Ticket #2917 (closed bug: fixed)
Sensor tower does not see lower levels
| Reported by: | linus.luessing@… | Owned by: | |
|---|---|---|---|
| Priority: | normal | Milestone: | unspecified |
| Component: | other | Version: | git/master |
| Keywords: | vision towers | Cc: | |
| Blocked By: | Blocking: | ||
| Operating System: | GNU/Linux 32bit |
Description
I've been having this issue on Sk-FishNets, I was building sensor towers on the left, upper lane, right at the edge of the cliffs. In wz 2.3 as expected I can see any unit passing through on the lane below the cliff. However, this does not seem to be the case in git/master.
How to reproduce:
- Start a skirmish on Sk-FishNets against an easy oppenent, you on position 0, the opponent on position 1, with no buildings at the start.
- Research sensor towers quickly.
- Send a truck to the opponent's base and build a sensor tower as shown on the screenshot.
This sensor tower will not see most buildings below, including the oil derricks/fields just below the sensor tower.
When I send the truck to the layer below, then suddenly everything appears. Also e.g. mortars then start to shoot these buildings. However if these buildings are destroyed and I have no more units on this lower level, then again I will not see any newly build buildings or any opponent's units again.
I am using a current Debian unstable, 64bit kernel, 32bit userspace tools.
uname -a Linux Linus-Debian 3.0.0-1-amd64 #1 SMP Sat Aug 27 17:19:41 UTC 2011 x86_64 GNU/Linux
The graphics card is a NVIDIA 8600M GT with the nouveau graphics driver. Furthermore I am using the tiling window manager 'xmonad'.
Attachments
Change History
comment:1 Changed 7 months ago by Per
I can reproduce the problem (the enemy position is 2, BTW, not 1). It looks really odd.
comment:2 Changed 7 months ago by Per
The problem is caused by commit c95bc1c434e2d50c89c59ce1a2cfe7db39f788fd and reverting this makes behaviour similar to 2.3.
