xta-springrts / xta-springrts

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Old issues from forum thread #18

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
Old issues, mostly details. From 
http://springrts.com/phpbb/viewtopic.php?f=48&t=29248&p=534115#p534115
--------------------------------------------------------------------------------
-----------------------

Existing:
---------

4) Air labs keep their radar spinning no matter if they are on or off — 
except Arm T1 Airlab, whose radar is always in not spinning state. Carriers 
spins their radars too no matter if they are on or off. 
Fixed carriers, airlabs pending

7) Pelicans are seen as hovers even when walking (had *2 speed on icy run)
-- Next spring has a possibility to set movetype on the run, then this can be 
fixed.

8) Many units have a "fight" button despite not having a weapon eg: Spy bots, 
construction units, minelayers, jammers, radars etc. Confirmed for minelayer 
and jammer. Didn't find it for any radar.

9) Some structures have "Wait", "Repeat" and "Stop" despite no need, eg fusion 
reactors.

Fixed:
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1) Both T1 radars leave wreck when they self destruct.
Fixed (when dnw commits)

2)  Core Eraser and Arm Spector (Kbot jammers), once turned off no longer spin 
even when turned on.
Fixed

3) There is a problem with Seer (Arm vehicle mobile radar), it spins no matter 
if you turn it off or on.
Fixed

5) No Tech 2 constructors can make sub pens (50% Confirmed. Arm T2 sub can make 
sub pens, but not core. Should be fixed.)
Fixed

6) T2 construction subs need water radar next to standard radar in build menu.
Fixed

10 Light carriers have "Reclaim", "Restore" and "Repair", despite not being 
able to do any (unless a plane lands on them).
Fixed

11) Customformations doesn't work as line attack if you draw a line over water. 
It has to be modified so that it sends surface water attack order instead of 
sea bottom coordinates to units that can not water attack. See: 
http://springrts.com/mantis/view.php?id=3539
Fixed

Original issue reported on code.google.com by springjools on 28 Apr 2013 at 12:20

GoogleCodeExporter commented 9 years ago
Units that do have wait and stop command, but don't need them:

- Energy storages
- Metal storages
- Targetting facility
- Fusion reactors

How about these:

- Air repair pad, does the stop/wait do something?
- Nuke and mininuke, what does the wait command do?

Anything more? Care about xtaids units in this regard?

Original comment by springjools on 28 Apr 2013 at 12:50

GoogleCodeExporter commented 9 years ago
All except 4 and 7 are fixed. 4 is not fixed because I cannot find the .bos 
file for air plants, and 7 because while movement type can now be set on the 
fly, there is not yet any way to detect when a pelican enter or leaves water. 
Waiting for the right callins to be implemented by engine.

Original comment by springjools on 10 Dec 2013 at 8:40

GoogleCodeExporter commented 9 years ago
4) fixed except for Core T1 airlab. It won't obey the same command for some 
reason. It also doesn't spin the pad when  building.

Original comment by springjools on 30 Jan 2014 at 7:25

GoogleCodeExporter commented 9 years ago
4) is fixed in xta 9.735

7) is fixed in xta 9.737

8) is fixed a while ago

9) is also fixed a while ago

Original comment by springjools on 20 Mar 2014 at 9:22