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geometry do not kill spawns when they birth #2515
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We should either kill these spawns or silence the warning |
Silencing the warning won't fix the problem that people are unable to use the spawn (as nobody can spawn in that particular one) |
Then killing spawns seems reasonable |
BBox size is unrelated to the actual bugs, and I guess would have to be in the gameplay tracker. But yes, the current bbox of telenodes is only a source of frustration and problems. |
This specific telenode case looks definitely like a regression from Tremulous. While some buildables have been modified in clearly incompatible ways (like the armoury), I see no reason to break compatibility with Tremulous telenode. But yes, whatever the cause of those mismatches, the game should handle them if possible. |
This sounds like it could also be related to the issue of a team having spawns available even when they don't, because said spawns were embedded in a wall by the mapper or the map geometry significantly changed since last layout. |
Previously all entities without any CBSE logic shared a single instance of EmptyEntity. This had some drawbacks - you couldn't identify which entity it belonged to and special casing was needed when deleting entities. Fixes Unvanquished#2515 as now the code that tries to identify the 'world' entity works.
Previously all entities without any CBSE logic shared a single instance of EmptyEntity. This had some drawbacks - you couldn't identify which entity it belonged to and special casing was needed when deleting entities. Fixes Unvanquished#2515 as now the code that tries to identify the 'world' entity works.
Previously all entities without any CBSE logic shared a single instance of EmptyEntity. This had some drawbacks - you couldn't identify which entity it belonged to and special casing was needed when deleting entities. Fixes #2515 as now the code that tries to identify the 'world' entity works.
To reproduce, load map
tranc3
: the game will floodWarn: Spawn blocking entity has oldEnt == nullptr
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