The Ur-Quan Masters Discussion Forum

The Ur-Quan Masters Re-Release => Technical Issues => Topic started by: Pirkka on December 07, 2002, 07:42:22 pm



Title: Spathi missiles bug
Post by: Pirkka on December 07, 2002, 07:42:22 pm
Didn't see this in any list, so here goes:

The secondary attack of the spathi ship is really annoying. you have to be in correct angle and speed or the missile will hurt your own spathi ship. In the original version you couldn't hurt yourself with the spathi missiles. Fix this to the next version, and I will be happy forever  ;D


Title: Re: Spathi missiles bug
Post by: verm on December 07, 2002, 08:36:02 pm
The bugs already fixed(at least in cvs) show up in the change log.  It's linked to the sticky message at the top of the board.

Thankfully, the BUTTs work well in the cvs version. <g>


Title: Re: Spathi missiles bug
Post by: Uther Pendragon on December 12, 2002, 04:56:31 am
I have also noticed this problem with the mycon podships,  now I know that they are supposed to be able to hit themselves if their angle is not right, but they seem to be hitting themselves even if they are angled correctly... perhaps the bullet's initial spawning coordinates should be slightly further away from the ship?


Title: Re: Spathi missiles bug
Post by: Parker on December 12, 2002, 05:30:31 am
Quote
I have also noticed this problem with the mycon podships,  now I know that they are supposed to be able to hit themselves if their angle is not right, but they seem to be hitting themselves even if they are angled correctly... perhaps the bullet's initial spawning coordinates should be slightly further away from the ship?

This is well known and has been fixed just like the Spathi one.


Title: Re: Spathi missiles bug
Post by: verm on December 12, 2002, 05:34:29 am
Quote
I have also noticed this problem with the mycon podships,  now I know that they are supposed to be able to hit themselves if their angle is not right, but they seem to be hitting themselves even if they are angled correctly... perhaps the bullet's initial spawning coordinates should be slightly further away from the ship?


That is covered under the Collision detection bug as well (noted as fixed in the ChangeLog).  

It works well in the latest cvs version.  Although, now it's harder to wipe out the entire Mycon fleet with a single Pkunk.