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icon_project.png UFO: Alien Invasion / Closed Submit Patch #4557 Partial solution to actorclip/weaponclip problems
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This issue has been closed with status "Closed" and resolution "Not determined".
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    Submit Patch
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    General
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    3. Normal
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Description
[http://sourceforge.net/p/ufoai/patches/430 Item 430] imported from sourceforge.net tracker on 2013-01-28 20:39:33

This is a partial solution to bug #2076515.

Currently (r25712) both actorclip and weaponclip tiles are solid: the soldiers can't see, walk or shoot through them. This is because the map compiler sets the "solid" flag for them.

With this patch, weaponclip tiles work well, at least on the server side. The solders can walk and see through them, and the client says they can shoot too, but the shots are stopped.

Actorclip tiles aren't fixed. The soldiers can shoot and walk, but not see through them. Still, from the logic of the game engine, I think that actorclip tiles shouldn't be solid, since shooting is stopped at solid tiles. Modifications on the tracing/routing routines are needed.
===== Comments Ported from Sourceforge =====

====== peeet (2009-08-17 14:30:22) ======

Don't add "solid" flag to "actorclip" and "weaponclip" tiles
====== tlh2000 (2009-08-19 16:18:10) ======

maybe just LAST_VISIBLE_CONTENT is wrong? Haven't looked at the code - but the if statement should fail for actorclip and weaponclip already, no?

the -check option for ufo2map should check that actorclip has not the explicit solid flag set (the same counts for weaponclip) - at least if it's really not needed that it is solid.
====== peeet (2009-08-19 18:43:32) ======

Now should the actorclip/weaponclip tiles be solid or not? I think not, but I may be wrong. Actually, weaponclip problems are solved for me with this patch. For the actorclip, I'm doing some further debugging to find out the problem.

"maybe just LAST_VISIBLE_CONTENT is wrong?"
No, because it covers only the lower bits, and weaponclip/actorclip are on higher bits. Levelflags are in the middle, which shouldn't count IMO.


====== aduke1 (2009-08-21 20:22:32) ======

Peet, I'm glad to hear that the patch solved the problem for you, I just don't see *how*.
contentFlags is int, LAST_VISIBLE_CONTENTS is 0x80,
so (LAST_VISIBLE_CONTENTS - 1) is 0xFFFFFF7F.
CONTENTS_ACTORCLIP is 0x00010000.
(0xFFFFFF7F | 0x00010000) will still be 0xFFFFFF7F.
What did I overlook ?
Did you change other places in the code ?

However, the place in the code seems to be the right one. Setting every flag to SOLID sounds like a bad idea to me.

====== peeet (2009-08-30 08:57:13) ======

0x80 - 1 = 0x 7F, am I not right?
0x80 = 0x00000080
1 = 0x00000001

====== tlh2000 (2009-08-30 12:05:35) ======

your solution seems to be the correct one - i will commit it - though we have to revisit the actorclip + routing stuff then.
====== tlh2000 (2009-08-30 13:45:28) ======

applied to trunk - but doesn't fix the issue - see data_source/maps/test/test_trace.map
====== peeet (2009-08-30 18:25:27) ======

I know that it doesn't solve the problem. It solves weaponclip though.
====== tlh2000 (2009-09-04 15:29:31) ======

it does not even fix weaponclip afair - try the test map from data_source to see it.
====== tlh2000 (2009-10-12 19:20:51) ======

@duke: this can be closed now, no?
====== aduke1 (2009-10-12 20:34:41) ======

Thx pEEt, your patch opened the door for the solution.
====== tlh2000 (2009-10-12 20:54:36) ======

i take this as a yes ;)
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