Bug in the targeting mechanincs of corrosive bile on air units close to some edges of some maps.
Corrosive Bile bug?
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mrjimp
Sweden14 Posts
Bug in the targeting mechanincs of corrosive bile on air units close to some edges of some maps. | ||
cha0
Canada498 Posts
Edit: Know you mentioned in vid that you were trying during game, but maybe you were in a panic and have to target slightly more above or below or something like that. | ||
Nerchio
Poland2633 Posts
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Phaenoman
568 Posts
That being said, I do not like this behaviour either. | ||
mrjimp
Sweden14 Posts
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sc2chronic
United States777 Posts
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mrjimp
Sweden14 Posts
Nerchio was right ofcourse. | ||
todespolka
221 Posts
On February 07 2016 18:50 Nerchio wrote: It's really stupid and annoying but I think we can only fix it with maps and blizzard is not going to do anything about it. You can actually move your camera around and target it easily Do you think blizzards wants to punish us or whats the reason for blizzard not to look into this problem? Also this might be a really big problem from a coding standpoint. I think target positions get projected onto the screen, just like the cursor gets projected from screen onto mesh but other way around. The effect is that sometimes objects are hidden behind a wall. To solve this issiue you would need to create a hidden plane on which the cursor moves and which holds the target information of units. That way nothing stays behind a wall and is hidden. But this solution creates now the opposite problem. This time the cursor will disappear if it gets behind a wall. If you want to prevent that you need to stretch the cursor between the screen position and the hidden plane position which could create other problems (bigger cursor). It might be better to solve this issiue through maps and this is not blizzards fault. Its a geometrical problem. So there is no need to complain about blizzard. | ||
Haukinger
Germany131 Posts
You don't have to click on the ground beneath a walking unit to attack it but can click on the unit... | ||
NonY
8748 Posts
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Cascade
Australia5405 Posts
On February 07 2016 22:36 todespolka wrote: Do you think blizzards wants to punish us or whats the reason for blizzard not to look into this problem? Also this might be a really big problem from a coding standpoint. I think target positions get projected onto the screen, just like the cursor gets projected from screen onto mesh but other way around. The effect is that sometimes objects are hidden behind a wall. To solve this issiue you would need to create a hidden plane on which the cursor moves and which holds the target information of units. That way nothing stays behind a wall and is hidden. But this solution creates now the opposite problem. This time the cursor will disappear if it gets behind a wall. If you want to prevent that you need to stretch the cursor between the screen position and the hidden plane position which could create other problems (bigger cursor). It might be better to solve this issiue through maps and this is not blizzards fault. Its a geometrical problem. So there is no need to complain about blizzard. The natural fix would be to extend a transparent layer at base-level out over the empty zone, that the cursor and flyer support line moves on. Would make it easier to put the liberator where you want, and would make targeting more intuitive as well. Not sure if you can do that in the map editor? | ||
InfCereal
Canada1754 Posts
On February 07 2016 23:18 NonY wrote: I reported this bug in Wings of Liberty beta with respect to psionic storm. I wouldn't count on a fix coming anytime soon. It's not technically a bug. The engine is working as intended. | ||
NonY
8748 Posts
On February 07 2016 23:42 InfCereal wrote: It's not technically a bug. The engine is working as intended. Uhh, no? This is just misinformation. | ||
NikaLogy
Denmark58 Posts
Yeah, it seems like the 3D terrains blocks the indicator from showing, even if it is going to hit. I would count it as a bug, collision or something, and not as if working as intended. | ||
InfCereal
Canada1754 Posts
I'm going to assume you're just confused. The 'bug' as you call it, is not being able to select the area below the air unit. The reason for that is because the cliff is displayed over it. This little feature is called "perspective" and is pretty important in 3D games. | ||
NonY
8748 Posts
On February 08 2016 00:50 NikaLogy wrote: Yeah, it seems like the 3D terrains blocks the indicator from showing, even if it is going to hit. I would count it as a bug, collision or something, and not as if working as intended. Maybe he's trying to say that it's always going to be an issue that Blizzard expects to be resolved by the mapmakers, not the authors of the game engine. Either way it's a bug -- a bug with the map or a bug with the game. To claim that it was intentional for the engine to prevent abilities from functioning in these situations is unreasonable speculation given that in previous instances the maps (eg Metalopolis) have been changed to correct it. I think it's pretty clearly an unintentional consequence of 3D terrain and the targeting system. The idea that Blizzard wants us to have to change our camera's perspective is absurd to anyone familiar with their philosophy. | ||
NonY
8748 Posts
On February 08 2016 00:51 InfCereal wrote: I'm going to assume you're just confused. The 'bug' as you call it, is not being able to select the area below the air unit. The reason for that is because the cliff is displayed over it. This little feature is called "perspective" and is pretty important in 3D games. Yeah you're a fucking idiot not contributing anything useful at all. I don't give a shit about the dumb trivia you manufacture from whatever technical definitions of words you decide to select and whatever idiotic assumptions you make about the intentions of the game developers. | ||
Yiome
China1687 Posts
On February 08 2016 00:58 NonY wrote: Yeah you're a fucking idiot not contributing anything useful at all. I don't give a shit about the dumb trivia you manufacture from whatever technical definitions of words you decide to select and whatever idiotic assumptions you make about the intentions of the game developers. wow things goes down quickly so much for a civilized discussion | ||
Sholip
Hungary422 Posts
On February 08 2016 00:58 NonY wrote: Yeah you're a fucking idiot not contributing anything useful at all. I don't give a shit about the dumb trivia you manufacture from whatever technical definitions of words you decide to select and whatever idiotic assumptions you make about the intentions of the game developers. I'm not sure why the aggressive tone is needed, but actually, he is right. And it's a pretty important contribution, too, considering that what the thread title calls a "bug" is actually an unavoidable consequence of a 3D world projected onto the 2D screen, which basically refutes the assumption that the issue is a bug. Also, Blizzard probably don't want us to have to change our camera's perspective (it would be indeed absurd), but sometimes it is the only way you can click there (even though, even in the case in the video, simply moving the camera without actually rotating did help), and the problem is not with the game engine, clearly. If something, it could interpreted as the problem with the map, but you cannot expect maps to not have such double cliffs at all. | ||
NonY
8748 Posts
On February 08 2016 01:41 Sholip wrote: I'm not sure why the aggressive tone is needed, but actually, he is right. And it's a pretty important contribution, too, considering that what the thread title calls a "bug" is actually an unavoidable consequence of a 3D world projected onto the 2D screen, which basically refutes the assumption that the issue is a bug. Also, Blizzard probably don't want us to have to change our camera's perspective (it would be indeed absurd), but sometimes it is the only way you can click there (even though, even in the case in the video, simply moving the camera without actually rotating did help), and the problem is not with the game engine, clearly. If something, it could interpreted as the problem with the map, but you cannot expect maps to not have such double cliffs at all. How is his contribution a meaningful one because of the point about a 3rd world on a 2d screen when the fact that it's an issue of a 3rd world on a 2d screen was already known before he posted? He came in after that was already established to try to steer it off topic with some implication that only engines can have bugs but not maps and some weird shit about how a failure is not a bug if it's an accepted drawback to the engine they intended to create. Who fucking cares? It's off topic bullshit. If you can tell me what exact unique contribution he made in either of his posts that helps us to resolve this issue then please explain it. The problem in the video isn't about double cliffs exactly. The mapmaker wants an area where no ground units can go and he chose to drop the terrain off for aesthetic purposes. That issue could be fixed just by sacrificing the aesthetics of the map. The cliff isn't serving any gameplay purpose there that impassable ground terrain at the same elevation wouldn't do. The scenario in the video is the one commonly disruptive to gameplay because flying units can easily enter and exit and control all around these areas. Ground units attempting to do the same thing (hugging against a double cliff to avoid area abilities) are not as big of an issue because of the difficulty of maneuvering them. | ||
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