they expired in a certain amount of time, this problem would be fixed.
No. Then it would just get stuck for a shorter time. It doesn't fix the bug at all.

Posted: 19 Sep 2006, 20:22
by Tobi
Both mantis #176 and #298 are fixed in SVN now.
(Noexplode projectiles get stuck & Noexplode no longer works with lasers)

With a noExplode CExplosiveProjectile (thats what's used by EE .163 gdmtanki) the weapon just continues in a straight line and causes explosions at ground level - so it basically goes through hills.

Posted: 20 Sep 2006, 01:58
by Argh
Very cool. Thanks for fixing that!

Posted: 20 Sep 2006, 19:04
by Decimator
Thank you, Tobi.