Tremulous Forum
General => Feedback => Topic started by: RoHAK on December 04, 2010, 04:07:45 pm
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Many times I have been trying to construct something on aliens, only to see it destroyed as soon as I place it... I guess this is because it has to 'grow' and there isn't enough room for it but it's still really annoying...
The console shows something to the effect of:
Egg built by RoHAK <|
Followed immediately by:
Egg DESTROYED by RoHAK <|
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this happens when you build an egg or near an egg and hinder the ability of that egg to spawn. if you do it will explode as soon as you build it
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Oh, right... Didn't think of that :-/
Is there some way to fix this? Like making the placement go red if it's gonna do that? I know that's probably hard to put in, but if it could be done it would be nice :)
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That would be nice if it went red...
I've had that happen with an om before to I think...
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AFAIK it can happen to any building built by an egg.
I think someone looked into it at one point and gave up on it :(
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It can happen to the om also. I've had the om splatter after I've placed it a couple times.
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It can happen to the om also. I've had the om splatter after I've placed it a couple times.
The infamous egg killing the overmind in Nexus6... I've been called a deconner for a few times when I had to claw that rightmost egg to death :)
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That would be nice if it went red...
I've had that happen with an om before to I think...
An OM?
I have that happen all the time in certain places on default maps.
Then your build timer keeps building after the om explodes.
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I remember killing eggs with barricades was a pretty safe way to decon the default eggs at ATCS.
Also, this is pretty important, sticking eggs in as far as possible can be the difference between them getting taken out easily or not.
It can happen to the om also. I've had the om splatter after I've placed it a couple times.
Happened to me last night at Pulse when I tried to put it in the water on the floor. I didn't investigate or anything, could've been too far in the corner. But when I placed it on a small underwater ledge, making it only half submerged, it lived. And then later on I put in the water *somewhere else* and it lived...
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It can happen to the om also. I've had the om splatter after I've placed it a couple times.
The infamous egg killing the overmind in Nexus6... I've been called a deconner for a few times when I had to claw that rightmost egg to death :)
Indeed. I've sometimes got the overmind eggkilled twice in a row there.
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It was decided that it is better for eggs to kill than be killed.
Change is discussed on comment 4 of bug 3606 (http://bugzilla.icculus.org/show_bug.cgi?id=3606#c4).
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Yes it's better, but still crap. How about not even allow building next to eggs so you don't get a build timer nor replace something else without getting a new building... That is really annoying.
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Same thing happens with human building as well. Particularly, in Metro, if you try to place arm inside the ticket booth without removing the node inside first, the arm destroys itself immediately, if the placement was off by just little bit. On the other hand, I've seen a turret inside a node and also two medistation superimposed on each other.
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On the other hand, I've seen a turret inside a node and also two medistation superimposed on each other.
thats a CGame glitch i had a fix for it long ago but i don't know what happened to it
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Make so if it blows up the build timer doesn't have to expire.
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On the other hand, I've seen a turret inside a node and also two medistation superimposed on each other.
thats a CGame glitch i had a fix for it long ago but i don't know what happened to it
http://bugzilla.icculus.org/show_bug.cgi?id=2929
Fixes exist. However, as I understand it, this glitchy behavior is actually there by design, because it prevents structures from appearing to float on thin air. I was going to try to create a fix that took the best worlds of both the original behavior and the fixes there, but other things dragged my attention away from tremulous. The spherical capsule trace is slightly better than the bbox trace in that respect, but still allows structures, especially telenodes, to float on air.
It is probable that the telenode is actually above the turret in that case, which is why the telenode does not prevent the turret from existing.
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On the other hand, I've seen a turret inside a node and also two medistation superimposed on each other.
thats a CGame glitch i had a fix for it long ago but i don't know what happened to it
http://bugzilla.icculus.org/show_bug.cgi?id=2929
Fixes exist. However, as I understand it, this glitchy behavior is actually there by design, because it prevents structures from appearing to float on thin air. I was going to try to create a fix that took the best worlds of both the original behavior and the fixes there, but other things dragged my attention away from tremulous. The spherical capsule trace is slightly better than the bbox trace in that respect, but still allows structures, especially telenodes, to float on air.
It is probable that the telenode is actually above the turret in that case, which is why the telenode does not prevent the turret from existing.
yeh the 1st patch looks exactly like my fix
tbh floating in midair is probably better then showing the model away from the bbox(which can confuse noobs)