bonusShield is dead! Long live flankingBonus! - Page 5

bonusShield is dead! Long live flankingBonus!

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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det
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Post by det »

el_matarife wrote:I'm just guessing all this code came from SJ's 19th century RTS Spring was initially based on. Still, it is absolutely mindblowing that 3000+ revisions of the codebase later we just now found this. Anyone want to get in touch with SJ and ask him if there's any other skeletons in the closet we should know about?
Here's one: If a unit is captured, all further captures will only take 50% as long.

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curCapture->captureProgress=0.5f;	//make units somewhat easier to capture back after first capture
el_matarife
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Post by el_matarife »

det wrote: Here's one: If a unit is captured, all further captures will only take 50% as long.

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curCapture->captureProgress=0.5f;	//make units somewhat easier to capture back after first capture
I assume this is for rolling back in and recapturing a base. This will need to be mod defined or even just commented out and removed.

The good news about that old code is that not too many people capture stuff, so it probably doesn't result in many balance issues right now.
lurker wrote:Okay then. Screw hours of bugfixing on a new class or files or whatever, modders can use quick scripts to multiply damage and set bonusshieldmode to 0 if they want. Expect the patch a couple hours after I wake up.
I'm glad you decided to removing the BonusShield thing, it must be responsible for a lot of weird damage behavior. Just watch when all the mods suddenly become much more balanced when they actually can figure what is going on with damage.
Andrej
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Post by Andrej »

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lurker
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Post by lurker »

el_matarife wrote:I'm glad you decided to removing the BonusShield thing, it must be responsible for a lot of weird damage behavior. Just watch when all the mods suddenly become much more balanced when they actually can figure what is going on with damage.
Actually, I'm leaving it on by default, as to not screw up balance of existing mods, but modders can pretty easily add the single line of bonusshieldmode=0 to their .fbis when balancing.


The patch is finished except for a few minutes of documentation, but I didn't get the confirmation email when I signed up for Mantis. Can someone fix this? If not, I guess I'll just post it here and bug people later about Mantis.
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Peet
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Post by Peet »

lurker wrote: the single line of bonusshieldmode=0 to their .fbis when balancing.
Could it be set as a global thing in the modinfo tdf perchance?
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Caydr
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Post by Caydr »

When will this change be implemented? I'd like to get my hands on this as soon as possible.
Peet wrote:
lurker wrote: the single line of bonusshieldmode=0 to their .fbis when balancing.
Could it be set as a global thing in the modinfo tdf perchance?
Should be per-unit imo... simple to mass-add a tag.
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lurker
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Post by lurker »

Caydr wrote:When will this change be implemented? I'd like to get my hands on this as soon as possible.
Peet wrote:
lurker wrote: the single line of bonusshieldmode=0 to their .fbis when balancing.
Could it be set as a global thing in the modinfo tdf perchance?
Should be per-unit imo... simple to mass-add a tag.
Caydr: the next version? Or you could grab an SVN release. If you mean when will it be in the SVN, it could be just a day or two.

Peet: See the part about hours of WTF and bugfixing? Add the fact that using an existing file might break things, and that mass tags aren't very hard, and it's not worth it.
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Argh
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Post by Argh »

Just asking... this will be in the next version, right?
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KDR_11k
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Post by KDR_11k »

Probably not.
Tobi
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Post by Tobi »

Why not?
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KDR_11k
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Post by KDR_11k »

Did Lurker finish the code yet?
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lurker
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Post by lurker »

>_>
<_<
I'll have a patch without armorzones this weekend.
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Peet
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Post by Peet »

Yeah, and I'll texture simbase by tomorrow...
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KDR_11k
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Post by KDR_11k »

I'd be satisfied if you could just release a26 tomorrow...
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Peet
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Post by Peet »

Would have by now if my damn mobo hadn't died.

<---------no longer an asus fan
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lurker
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Post by lurker »

Peet wrote:Would have by now if my damn mobo hadn't died.

<---------no longer an asus fan
I should use that as my excuse!
Sorry people, my asus mobo died.



No really, it did.



Working on it. >_>



EDIT: Oh. >_< My only copy of the patch is on the sata drive that can't be accessed by any other computer in the house >_< yeah this one might take about a week.
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MadRat
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Post by MadRat »

trepan wrote:If nothing else, I'd like to see a way to disable this feature.
If lurker doesn't get his patch in, I'll add a 'noBonusShield'
or a scaling tag. I'm all for anisotropic shielding, but this
seems like a weak way of doing it ;-)
What he said. And it should be as easy as a simple line in the modinfo.tdf to disable it. Doubling of damage for flanking is completely wrong. If anything a bonus should be applied shield side only.
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KDR_11k
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Post by KDR_11k »

Has any of that been committed yet? Either Lurker's or trepan's solution? I could produce a patch within half an hour if necessary, will probably use a modrules tag to set a default and a per-unit tag to override it since I'd assume most mods just want to categorically disable it.
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MadRat
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Post by MadRat »

Can you implement a setting for scale, too?

Really need a way to tie it into the cob so a damaged shield has the option to be disabled and then repaired under condition.
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KDR_11k
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Post by KDR_11k »

Shield? The bonusshield is not related to the shields, bonusshield is simply a mechanism that awards bonus damage on unit hits.
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