[FIXED] race system RACIALAID bug

Here we stuff all the bugs we've managed to squash/squish/squelch.
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phao
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race system RACIALAID bug

Post by phao »

i'm playing with the race system and it seems that both AID and ENEMY races are treated as enemy races.

here it's my dfn file for races (races.dfn)
http://pastebin.com/f74de760c
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Post by Grimson »

Fixed on CVS, try the new experimental build.
phao
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Post by phao »

the racialaid races are with blue names.
the racialenemy races are with with orange names.

:) the racialaid races arent meant to have green names?
phao
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Post by phao »

see, i was seeing here, when i login and set my race, i got working the RACIALAID (the RACIALAID races players are with blue name), and when I re-login, the RACIALAID names of the RACIALAID chars become orange.

the races.dfn file is the same i've posted earlier.

i'm using the version you've said to me to download.
Maarc
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Post by Maarc »

Remember that racial system is NOT bidrectional. Making A an ally of B does not instantly mean that B is an ally of A. That is by design. So if you've only set it up for one, might want to change both.

And yes, aid should be green, not blue. Orange is for enemy.
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Post by phao »

i know that thing.
the races.dfn file (i've posted) isnt wrong about that. or is it?
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Xuri
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Post by Xuri »

Ok, just did a little testing using the following setup:

Code: Select all

[RACE 1]
{
NAME=Orc
PLAYERRACE=1
RACIALAID=2
RACIALENEMY=3
}

[RACE 2]
{
NAME=Ratman
PLAYERRACE=1
RACIALAID=1
}

[RACE 3]
{
NAME=Gargoyle
PLAYERRACE=1
RACIALENEMY=1
RACIALAID=3
}
I setup three "racegates" using the following template:

Code: Select all

'ADD 0x0dda
'DYE <random colour>
'SET TYPE 83
'SET MOREX <race-id>
'SET MOREY 1
I used two clients to test with, and spent a while running through the various gates with both characters, testing out different scenarios.

From my test-setup, the RACIALAID and RACIALENEMY settings seem to be working, though there is an update-issue.

A character (A) going through a race-gate will not have other characters (B & C) around him updated with the correct name/highlight-color if they're visible on the same screen. Not until character A (or B & C) runs away and comes back will he (A) see the effect his race-change has on others. Anyone standing around idly watching character A going through the race gate, will immediately see his (A) updated highlight/name-color after he's (A) gone through the gate.

This seems to be fixable by adding a

Code: Select all

s->Teleport();
at the end of void cRaces::gate( CChar *s, RACEID x, bool always ), but that causes another issue - the static effect that plays when the character has gone through the gate will be "overwritten" by the teleport and thus not display at all.

Another issue I found was that members of the same race show up as blue to eachother, when I suspect they should be green (same as allies). That one is fixable by setting a race as RACIALAID to itself, though. :P
-= Ho Eyo He Hum =-
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Xuri
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Post by Xuri »

Of course, that in itself is fixable by moving the static animation (and sound) to after the teleport :P Fixed, will be on CVS on next commit.
-= Ho Eyo He Hum =-
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Xuri
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Post by Xuri »

Oh, and about the issue with members of the same race appearing as green to eachother.... that's fixable by setting up the race as an ally of itself in the DFN. I'd actually rather we have that option there than fixing it in hard-code.*shrug*
-= Ho Eyo He Hum =-
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Post by Maarc »

Agreed Xu. As we pesky humans demonstrate, we aren't always green to each other in behaviour :)
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