Author Topic: Brutal-OXCE 9.2.8  (Read 92502 times)

Offline Yankes

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Re: Brutal-OXCE 9.2.8
« Reply #375 on: April 23, 2025, 12:09:01 am »
I bump into bugs and even crashes every time I run OXC. It’s just grandpa project for more recent forks.

Just in case - I get crashes in OXC when using debug mode and teleporting my units all over the map. I guess it’s legit. My use case isn’t the same as for regular players.
Debug mode crash is not "valid" crash :> (probably I personalty fix that teleport with 2x2 units in OXCE because I needed to test somethings).

All crash should be fixed and where fixed in OXC, many cases it was backport from OXCE fix.
If fix is small then PR with it will be merged to OXC sooner or later (depending how much affect players).

Offline jnarical

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Brutal-OXCE 9.2.8
« Reply #376 on: April 23, 2025, 12:02:00 pm »
Debug mode crash is not "valid" crash :> (probably I personalty fix that teleport with 2x2 units in OXCE because I needed to test somethings).

All crash should be fixed and where fixed in OXC, many cases it was backport from OXCE fix.
If fix is small then PR with it will be merged to OXC sooner or later (depending how much affect players).
I got the same bug in both OXC and OXCE, where you could shoot with aimed to one target, with high >80% accuracy dozens of times without   a single hit.

As I was tinkering with accuracy code for long enough, I made a small “mod” where shot from laser pistol or rifle takes 1 TU, so I could easily confirm something is wrong, just by shooting many times without changing anything else.

I ain’t 100% sure I fixed that in my version of code, most probably I did. But I can’t make myself put any effort to debug that again, knowing that my another PR is out there for two years already, where I fixed a bunch of issues with visibility, making OXC behave closer to OG, particularly for cases when in OG one unit could see another, and in OXC, in the very same conditions - he is not.
« Last Edit: April 23, 2025, 12:03:49 pm by jnarical »

Offline Yankes

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Re: Brutal-OXCE 9.2.8
« Reply #377 on: April 23, 2025, 02:12:05 pm »
I got the same bug in both OXC and OXCE, where you could shoot with aimed to one target, with high >80% accuracy dozens of times without   a single hit.

As I was tinkering with accuracy code for long enough, I made a small “mod” where shot from laser pistol or rifle takes 1 TU, so I could easily confirm something is wrong, just by shooting many times without changing anything else.
This could be simply RNG fault, accuracy do not mean how often you will hit target but how spread its trajectories as you should know. Add some RNG basis, some distance and you could have cases when spots you can't hit targets in many hits.

I ain’t 100% sure I fixed that in my version of code, most probably I did. But I can’t make myself put any effort to debug that again, knowing that my another PR is out there for two years already, where I fixed a bunch of issues with visibility, making OXC behave closer to OG, particularly for cases when in OG one unit could see another, and in OXC, in the very same conditions - he is not.
I mean crashes not glitches. If you test long enough you will find many corner cases in engine (some could even be my fault :D). Probably your PR get ignored as it need same amount of work on our side to analyze as you did to create it.
Because we need to check if it not introduce some bugs in other places or if its correct in first place.
This mean crash bug fixes are merged as adding one `if` is a lot easier to verify its correction even without running that code.

Offline jnarical

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Re: Brutal-OXCE 9.2.8
« Reply #378 on: April 23, 2025, 07:23:23 pm »
This could be simply RNG fault
Imagine 20 shots in a row with 85% going through exact same voxel.