Bridges are acting like invisible walls

Bug #1054620 reported by FS-21
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
Fix Released
High
AlexB

Bug Description

Ares version: 0.2

Sometimes High bridges creates an invisible wall under the bridge, making it impossible to move units under every bridge of the map.

It happens independently of the map nature (original YR maps or custom maps).

Sometimes the bug appears at the begining and other times during some minutes of battle & will not dissapear until the battle ends.

I thought it was a rare bug when I started verifying that bug report from a user in my mod but I'm experiencing it frequently.

Revision history for this message
AlexB (alexander-b) wrote :

This problem should be solved in the latest Fatman binary.

Changed in ares:
assignee: nobody → AlexB (alexander-b)
importance: Undecided → Critical
importance: Critical → High
status: New → Fix Committed
milestone: none → 0.2p1
Revision history for this message
FS-21 (jagarni1983) wrote :

I have been trying to reproduce the bug since the unstable binary was released and I can't reproduce it anymore.
I think that this bug has been fixed.

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devil614 (adrianspicer) wrote :

I am still experiencing this bug on all types of maps: custom, vanilla, and randomly generated. *sadface*

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devil614 (adrianspicer) wrote :

^ with the new stable release, that is.

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Graion Dilach (graiondilach) wrote :

*facepalms*

You know, point is... the bug was discovered in stable. Last unstable is beyond last stable already. If you used stable for testing, you have actually used an outdated build to confirm the bug.

Revision history for this message
mevitar (mevitar) wrote :

It just had this bug on high water bridges, in a multiplayer game. It was on AE branch (which is supposed to be based on 0.2p1).
Noone else had this bug, only i had it in that game. It was only on the bridges that were next to my base. :(

However, this didn't happen until i started producing water units and moved them under those bridges, so it might be the cause.

Revision history for this message
mevitar (mevitar) wrote :

Well, i can't reproduce the blocking effect on high water bridges... But i found something better, i think.

I don't remember this happening before i moved a water unit under the bridge. I'll test it more to see what exactly causes this problem.

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mevitar (mevitar) wrote :

Oh, and i forgot to add: on that last frame of that gif, the miner is stuck, because it tries to go through the tanks, but can't, and doesn't even try to look for a way around.

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FS-21 (jagarni1983) wrote :

AE branch isn't merged against 0.2 (the bugged)? Fatman contains that fix :-/

Revision history for this message
mevitar (mevitar) wrote :

Don't know, but both cause same problems with units that try to move over high water bridges (see below).

Blocked bridges didn't happen to us at all until that game i mentioned. And it happened only to two bridges close to my base, after my units were traversing them back and forth many times. Then poof! and they can't any longer. And now i am no longer sure for the cause, as moving water units under the bridge doesn't block it at all, so it would have to be something else...

Anyway, what i found out with a bit of testing (all this was tested with the initial starting units and a harvester, so no water units went under the bridges before or after this happened):

12.263.23 and AE branch:
*** When moving diagonally on the high water bridge, the units don't check if the diagonal cells are occupied or not, and might cluster on one cell (don't know if InfantryTypes do this, but VehicleTypes do). They can even stop on another unit, and if attacked by something with CellSpread, both units take same amount of damage (didn't test it with weapons without CellSpread, and those that affect only one target, like Mind Control or Temporal weapons).
*** When blocked the bridge with a wall of VehicleTypes (3 units, so nothing can pass), then when another VehicleType gets to the wall (for example a miner). it gets blocked and starts to "dance", trying to find a path around the blocking unit, but failing to do so.

v02.12.249.1076 and 12.263.23 when i uncomment the lines in the .inj file responsible for the fix:
*** Cannot force VehicleTypes to move on each other when moving diagonally on a bridge. I tried many times, but failed.
*** When blocked the bridge with a wall of VehicleTypes (3 units, so nothing can pass), then when another VehicleType gets to the wall (for example a miner), it "orders" a unit on the wall to move back, and thus the bridge becomes unblocked again. This is how RA2 and YR always worked.

Revision history for this message
Chanterier (speederyr) wrote :

AE branch is merged with FatMan.

Revision history for this message
mevitar (mevitar) wrote :

Since AlexB suspected hover units to cause bridges to become blocked, I tried with moving hover units over the bridges, but they didn't block them. However, i noticed that whenever a hover unit stops on any high bridge (water or normal one), the cell it stopped on became blocked permanently, and nothing could move over it anymore. All 3 cells wide would become blocked that way, the bridge would become impassable.

Revision history for this message
AlexB (alexander-b) wrote :

There's a new binary with yet another approach. Maybe this helps to fix the paradrop tanks while not jamming bridges.

Revision history for this message
mevitar (mevitar) wrote :

Tried with 12.270.306, could not get the bridges to block, nor did i get units clustering on one cell. Looks fixed this time.

Revision history for this message
FS-21 (jagarni1983) wrote :

I reproduced mevitar's steps to get his bug with success and then I tried again with the new binary and I can't reproduce it.
Moreover, I tried the original bug I reported with the new binary and I can't reproduce the bug.

Revision history for this message
AlexB (alexander-b) wrote :

No problems for two weeks. Sounds good.

Changed in ares:
status: Fix Committed → Fix Released
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