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LatestSVN:Range of projectile weapons not affected by height
Posted: 22 May 2007, 20:07
by Lippy
Well basically, I was bored today and had to get away from work, and so I compile the latest SVN build on ubuntu(I think: it was; v3779 from
https://taspring.clan-sy.com/svn/spring/trunk). I wanted to check if the problem I reported on mantis some time ago was fixed by the patch Kloot submited:
http://spring.clan-sy.com/mantis/view.php?id=363.
Well here are the results:
SVN 3779:
74b3 (from a windows PC)
As you can see, the weapon is not affected at all in the latest build. I'm not sure if Kloot's patch is the source of this problem. Also whoever takes on this problem, could they
please not just revert it to what it was, but fix the previous mantis bug:
http://spring.clan-sy.com/mantis/view.php?id=363.
I will submit this to Mantis. EDIT:
http://spring.clan-sy.com/mantis/view.php?id=537
P.S: For those that care and wondering where I've been these past 4 months (probably no-one

) I got so addicted to spring that I had to completely cut it out as it was taking a toll on my real life (I've got a ridiculously addictive personality: annoying flash games ftl!). After Exams I will be back though! (1.5 months :))[/u]
Posted: 25 May 2007, 07:16
by ILMTitan
What type of weapon is that?
Posted: 25 May 2007, 21:51
by Caydr
Great find, I hope this gets fixed.
Posted: 26 May 2007, 07:13
by KDR_11k
ILMTitan wrote:What type of weapon is that?
Should be EMG.
Posted: 26 May 2007, 09:49
by Ishach
Its a maverick so i assume gauss(is this a weapon type?) or ballistic
Posted: 26 May 2007, 16:28
by Lippy
Ishach wrote:Its a maverick so i assume gauss(is this a weapon type?) or ballistic
I'm not sure of the official name for what it is, but I tested a few units like guardian and the same thing happens.
I would think recompiling the SVN minus Kloot's patch I mention in the original post and see what happens would help(I have no idea how to do this).
Posted: 26 May 2007, 16:37
by Kloot
Erhm, my patch only fixed the "unit walking all the way down mountain before opening fire despite already being in range" syndrome that your original report mentioned, it did NOT affect projectile behavior whatsoever.
Posted: 26 May 2007, 21:23
by Lippy
Kloot wrote:Erhm, my patch only fixed the "unit walking all the way down mountain before opening fire despite already being in range" syndrome that your original report mentioned, it did NOT affect projectile behavior whatsoever.
OK, sorry about that, I was just trying trying to be helpful as your patch was the only piece of info I could find that may have had an effect since 74b3, so I thought it may be useful to see what happens without it. Anyway, thanks for the patch!
Posted: 17 Jul 2007, 21:33
by Lippy
Bump; still hasn't been fixed.. Really bugging me now..
Posted: 17 Jul 2007, 23:32
by KDR_11k
Units have a spherical range now, the mod has to enable cylinder targetting to use the old behaviour.
Posted: 17 Jul 2007, 23:44
by Andrej
AKA yay lets break all the old mods lololololol?
i vote this for 3rd best hardcode after the zooming and units slowing down
to the speed of the slowest on ctrl+move D:
Posted: 18 Jul 2007, 08:00
by KDR_11k
You're lucky, your mod only misses range advantages. In Gundam most units are now unable to shoot at the commander units!
Posted: 18 Jul 2007, 09:35
by Klopper
Not sure if this is a result of this problem, but Guardians and Ambushers on high trajectory seem to show some strange behavior for me when mountains are involved...they seem to be unable to shoot over or onto some mountains from certain positions, and when built on mountains their range is reduced (occured in BA 5.4). You can try it well on Altored Divide: build one next to the mountain in right middle and try to shoot onto/over the mountain, or make one on the northern/southern high mountains (the ones bordering the starting territories), set it to high trajectory and compare its displayed and real range...