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2018-12-16 10:27 UTC

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IDProjectCategoryView StatusLast Update
0001607OpenClonkObjectspublic2017-10-24 21:47
ReporterZapper 
Assigned ToClonkonaut 
PrioritynormalSeverityminorReproducibilityhave not tried
StatusresolvedResolutionfixed 
Product Version 
Target Version9.0Fixed in Version 
Summary0001607: Plants can still grow too crowded
DescriptionDifferent trees and also cotton can still grow behind each other so that the landscape becomes pretty spammed with trees (which leads to lag).

We should think of a unified way to handle plant crowdedness. This also means that not every plant checks for its own ID but different plants also prevent each other from growing at a spot.

This needs some thinking about what is OK (small mushroom in front of trees) and what isn't. Maybe related to the size of the plant or something like that (i.e. allow 1 big, 1 medium and 2 small plants at each position).
Steps To ReproduceThis is a screenshot from Clonkomotive where the round started to lag because of the plants.

http://i.imgur.com/Uh4I8yU.jpg

There are spots spammed with firs and spots spammed with mushrooms, deciduous trees and firs.
TagsNo tags attached.
Attached Files

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-Notes

~0005581

occ (reporter)

Hi! There's been a check-in that references this bug. For more information you can visit the repository browser at this address:
https://git.openclonk.org/openclonk.git/commitdiff/e4cfd39fdcabda4b4ea276d07e23b47f1962e262

Changeset e4cfd39 by Clonkonaut <Armag3ddon@web.de>
Let plants grow less crowded, especially different kinds of plants (0001607).

This will need some testing whether all scenarios are still playable.

~0005582

Maikel (developer)

Maybe smaller plants could be a bit more abundant than larger ones?

~0005583

Clonkonaut (developer)

Last edited: 2017-01-04 13:38

View 2 revisions

See newly attached screenshot (Screenshot001.jpg). I let Clonkomotive run on /fast for a minute or something.

I modified the standard plant reproduction. First of all, plants now take all other plants into account (not just plants with the same ID). I also changed most of the SeedOffset entries. As you can see, plants now rarely overlap.

I didn't change initial placement of plants which uses PlaceVegetation. So initially placed plants still overlap. I don't know if we want to prevent that (this will most likely either slow down initial placement of plants or result in potentially far less plants than the developer expected).

I also didn't implement any technique to differentiate between small and big plants. So, right now, a big population of flowers (or similar) can suppress tree reproduction. That is probably something we don't want, as you have mentioned (although players could employ slash-and-burn tactics ;) ).

Finally, I didn't touch the special plants which have their own reproduction logic (Big Mushrooms, Cotton, ...). So far, the big mushroom never stroke me as problematic. I have a look at cotton. It doesn't look too bad from the screenshot but maybe I didn't give it enough time to spam the landscape.

/e
Wrote this before I saw Maikel's comment!

~0005791

Clonkonaut (developer)

I guess this is fine now, haven't had any more complaints.
+Notes

-Issue History
Date Modified Username Field Change
2016-01-12 22:30 Zapper New Issue
2017-01-04 02:33 occ Note Added: 0005581
2017-01-04 13:23 Clonkonaut File Added: Screenshot001.jpg
2017-01-04 13:28 Maikel Note Added: 0005582
2017-01-04 13:36 Clonkonaut Assigned To => Clonkonaut
2017-01-04 13:36 Clonkonaut Status new => feedback
2017-01-04 13:36 Clonkonaut Note Added: 0005583
2017-01-04 13:38 Clonkonaut Note Edited: 0005583 View Revisions
2017-08-20 11:42 Zapper Target Version 8.0 => 9.0
2017-10-24 21:47 Clonkonaut Status feedback => resolved
2017-10-24 21:47 Clonkonaut Resolution open => fixed
2017-10-24 21:47 Clonkonaut Note Added: 0005791
+Issue History