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[http://sourceforge.net/p/ufoai/bugs/3155 Item 3155] imported from sourceforge.net tracker on 2013-01-28 20:02:17
I made a stair, each step being a full square within the 32 units grid, steps moving up for 1 unit each (so first square is Z=1, second is Z=2 ...).
Problem is, in game I cannot choose the steps at Z=61, Z=62 and Z=63 as target for movement. The cursor (actorbox) simply drops below the surface if I try. If I use another target, the soldier uses those steps without problems.
I made another description of the problem at http://ufoai.ninex.info/forum/index.php/topic,6472.msg50779.html#msg50779.
Of course I could provide a map for testing this, if needed.
===== Comments Ported from Sourceforge =====
====== aduke1 (2012-02-22 20:56:30) ======
The code explicitly starts to trace for a floor at Z=60. And I don't know the reason for this (I have not written nor rewritten that function).
My guess is that it might be a speedup. In buildings we usually have solid ceilings with a thickness of 4 mapunits.
The problem should also arise with slopes (you had that with +beach, right ?). So I wonder why we never noticed that prob on our other maps with slopes.
Anyway, that change would be too risky before 2.4.
====== shipit (2012-02-22 21:31:55) ======
Most of the earlier maps are just plain field. But some of the new maps have this problem. small_house, +mansion, +beach, neighbourhood and a swamp map kildor is working on.
OK, we talk again once 2.4 is out.
====== aduke1 (2012-07-16 20:50:05) ======
2.4 is out, thus prio=6 again.
====== aduke1 (2012-11-23 21:28:49.708000) ======
ShipIt, I have comitted a fix and need you for testing...
Not sure what it can break.
====== aduke1 (2012-11-23 22:46:43.769000) ======
Had to revert that commit. It's not that easy.
Could you plz attach your testmap ?
====== natewr (2012-11-23 23:58:19.208000) ======
Duke, this map should work for you. 1-unit steps between 56-68, 4-unit steps between 4-56, and some 12 spawn points in the right place.
====== aduke1 (2012-11-24 21:32:32.211000) ======
Thx Nate, but that map doesn't show the problem !?!?
The soldiers can easily walk up the *whole* ramp (provided that you switch the level to 2).
And the cursor is shown for all the steps.
So do we have a problem at all ?
====== natewr (2012-11-24 22:23:40.227000) ======
Hmm, that's a good question. First, some clarification. The problem ShipIt mentions is not that they can't walk, but that you can't click to send a soldier to stand on those tiles. Is that what you tested?
If so, let's see if ShipIt can dig out his problem map and have a test. Maybe the problem has vanished.
====== shipit (2012-11-25 09:37:35.558000) ======
The reason why H-Hours map does not show the problem is:
- there is a floor below the steps
and
- the step brushes connect to this floor.
This gives at least a possible workaround for the problem I was not aware of ´till now.
I adapted my testcase accordingly.
====== aduke1 (2012-11-25 15:53:42.288000) ======
Tested the dimensions.map without problems. What exactly is the problem there ?
====== shipit (2012-11-26 06:56:29.554000) ======
Problem is still the same as described above.
====== shipit (2012-11-26 07:06:34.891000) ======
And ...
====== aduke1 (2012-11-26 16:19:09.232000) ======
Oops, my bad. Didn't notice the level 2 part of dimensions.map
====== aduke1 (2012-11-26 23:12:02.188000) ======
I managed to at least partially fix this: bc3ebea
You can now target both the desired surface and the cell below.
Unfortunately, I have not yet understood *why* both levels can be targeted now. There must be a second place in the code that draws cursors.
On the flipside, this might be the way to go for situations with a walkable floor at z=62 AND a walkable passage at z=4 (which is probably the case in
bug #2989).