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#4093 Firing Solution does not seem to function

stable 0.38
closed
None
fixed
1
2014-06-03
2014-04-12
Ryo
No

In 0.37.10-expa and 0.37.10, Firing Solution does not completely function. Even if I tried on and off Firing Solution, I could not gain information of target units. In 0.37.10, Firing Solution seems to function correctly.

Thanks a lot!

Related

Bugs: #4099
Bugs: #4111

Discussion

  • Nicholas Walczak

    Did you look in the logfile, are there any error messages there? I don't have any issues when I try to reproduce the issue.

    I'm also confused by your report. You first say it's not working in 37.10, then say it is working in 37.10. Is there a typo in one of the versions?

     
  • Ryo

    Ryo - 2014-04-12

    Sorry, my last sentence is a typo. In 0.37.9, Firing Solution seems to function correctly.

    By the way, I've checked the logfile of 0.37.10-exp.

    I found some missing errors:

    Missing l10n entry: InfantryMapSet.ArmorXXXXXXXXXXXX
    boardview1: loading images for board
    Missing l10n entry: FiringDisplay.fireCancel

    Maybe, the second error is relevant to this bug?
    Also I attached the megameklog.

     

    Last edit: Ryo 2014-04-12
  • Nicholas Walczak

    Could you create a saved game during the firing phase where you're not seeing the firing solution overlays and attach it?

     
    • Ryo

      Ryo - 2014-04-13

      I created a saved game. In this situation, I could not see the firing solution.

      Thanks.

       
  • Nicholas Walczak

    Ok, I figured out what's going on and it's fixed in [r10787].

    The bug was introduced when I fixed [#4068]. Since that fix, it's possible that the client will know about enemy units that aren't seen, and so it shouldn't draw them. You also shouldn't draw firing solutions for these undetected units. However, if double blind is turned off, the visibility information is never set.

    So, the bug was that Entity.isVisibleToEntity was always returning false when double blind was off and hence the firing solutions weren't being computed and drawn.

    I fixed this by changing Entity.isVisibleToEntity and Entity.isDetectedByEnemy to both always return true if double blind isn't on.

     

    Related

    Bugs: #4068
    Commit: [r10787]

  • Nicholas Walczak

    • assigned_to: Nicholas Walczak
    • Resolution: none --> fixed
    • Milestone: undetermined --> stable 0.38
     
  • Dylan Myers

    Dylan Myers - 2014-06-03
    • Status: open --> closed
     

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