PlaneShift

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Attached to Project: PlaneShift
Opened by Mike Gist - 11.05.2007
Last edited by Lanarel - 23.08.2007

FS#32 - Movement stops at sector boundaries.

Move towards a sector boundary. As you cross, your movement is stopped. This occurs for both auto-move and normal movement.

Closed by  Lanarel
23.08.2007 22:12
Reason for closing:  
Additional comments about closing:  

Still a duplicate of  bug 1921  in old bt. Please use that bug for new info.

Thom commented on 11.05.2007 12:02

I think this was purposely implemented. You used to be able to run through sector and map changes, but this change was implemented because sometimes when crossing a sector a loop could occur. Your character would turn around or walk backwards the moment you crossed the map, so you would reload the map you came from, etc, etc. This movement freeze upon map/sector switch was then made.

Brandon Rioja commented on 11.05.2007 14:56

Does this work as designed?

Project Manager
Lanarel commented on 11.05.2007 17:07

aha, did not see this bug when I added to  bug 33  the comment that the autorun was linked to stopping at region borders :)
Look in the old bt:
http://www.hydlaa.com/bugtracker/bug.php?op=show&bugid=1921&pos=10 There is a comment by me in there linking to the bugs Thom described (has more to do with falling of because running when loading). It also shows how to change the code to not stop (which I used happily for a while, even forgot I hacked the client until recently :) ).

Brandon Rioja commented on 12.05.2007 01:36

So stopping from running between sectors is as designed? should we close this bug?

Mike Gist commented on 12.05.2007 01:42

It's still a bug, even if it was done as a quick fix to another bug.

Brandon Rioja commented on 12.05.2007 16:29

It looks like it was a quick fix for another bug:
http://www.hydlaa.com/bugtracker/bug.php?op=show&bugid=328 Which causes other bugs like looping map loads (with the new movement code), and running off the world.
http://www.hydlaa.com/bugtracker/bug.php?op=show&bugid=945

I don't want to break too much before the .19 release, if it is ok, can I postpone this fix until after the next release?

Mike Gist commented on 12.05.2007 22:47

Sure, make a fix then it can be committed after we release! :)

Arianna commented on 11.08.2007 09:06

Removing self from assignee as well as Brandon. Changing status to New.

Arianna commented on 11.08.2007 09:07

Fixing also category

Arianna commented on 13.08.2007 05:30

Is this bug #1921 or something else from the old BT?

Project Manager
Lanarel commented on 13.08.2007 11:12

I was looking at 1921 and others yesterday (when I told you it was a coincidence when you send me a movement patch). I was mainly thinking about how to organise these bugs, since 1921 is older, in a less accessible place (where is the old BT by the way), and it does not contain any relevant information other than pointing to other bugs. This bug would be a duplicate, however, it contains patches that solve part of the problem, and suggestions on what to do about others, with relavant devs actually taking notice. I think it is a waste to close this one in favour of the other :)

Thom commented on 23.08.2007 21:54

Lanarel says it should be opened and nobody explained why it was closed, thus reopening.

Rakhun made another patch for this issue:
http://rafb.net/p/GEuU7052.html

The patch looks extensive, but he has one comment:
"maybe RestoreMovement would be better to call at some other place"

Can someone look at the patch?

Thom commented on 23.08.2007 21:57

Rakhun was told to poke Kayden with the patch, so can someone assign to him?

Project Manager
Lanarel commented on 23.08.2007 22:12

THis bug was closed because it is a duplicate of  bug 1921 . ALl info from here was added there. I assume CAarrie said is was a duplicate in the reason given when closing the bug, but that is not visible anymore. SO closing again, and moving new info there.

Thom commented on 23.08.2007 23:10

Ah okay. I just looked at your last reply and figured it should've been open.

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