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Build Glitch

Posted: Sat May 03, 2014 11:48 pm UTC
by JOURNEYMAN

There is a build glitch on the map Orion. In human base, the node on the front is slightly higher than the node at the back. This effectively creates a sort of trap for the human bots.
This is the same build glitch from the old Tremulous and didn't seem to get addressed yet.

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Re: Build Glitch

Posted: Tue May 06, 2014 8:50 pm UTC
by Viech

This is a known bug that was present in one form or the other since 1.1. I guess it would be easy to fix if the relevant code wasn't so messy. It's definitely on my radar for when we reimplement buildables in general (gamelogic move to C++).

PS: What happened to your texture resolution? :grin:


Re: Build Glitch

Posted: Wed May 07, 2014 12:23 pm UTC
by ViruS

It was fixed in gpp you know. I wonder why Unv has only half of the GPP's patches, maybe it was forked off an early branch.


Re: Build Glitch

Posted: Wed May 07, 2014 12:28 pm UTC
by Viech
ViruS wrote:

It was fixed in gpp you know. I wonder why Unv has only half of the GPP's patches, maybe it was forked off an early branch.

If you show me the commit, I can try to pull it in.


Re: Build Glitch

Posted: Wed May 07, 2014 1:44 pm UTC
by Ishq

Unvanquished has all of GPP's commits, except for perhaps, Undeference's last batch. This bug existed in GPP as well.


Re: Build Glitch

Posted: Thu May 08, 2014 2:23 am UTC
by JOURNEYMAN
Viech wrote:

This is a known bug that was present in one form or the other since 1.1. I guess it would be easy to fix if the relevant code wasn't so messy. It's definitely on my radar for when we reimplement buildables in general (gamelogic move to C++).

PS: What happened to your texture resolution? :grin:

r_cameraFilmGrain 0 did the trick. :grin:

The quick and dirty fix, until the problem can be addressed permanently, is if the front node was moved just a bit further out so the bots can move out freely upon spawning.


Re: Build Glitch

Posted: Thu May 08, 2014 2:41 am UTC
by Viech

No I mean, why do your textures look so incredibly washed out right now? If you're not very low on performance or GPU memory, you might want to look for options to increase texture quality.

An orion version where the nodes are a bit further apart so that their bounding boxes don't stack is up on the official servers now. We need to remind ds to include it for the next release though.


Re: Build Glitch

Posted: Thu May 08, 2014 4:48 am UTC
by Ishq

He appears to be using the r_picmip setting to downscale his textures for performance.


Re: Build Glitch

Posted: Thu May 08, 2014 11:30 am UTC
by ViruS
Viech wrote:
ViruS wrote:

It was fixed in gpp you know. I wonder why Unv has only half of the GPP's patches, maybe it was forked off an early branch.

If you show me the commit, I can try to pull it in.

I've never downloaded the GPP branch of anything unless it was a branch of a branch of GPP, I can tell you it's before the infamous marauder zap buff from 40%-20%/20%/20% zap chain damage (or something like that) to 100%-100%/100%/100% though.
(First is first target, #%/#%/#% are the chained targets from the initial victim.
You're best bet is probably /dev/humancontroller for reference.


Re: Build Glitch

Posted: Thu May 08, 2014 1:05 pm UTC
by Viech

For every occasion, you appear to have another reference to the technical details of a gameplay change from years ago.