Author Topic: [not a bug] Morph bug  (Read 676 times)

Coldfusionstorm

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[not a bug] Morph bug
« on: 4 July 2012, 11:58:24 »
If duing morphing a unit(in my test's with a cellmap) into a larger unit (with a larger cellmap).

[incomplete text
Advanced but very precise explanation

When a unit(unit A) morphs it first check's if the cell map is clear for the unit it morphs into(unit B).

As long as the unit that are morphing have the same size/cellmap size(unit A) as the unit it is morphing into (unit B) there is no problem.

However if unit B have a larger cellmap than unit A it's goint to be a problem.

incomplete text]



The unit will not occipy the entire cellmap while morphing, wich means that other units can walk into the morphing area and this canceling the unit morphing this is especially annoying with unit's wich have a long build time until to see a unit standing inside the now not-morping unit. Because it finsished but did not have space to finish. It is also problematic whe you have serveral units morphing because if you have them too close they will start morphing because there is enough space but only some of them will finish because the finished unit size is larger than the base unit.


Windows 7 - 64 bit Service pack
MG v3.6.1-dev Rev 3080:3410m
« Last Edit: 13 July 2012, 01:44:54 by softcoder »
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I do danish translations.
"i break stuff"

softcoder

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Re: Morph bug
« Reply #1 on: 6 July 2012, 16:30:48 »
This is not a bug and works as designed

Coldfusionstorm

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Re: Morph bug
« Reply #2 on: 6 July 2012, 16:34:38 »
Il make a feature request that deal with building-morphing.
WiP Game developer.
I do danish translations.
"i break stuff"

 

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