Bug found for balanced annihilation....Peewees dragons teeth

Bug found for balanced annihilation....Peewees dragons teeth

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Clone Dad
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Joined: 30 Jul 2006, 00:19

Bug found for balanced annihilation....Peewees dragons teeth

Post by Clone Dad »

well I dont want to publicize how i do it, but I found out how to make peewee's go right through dragons teeth(I was playing Balanced annihilation V4.61)

this may be true for the other mods too.

Who should I PM to report it?
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LordMatt
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Joined: 15 May 2005, 04:26

Post by LordMatt »

Me. :twisted: Seriously though, I'll make sure it gets there. ;)
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smoth
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Post by smoth »

BA posts go in the BA thread.
manored
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Joined: 15 Nov 2006, 00:37

Re: Bug found for balanced annihilation....Peewees dragons t

Post by manored »

Clone Dad wrote:well I dont want to publicize how i do it, but I found out how to make peewee's go right through dragons teeth(I was playing Balanced annihilation V4.61)

this may be true for the other mods too.

Who should I PM to report it?
Not very impressive: I found out how to make Goliaths go right through dragon teeth! :P
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MadRat
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Post by MadRat »

If DT aren't two deep I've found every unit gets through them for some stupid reason. Always figured it was an engine bug.
manored
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Post by manored »

MadRat wrote:If DT aren't two deep I've found every unit gets through them for some stupid reason. Always figured it was an engine bug.
two deep you mean two lines? Like:

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Argh
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Post by Argh »

Um... I've said over and over and OVER again... stuff like DTs needs to use S3O so that it doesn't have a borked hitsphere location... that's a mod problem, and it could be fixed in about 10 minutes by a non-lazy modder (converting 3DO to S3O is trivial now, aside from some non-crashing "texture not found" bugs)
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jackalope
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Post by jackalope »

Argh calling people lazy is offensive, FYI.
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Argh
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Post by Argh »

No personal offense intended, but not sitting down with UpSpring for the 20 minutes it takes to learn to load up an OTA model and convert it to S3O is lazy, in my book. Actual conversion time is almost-instant.

The newest version is utterly painless, so long as you aren't changing textures (which is a bug JC's going to hopefully address).

I recently went through the process, because I was hoping to "save" some models from the project I'm working on, and it's really easy, if you're not screwing around with textures.

For that matter... here's proof. Download this file, change the ObjectName name to armdrag.s3o and cordrag.s3o in the FBI, and you're done. They both have hitspheres that accurately reflect their geometry now.

It took me longer to type this than to fix the hitsphere problems. So, who's lazy, eh?
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Foxomaniac
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Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

It crashes the game upon building DT, complains of a texture that it can't find.

=P.
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MadRat
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Post by MadRat »

You gotta have the texture for the s3o, guy. :)
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Argh
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Post by Argh »

Here, lazy people. It took me 20 minutes to rebuild the geometry from scratch, make a simple planar uvmap, and paint the texture. A little longer to re-adjust it to actually play perfectly. No hitpoints are visible. It cannot see around itself. Yet, it has a script that actually turns it to a random angle on Create(), just like OTA, and uses a single, 128/128 texture to make sure it will not lag even the slowest computers. And it has a proper Feature progression, unlike the original version, and is targetable by enemy units, without having to use a ballistic weapon :P

This was not hard. It wasn't even remotely challenging to do. Even a total newbie, with minimal skill, could've done this in less than 2 hours. With practice, any modder worth the name could do this as quickly as I just did. But you're never going to get there until you actually TRY.

There's just no excuse for this stuff not getting fixed, people- those of us who have skill have made you guys tools, tutorials, and given out constant examples. NanoBlobs is there for anybody to study, if they're trying to figure things out, and I have always answered questions. I'm very tired of seeing that things like borked hitspheres, which you all know are a problem, aren't getting addressed in your mods, because S3O is so "scary".

It's not scary. It's easy to use, well-documented, and you don't need tools that cost money to do it.

It's just so easy to convert things like this that are basically broken and make them work, folks. Get to it!

Image
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MadRat
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Post by MadRat »

That's a little harsh there, argh. You probably have some background in the field whereas most people are hobbyists of a third nature.
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Neddie
Community Lead
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Post by Neddie »

Eh, he gave them the model and the texture. No issues anymore.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

MadRat wrote:That's a little harsh there, argh. You probably have some background in the field whereas most people are hobbyists of a third nature.
Perhaps. Doesn't really make it any less true though.
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Guessmyname
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Post by Guessmyname »

<-- has just discovered the wonders of s3o
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LordMatt
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Joined: 15 May 2005, 04:26

Post by LordMatt »

BA is made by players, not modders Argh. That means their principle reason for being a part of spring is playing the game, not making a mod. They just happen to mod because there was a need for it and they know how to balance it from a player's perspective.
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REVENGE
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Joined: 24 Aug 2006, 06:13

Post by REVENGE »

Hmm. I think those DT look sexy. Argh, please maek Core version and force BA maekers to put in for w1n.
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MR.D
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Joined: 06 Aug 2005, 13:15

Post by MR.D »

Now sombody needs to fix the Dragons' teeth popup guns to look alike ^^
:roll:

Am I mistaken, or do these things actually have teamcolors now?

Also, on a side note, If DT are active targets, thats a bad thing..
Units will shoot those first then as they get closer will they switch to attacking what is behind it?

For instance, if there is an LLT there, will units try to kill the DT then be locked onto it and ignore the LLt/whatever that is behind it..
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Argh
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Post by Argh »

Spring's CAI unit-targetting code should prevent that last, mentioned problem- it prioritizes based on "what am I being told to shoot at, what's shooting at me, what's in LOS that is armed, what's available to shoot at period", IIRC.

That, and Features can't use scripts, despite me asking a million times, so I can't do the fancy rotate-when-built stuff if Dragon's Teeth are a Feature :roll: Obviously, that's just a cosmetic thing, so feel free to do whatever you want with it...

And yes, they have teamcolor.
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