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Cliff Glitches in Map(s)
Moderators: Aro, Crimsonum, ErastusMercy, Lin Kuei Ominae, ^Rampastein
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humble
Civilian


Joined: 07 Apr 2016

PostPosted: Tue Oct 04, 2016 11:45 pm    Post subject:  Cliff Glitches in Map(s) Reply with quote  Mark this post and the followings unread

Hello!

So far I have only checked one map, but I have found 4 cliff glitch issues in this map.

The glitch causes units to freeze in place (broken path-finding).


The glitch can be seen when hitting 'D' on keyboard with map editor open.  This will expand the ground under the cliff edges, allowing it to be edited.


Map: 'Delta City':

1. Near location 6, the cliff ramp to the left has a glitch.  Try sending units from where the train-tracks are by the broken bridge to the left where the fiend is and they will freeze.

Screenshots show regular view, 'D' view, and 'D' view with fix:



d1.png
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d1.png



d2.jpg
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d2.jpg



d3.png
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d3.png



Last edited by humble on Tue Oct 04, 2016 11:54 pm; edited 1 time in total

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humble
Civilian


Joined: 07 Apr 2016

PostPosted: Tue Oct 04, 2016 11:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Attached are screenshots for the other 3 areas.

The red arrow points the direction a group of units can be sent to from beginning of arrow point, in order for them to get stuck.



d4.png
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d4.png



d5.png
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d5.png



d6.png
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d6.png



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humble
Civilian


Joined: 07 Apr 2016

PostPosted: Tue Oct 04, 2016 11:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Also, this destroy-able cliff is cut-off during game-play and even when the cliff is blown, units will not use the entrance.



d7.png
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d7.png



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humble
Civilian


Joined: 07 Apr 2016

PostPosted: Thu Oct 06, 2016 5:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Also, the map editor does not have good selection for the green goo, but you can copy/paste better looking green goo from Firestorm maps!

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Oct 06, 2016 10:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Thank you for reporting these findings. These pathfinding problems are most likely caused by Tiberium being allowed to spawn near cliffs in cells that should be impassable. Quoting from this topic:

Quote:
Due to reasons unknown, some cliff pieces affect certain adjacent cells by making them impassable. This only occurs if said cells contain the basic "clear" tiles and not, for example, sand or rough terrain tiles.

Warning: Placing any other tiles, including slopes, on these cells may cause serious pathfinding issues. For example, if these cells are made passable, Tiberium may spawn on them, which bizarrelly breaks pathfinding for all units. This actually happens in TS as well, which is why Westwood maps specifically kept these cells clear. It's strongly recommended to keep these cells clear, at least near Tiberium spawn zones.



Most of our maps were made back when the cause for the pathfinding errors was not known. It will take a while to go back and check every map #Tongue

humble wrote:
Also, the map editor does not have good selection for the green goo, but you can copy/paste better looking green goo from Firestorm maps!


If you place the #0074 "Crystal LAT Tile" on a map, the game engine automatically corrects the crystal mass to look more natural ingame, so it won't look as blocky as in the editor. You can also manually place the edge pieces by using the next tileset (#0075 "Clear Crystal LAT").

If for some reason you want the green crystal to not automatically adjust ingame, use tilesets #0176 and #0177, which are have the same graphics as #0074 and #0075 but without the LAT (i.e. "auto-correct") feature.

_________________


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humble
Civilian


Joined: 07 Apr 2016

PostPosted: Sat Oct 08, 2016 12:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

The first example I posted was actually missing a corner piece at the bottom of the slope.

Good to know about the #0074!

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