OpenXcom Forum

Contributions => Programming => Topic started by: Caleb13 on August 31, 2016, 11:12:35 pm

Title: Large units spawn in small rooms
Post by: Caleb13 on August 31, 2016, 11:12:35 pm
I know the original game did this too, but large units (2x2 tiles) sometimes spawn inside small rooms in OpenXCOM. Sometimes it's not a problem, sometimes it's rather annoying. I'm attaching two saves:

1. Hallucinoid blocked the lift for several turns before it finally moved away and I could kill it.
2. Triscene appeared in a ship cabin. This one was super annoying, because I spent about half an hour checking all the cabins.

It would be nice if this was fixed... eventually.
Title: Re: Large units spawn in small rooms
Post by: kkmic on September 05, 2016, 02:53:21 pm
IIRC, this happens in two cases:
Title: Re: Large units spawn in small rooms
Post by: Hobbes on September 05, 2016, 05:18:33 pm
I checked the original map files - in both cases the bug is present on the vanilla TFTD

In OXC the code that deals with spawning will never spawn large units on nodes set for small. If there are no more large nodes available it will place the large unit next to a large node already occupied.
Title: Re: Large units spawn in small rooms
Post by: Caleb13 on September 05, 2016, 11:17:39 pm
I checked the original map files - in both cases the bug is present on the vanilla TFTD

I see. Oh well, nevermind, then. I've recently installed new_civilian's TFTD combo patch:

https://openxcom.org/forum/index.php/topic,4128.0.html

It fixes some node problems, so maybe it will affect this "bug", too.
Title: Re: Large units spawn in small rooms
Post by: Hobbes on September 05, 2016, 11:31:37 pm
It fixes some node problems, so maybe it will affect this "bug", too.

I think these are the two that you experienced:

Quote
linerb03 (only rmp file) made sure that no huge units spawn in small rooms where they can not get out

grunge07 (only rmp file) changed two nodes to prevent large units to become stuck