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Author Topic: [Bug] Terrain visibility (yet again)  (Read 185 times)

Offline S1mancoder

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[Bug] Terrain visibility (yet again)
« on: January 03, 2025, 07:52:29 pm »
I stumbled upon what seem like a terrain visibility update bug, could not see terrain from a certain window of a craft (xpiratez starting airbus).
Spoiler:

This behaviour is reliably replicatable. I could swear it didnt always work this way so I dug through older version and figured out the change to be between OXCE 7.8 and 7.9 (I used same mod files and only OXCE exes were different so craft geometry difference couldn't theoretically play a role).

Most likely it is related to the change mentioned in this topic:
https://openxcom.org/forum/index.php/topic,11084.0.html

This is a fpslook comparison between 7.8 and 7.9 comparison (note that way it renders changed so its not 1 to 1) to explain why I thought its a bug:

Spoiler:

and within one version terrain visible from window (1st image) vs actual terrain (2nd image) is looking like this:

Spoiler:


Worth noting that I only found bug happening for bottom window of the craft, the top one which is symmetrical works just fine. There are probably other cases when this bug kicks in but I didnt have anything else at hand. Also since the bug only affects terrain visibility and not detecting units its not a critical one but unpleasant one to me regardless.

Offline Yankes

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Re: [Bug] Terrain visibility (yet again)
« Reply #1 on: January 03, 2025, 09:37:25 pm »
fpslook probably do not matter in this case, its use "voxel look" and it is different code that one responsible to make tiles visible (this is why you can see through holes in map walls sometimes).

> Worth noting that I only found bug happening for bottom window of the craft

probably because one is real wall and another is "bigwall" that are handled by separate code.


I will try look on this but as always fixing one bug can introduce another some where else (link you post is proof of this).