Plugin Request To Fix Ns_eclipse Upgrade Bug

CheesyPetezaCheesyPeteza Join Date: 2002-11-24 Member: 9784Members, NS1 Playtester, Constellation
Right I don't even know if this can be fixed. But I know there is some very smart metamod programmers in here so if anyone can do it then this is the place to look for it.

OK first let me explain why the eclipse bug happens. If you build a structure on a surface which has a z height 0 or near that then the bug appears. I usually overcome the bug by building the tf on top of a res tower, or building an armoury then building the tf on top of that.

I can think of 2 ways to approach fixing it.

First find out why the bug is happening and fix the code. I'm guessing this bug is probably very hard to track down without the source code so unlikely this will work.

Second way is somehow make the structures appear higher than they are for the commander if they have a z height of approx 0.

Well this is a bit of a long shot, but if anyone can fix this then I'd be very happy. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

Comments

  • verboseverbose Join Date: 2002-11-25 Member: 9968Members, Constellation
    <!--QuoteBegin--CheesyPeteza+Mar 29 2003, 09:16 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CheesyPeteza @ Mar 29 2003, 09:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->OK first let me explain why the eclipse bug happens. If you build a structure on a surface which has a z height 0 or near that then the bug appears. I usually overcome the bug by building the tf on top of a res tower, or building an armoury then building the tf on top of that.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    That's my understanding of the problem as well. A divide-by-zero or similar problem. Are you sure that "close to zero" is a bug?

    <!--QuoteBegin--CheesyPeteza+Mar 29 2003, 09:16 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CheesyPeteza @ Mar 29 2003, 09:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->First find out why the bug is happening and fix the code. I'm guessing this bug is probably very hard to track down without the source code so unlikely this will work.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I am extremely doubtful that this can be fixed with a plugin, especially without source-code access. A workaround may be possible, however.

    <!--QuoteBegin--CheesyPeteza+Mar 29 2003, 09:16 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CheesyPeteza @ Mar 29 2003, 09:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->]Second way is somehow make the structures appear higher than they are for the commander if they have a z height of approx 0.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I think you'd have to move the actual structure off z==0. Should be able to accomplish this in a plugin. Perhaps sink the structure a bit into the floor, just like admin_bury (assuming that a small movement off z==0 is sufficient).
  • CheesyPetezaCheesyPeteza Join Date: 2002-11-24 Member: 9784Members, NS1 Playtester, Constellation
    Unfortunately a little off zero isn't enough it appears. Like in south loop zero is inbetween the bottom floor and the floor where the res point is. But both are effected by the "bug".

    I'll make a test map and try to get some exact values.
  • verboseverbose Join Date: 2002-11-25 Member: 9968Members, Constellation
    <!--QuoteBegin--CheesyPeteza+Mar 29 2003, 12:21 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CheesyPeteza @ Mar 29 2003, 12:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Unfortunately a little off zero isn't enough it appears. Like in south loop zero is inbetween the bottom floor and the floor where the res point is. But both are effected by the "bug". <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Eek. The height difference in south loop is fairly stout. I don't think it'd be good to sink a structure much more than that, or the hitbox might move out of reach. Have to experiment to be sure. Floating a structure, if possible, might be a solution.

    "Why's the TF flying?"
    "Upgrade-bug fix"

    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • CheesyPetezaCheesyPeteza Join Date: 2002-11-24 Member: 9784Members, NS1 Playtester, Constellation
    Right I made a map and tested this out. After major head ache from not having a clue what the hell was going on because it seemed to be happening randomly, I finally figured it out.

    First of all I was wrong about south loop. z=0 is the bottom floor. For some reason admin_teleport teleports you to z+27 <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> So if you want to go to 0 you have to teleport to -27. Also the bug is more complicated than I first thought.

    The bug:
    If you build a structure on a floor at z=0, any structures built after this in the area at any height will be bugged + any previous structures at z=0.

    There was a few exceptions to that, but one thing that is always true. The bug does not appear until you build a structure at z=0, if you recycle the structures at z=0 then everything goes back to normal.

    The simple solution would therefore seem to be. If a structure is built at z=0, move it to z=-1.

    Would this be easy to code?
  • DrewDrew Join Date: 2002-11-20 Member: 9413Members, Constellation
    wow that explanation sounds about right.
    good investigative work cheesy, that bug drives me nuts.
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