Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

geometry do not kill spawns when they birth #2515

Closed
ghost opened this issue Mar 19, 2023 · 8 comments · Fixed by #2639
Closed

geometry do not kill spawns when they birth #2515

ghost opened this issue Mar 19, 2023 · 8 comments · Fixed by #2639

Comments

@ghost
Copy link

ghost commented Mar 19, 2023

To reproduce, load map tranc3: the game will flood Warn: Spawn blocking entity has oldEnt == nullptr

@DolceTriade DolceTriade added this to the Beta 55 (v0.55.0) milestone Mar 20, 2023
@DolceTriade
Copy link
Member

We should either kill these spawns or silence the warning

@ghost
Copy link
Author

ghost commented Mar 20, 2023

Silencing the warning won't fix the problem that people are unable to use the spawn (as nobody can spawn in that particular one)

@DolceTriade
Copy link
Member

Then killing spawns seems reasonable

@ghost
Copy link
Author

ghost commented Mar 20, 2023

Related:
2023-03-20

map is orion.

@illwieckz
Copy link
Member

illwieckz commented Apr 13, 2023

Related: 2023-03-20

map is orion.

About this one we may want to reduce that specific bbox, that's not the only one map that can be affected, even our official Spacetracks map was distributed like this in some of our official releases in the past.

@ghost
Copy link
Author

ghost commented Apr 13, 2023

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.

@illwieckz
Copy link
Member

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.

@cu-kai
Copy link
Contributor

cu-kai commented Apr 13, 2023

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.

slipher added a commit to slipher/Unvanquished that referenced this issue Apr 13, 2023
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.
slipher added a commit to slipher/Unvanquished that referenced this issue Apr 13, 2023
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.
slipher added a commit that referenced this issue Apr 16, 2023
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.
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
3 participants