Tremulous Forum

General => Feedback => Topic started by: RoHAK on December 04, 2010, 04:07:45 pm

Title: Alien building
Post by: RoHAK on December 04, 2010, 04:07:45 pm
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   <|
Title: Re: Alien building
Post by: SlayerN on December 04, 2010, 04:19:23 pm
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
Title: Re: Alien building
Post by: RoHAK on December 05, 2010, 10:47:25 am
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 :)
Title: Re: Alien building
Post by: A Spork on December 05, 2010, 03:43:00 pm
That would be nice if it went red...
I've had that happen with an om before to I think...
Title: Re: Alien building
Post by: David on December 05, 2010, 04:06:11 pm
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 :(
Title: Re: Alien building
Post by: Kiwi on December 05, 2010, 04:30:54 pm
It can happen to the om also.  I've had the om splatter after I've placed it a couple times.
Title: Re: Alien building
Post by: Meisseli on December 05, 2010, 06:00:19 pm
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 :)
Title: Re: Alien building
Post by: jm82792 on December 05, 2010, 07:18:24 pm
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.
Title: Re: Alien building
Post by: Dracone on December 06, 2010, 01:14:36 am
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...
Title: Re: Alien building
Post by: F50 on December 07, 2010, 08:33:26 am
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.
Title: Re: Alien building
Post by: Undeference on December 07, 2010, 09:48:15 am
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).
Title: Re: Alien building
Post by: UniqPhoeniX on December 07, 2010, 03:42:47 pm
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.
Title: Re: Alien building
Post by: JOURNEYMAN on December 07, 2010, 03:54:35 pm
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.
Title: Re: Alien building
Post by: SlackerLinux on December 08, 2010, 01:33:37 am
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
Title: Re: Alien building
Post by: jm82792 on December 08, 2010, 02:38:34 am
Make so if it blows up the build timer doesn't have to expire.
Title: Re: Alien building
Post by: F50 on December 08, 2010, 10:13:26 am
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.
Title: Re: Alien building
Post by: SlackerLinux on December 08, 2010, 10:42:00 am
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)