Bugfix at unitsync.cpp

Bugfix at unitsync.cpp

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

Post Reply
User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Bugfix at unitsync.cpp

Post by TradeMark »

https://spring.clan-sy.com/svn/spring/t ... itsync.cpp

Code: Select all

				bits >>= 2;
				unsigned char code = bits & 0x3;
->

Code: Select all

				unsigned char code = bits & 0x3;
				bits >>= 2;
yay! and now it reads the minimap correctly 8)

Or i just messed it up while making the code into PHP... but i have seen that same bug before in tasclient, because i remember those minimaps had same kind bug in graphics. Though, i dont understand how this current lobby client reads the minimaps fine.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: Bugfix at unitsync.cpp

Post by Tobi »

Thank you!

I tested it with one of my unitsync python scripts and it indeed fixes that weird visual artefact in the results from GetMinimap().

Committed now.
Though, i dont understand how this current lobby client reads the minimaps fine.
Probably by getting largest possible minimap from unitsync (with the miplevel argument you can get smaller maps too) and downsampling it to correct size. This tends to reduce the artefact.
Post Reply

Return to “Help & Bugs”