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Unit ignores terrain geometry #150

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Fincer opened this issue Feb 22, 2016 · 8 comments
Closed

Unit ignores terrain geometry #150

Fincer opened this issue Feb 22, 2016 · 8 comments
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@Fincer
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Fincer commented Feb 22, 2016

Don't ask me how's this possible but this happened to me on a map named as "tn03t8". Multiple times. The map is one of the original RA2 maps just converted to oramap format.

hoverharvester-openra2-faster

Is this a

  • map
  • harvester
  • pathfinding
  • terrain tileset
  • or terrain geometry bug? Or something strange happened on map conversion process? (didn't see anything strange though, and --check-yaml checks passed, too)
@Mailaender Mailaender added the Bug label Feb 22, 2016
@Mailaender
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The tilesets are automatically imported so my best guess is that the original engine was a bit stricter and didn't count that as a pathable gap so the mapper was never punished for sloppiness.

@Fincer
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Fincer commented Feb 22, 2016

Okay. Thank you for quick responding.

I just tested this with other vehicles as well. Happened with them, too. Exactly same terrain spot. I used spawn "H" (middle left) as my starting point.

@GraionDilach
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No, this isn't a map bug. Apparently all such RA2 bottom cliffs are affected. I'm still figuring out why though, but this have happened with all my terrains I could've import in to OpenRA.

@WilliamWsyHK
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Actually I saw this one also in TS

@pchote
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pchote commented Feb 27, 2016

No, this isn't a map bug.

This specific situation does look like a map bug. The tile that the chronominer drives over is a regular clear tile, and not part of the cliff.

@MustaphaTR
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This is indeed not a map bug. Problem is with tile. These E-W sliffs has problems in original YR too but not like that. Also possible reason of this is that passable tile on cliff.

adsiz

@Mailaender
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happened to me on a map named as "tn03t8"

We don't ship that map so closing here. You can try investigating this further with the "Show Custom Terrain" debug command we recently added here.

@Mailaender
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Fixed by #540.

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