About the FPS bug - Page 2

About the FPS bug

Discuss your problems with the latest release of the engine here. Problems with games, maps or other utilities belong in their respective forums.

Moderator: Moderators

Yes or No to fixing the FPS bug soon?

Yes
18
69%
No
8
31%
 
Total votes: 26

Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

Hmm if it's between 0.60 and 0.73... that could easily be thousands of revisions...
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Strategia
Posts: 575
Joined: 06 Apr 2006, 18:32

Post by Strategia »

Well, yeah..... that's why I proposed not wasting any time checking out old revisions :)
el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Post by el_matarife »

The original fix must have been put in SVN before 5/18/06 when Fizwizz reports is as fixed in Mantis #105. There were complaints about it up until 3/27/06 which means that it was probably broken in .70 betas 1-3. My guess is the fix was released in .71b1 since the changelog says "Fixed several FPS exploits" since that fits the timeline. The reversion must have snuck in this version.
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Strategia
Posts: 575
Joined: 06 Apr 2006, 18:32

Post by Strategia »

Problem is, this is not an exploit. There is no way that you can exploit this directly, just hope that your opponent runs into the bug when you can get him. (Yes, yes, it would be possible to position yourself to the northwest of your enemy, but any GOOD enemy would probably compensate. And in any case, I still wouldn't call this an "exploit".)
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

"Fixed several FPS exploits" referred to the unintentional range bonus and better weapon manouvreability in FPS mode, I remember that. Very well possible that reintroduced it, will take a look sometime once I have time..
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Relinquished
Posts: 126
Joined: 22 Jun 2006, 22:08

Post by Relinquished »

Thanks :D
el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Post by el_matarife »

I was suggesting that it was fixed in .71 but got broken after the .73 release. The "Fixed several FPS exploits" entry just indicated work got done around then, possibly making it when someone (I have no idea who) fixed that bug, or it may have even been a "collateral damage" fix, where fixing some other bug fixed it too. I suggest looking at SVN revisions between .70b3 and .71b1 for the original fix, so we can figure out what .74 code reverted the bug.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

Fixed.

Was caused by some lame copy paste coding and only fixing the non-FPS-mode version of it afterwards...
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Mecha Sonic
Posts: 162
Joined: 17 Nov 2005, 04:01

Post by Mecha Sonic »

Alright, thanks man. So when's the patch release?
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LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

When its ready. :roll:
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Mecha Sonic
Posts: 162
Joined: 17 Nov 2005, 04:01

Post by Mecha Sonic »

=(
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Strategia
Posts: 575
Joined: 06 Apr 2006, 18:32

Post by Strategia »

Tobi wrote:Fixed.

Was caused by some lame copy paste coding and only fixing the non-FPS-mode version of it afterwards...
Yay! :D Three cheers for the devs! Here, have a bunny. HAH! Didn't expect that one did you?!? :P
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Relinquished
Posts: 126
Joined: 22 Jun 2006, 22:08

Post by Relinquished »

YAY :D. Thanks so much :). Most problems in code normally come from things like mass editing :P

edit:

Okay I know this is asking a bit much, just consider it as more of suggestions:

IMO, they should start developing the fps mode a bit more. Like adding another .tdf file in the gamedata folder called "fpsmode.tdf" or something. In it it could have a bunch of tags like (of course all mod-specific):
- Turn off auto-aim completely (as in, it doesn't avoid or lock on to anything)
- Make it reselect your unit when you're in fps mode
- Force fps mode or disable it completely
- Disable free-fire mode
- etc.

Or maybe even unit-specific like no fps mode on certain units, etc.

What would also be nice was if they added a tag that acted like the on/off feature (in terms of scripting), but had more settings. As in, unless it was programmed to do something it wouldn't do anything. The only reason for this would be so that units can have more than two weapons, while only having one active at a time. You can do it with the on/off feature (while get activation sleep 1000, etc.), just that's limited to two weapons or weapon sets. More would be nice :). They could probably do this by making an fbi tag like "weaponsets=x" where x is the ammount of different weapons or weapon sets that the unit has. In-game this could be shown with a button that just showed like "Weap x", etc. In the cob file it could be used like "while currentweapon==x sleep 1000". Like I said, all this will do is let modders add more than two weapon sets per unit.
hawkki
Posts: 222
Joined: 01 Jan 2006, 19:47

Post by hawkki »

Judging from the tone of the developers, they are a bit pissed. Actually, it seems that pissed is not a powerfull-enough word anymore. They are actually closing in on a level thats formerly only occupied by Microsoft coders. And thats serious.

We just have to accept the fact that when a project grows bigger and more complicated, it also means that there will be more bugs. Spring was not originally designed to be a engine like it is today. If you take a look at the first releases you can see what i mean. It has grown and grown to the point it is now.

This is one reason why they started the OSRTS project. To get a fresh start thats from the beginning planned modern and to do what spring has unsuccesfully tried to evolve into for some time now, a RTS engine.
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