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Tanks crashing buildings (a bug?).

 
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Tanks crashing buildings (a bug?). - 10/23/2000 2:03:00 PM   
molset

 

Posts: 46
Joined: 7/16/2000
From: Sweden
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Hi In the "Leadig the way" campaign (a great campaign) Ive reached Carentan. In ver 2.3 (if I recall correctly) there was a AFV/building bug which resulted in a lot of destroyed real estate and immobilized vehicles (which I wanted to use for other purposes). This bug was taken care of. Now it looks like this bug has reappeared in ver 4.4 and 4.3B. My Stuarts in the Carenthan scen. began "hugging" buildings. Somehow I managed to imobilize three Stuarts this way. Has anybody noticed this or am I just a bad driver (besides in the real world?). Great game bug or no bug! Regards Molset

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- 10/23/2000 2:51:00 PM   
Fuerte2

 

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Joined: 10/18/2000
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Everytime I have tested a new version with the Tutorial scenario, some of my tanks have crashed into a building. Last time was with version 4.0 if I remember correctly. There is a road through the city going north, and if you move a tank via that road, it crashes.

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- 10/23/2000 5:45:00 PM   
Spellbinder

 

Posts: 67
Joined: 9/6/2000
From: Germany
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Hi Fuerte, this is most likely a bug in the map - a lot of times you have bldg AND road in the same hex -> depending how you create the map - and then the tank will follow the road and crash into the building -> I've seen this on some of my maps :-/ Nevertheless, I just had a M16 routing right into a building (Utah to Rhine, Encirclement mission, ver 4.4) I thought this "wayfinding" bug was gone, but apparently it still rears it's ugly head every now and then. Hope it helps. Ciao Spellbinder ------------------ "Semper Paratus"

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- 10/23/2000 5:54:00 PM   
Voriax

 

Posts: 1719
Joined: 5/20/2000
From: Finland
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This 'building, I didn't see any buildings?' bug seems to be a combination of a map problem and a pathfinding problem. From what I've experienced and tested the problems arise when there is a trail and a building in the same hex. In such cases when you move the tank a longer distance it may choose to follow the trail. And then promptly ignores the building...*crash* In towns there is another problem. When there is a vehicle in the middle of the road with buildings around it and you want to move another vehicle thru, the program does not want to 'disturb' the vehicle already there and decides to go around instead of through...*crash* These can be avoided by moving one hex at a time but I know that it's sometimes boring and otherwise unnecessary. Voriax ------------------ OOB-Wan Kenobi

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Post #: 4
- 10/23/2000 6:23:00 PM   
David F. Wall

 

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Joined: 5/25/2000
From: Waltham, MA, USA
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It's not a wayfinding bug. I can't be sure, but I *think* it's a quirk of the editor regarding the placement of multi-hex buildings. It's been my experience (admittedly limited) that when placing multi-hex buildings with the editor, it sets not only the hex containing the center of the structure but the seven surrounding hexes, to contain building terrain *regardless of the size or orientation of the graphic depicting the building*. I think this can be cleaned up by dropping clear terrain into the hexes that aren't really part of the building, This in itself can seem a little deceiving, (could someone with more experieence with the editor or the source code confirm this)but there's something more insidious that I am sure of: Suppose while building a map you put a multi-hex building down, and then decide you don't want it there. The quickest way to make the building graphic go away is drop a hex of clear terrain into the hex where you clicked to get the original building. And away the building goes. However, those six surrounding hexes still think they have a stone building in them, although all trace of the building graphic has disappeared. This is a really easy thing to miss when you're putting together a map. I'm not sure I'd go out and call it an editor bug, because it occurs to me that there are limits to how much intelligence you can put behind those button clicks and undoing can be a very tricky programming problem. DFW

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- 10/23/2000 7:44:00 PM   
molset

 

Posts: 46
Joined: 7/16/2000
From: Sweden
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Gentlemen! Thanks for the info. Armed with enlightment is at least better state of mind than clueless. Regards Molset

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Post #: 6
- 10/23/2000 9:28:00 PM   
Fabs

 

Posts: 444
Joined: 6/5/2000
From: London, U.K.
Status: offline
quote:

Originally posted by David F. Wall: It's not a wayfinding bug. I can't be sure, but I *think* it's a quirk of the editor regarding the placement of multi-hex buildings. It's been my experience (admittedly limited) that when placing multi-hex buildings with the editor, it sets not only the hex containing the center of the structure but the seven surrounding hexes, to contain building terrain *regardless of the size or orientation of the graphic depicting the building*. I think this can be cleaned up by dropping clear terrain into the hexes that aren't really part of the building, This in itself can seem a little deceiving, (could someone with more experieence with the editor or the source code confirm this)but there's something more insidious that I am sure of: Suppose while building a map you put a multi-hex building down, and then decide you don't want it there. The quickest way to make the building graphic go away is drop a hex of clear terrain into the hex where you clicked to get the original building. And away the building goes. However, those six surrounding hexes still think they have a stone building in them, although all trace of the building graphic has disappeared. This is a really easy thing to miss when you're putting together a map. I'm not sure I'd go out and call it an editor bug, because it occurs to me that there are limits to how much intelligence you can put behind those button clicks and undoing can be a very tricky programming problem. DFW
You are absolutely right. I have found that when designing maps extreme caution is needed when placing multi-hex buildings and roads or trails. My experience with wayfinding is that buildings are now generally avoided, but walls, hedgerows, mud, stream/gullies and other potentially hazardous terrain are not. My advice is: when wanting to move vehicles from point to point where potentially you could be encountering hazardous terrain, move hex by hex. This is tedious but sometimes quite useful, especially because a highlighted hex in the move radius can sometimes only be reached by going through a hazardous terrain hex, and this may not be immediately apparent. Result: ------------------ Fabs

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Post #: 7
- 10/23/2000 11:14:00 PM   
BA Evans

 

Posts: 250
Joined: 5/25/2000
From: USA
Status: offline
I never move vehicles long distances when near buildings. I move them 1 hex at a time. BA Evans P.S. Save just before moving near buildings.

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Post #: 8
- 10/24/2000 12:44:00 AM   
Arralen


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Joined: 5/21/2000
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Did a quick AI vs. AI test for some other purpose - and found the AI driving it's PzII happily right into the next building. No, there wasn't any other vehicle next to it; No, there wasn't a trail running "under" the building Bug-Time again ... Arralen

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