FIX BEAMLAZER PLOX!

FIX BEAMLAZER PLOX!

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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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

FIX BEAMLAZER PLOX!

Post by Forboding Angel »

Fix beamlaser damage vs shields.

Someone wanna explain to me why a beamlaser with 500 damage, and a beamtime of .2 can fully deplete a fully charged 100k shield is less than half a second?

Please, will someone fix this? THis is very bad.
Last edited by Forboding Angel on 06 Jan 2008, 09:29, edited 1 time in total.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: Please for the love of god...

Post by KDR_11k »

Is that a deflector shield?
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Please for the love of god...

Post by Forboding Angel »

no, straight shielding.

KDR, you have some version of evolution I'm sure. do .give 1 tdecimator and .give 1 ecentralprocessing. Wait for 7 minutes (or speed up the game) so that the shield will be fully charged(should be blue). Fire the decimator at the Central processing unit. Watch the hilarity ensue.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: FIX BEAMLAZER PLOX!

Post by Forboding Angel »

Bump cause I'm tired of everyone ignoring this massive bug.
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Re: FIX BEAMLAZER PLOX!

Post by NOiZE »

Forboding Angel wrote:Bump cause I'm tired of everyone ignoring this massive bug.

learn to code, fix urself.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: FIX BEAMLAZER PLOX!

Post by Forboding Angel »

NOiZE wrote:learn to code, fix urself.

^^^ Brilliance beyond compare... :roll:
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: FIX BEAMLAZER PLOX!

Post by smoth »

Forboding Angel wrote:
NOiZE wrote:learn to code, fix urself.

^^^ Brilliance beyond compare... :roll:
Hang on while some "nerd" opts to not bother.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: FIX BEAMLAZER PLOX!

Post by Forboding Angel »

No need to get so butthurt over a joke dude. :lol:
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: FIX BEAMLAZER PLOX!

Post by AF »

Perhaps some special cream would help?
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: FIX BEAMLAZER PLOX!

Post by smoth »

Lol look my two favorite people.

*edit* also af... good hypocracy here.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: FIX BEAMLAZER PLOX!

Post by AF »

hypocracy??!!!?

Whats so hypocritical about pineapple cream cakes??!!!?

Image
tombom
Posts: 1933
Joined: 18 Dec 2005, 20:21

Re: FIX BEAMLAZER PLOX!

Post by tombom »

don't demand things from a free game people are working on for free kthx
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: FIX BEAMLAZER PLOX!

Post by Forboding Angel »

it's a really bad bug that needs to be fixed.
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: FIX BEAMLAZER PLOX!

Post by [Krogoth86] »

Well it should get its own point in the Mantis Bug Tracker imo...
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: FIX BEAMLAZER PLOX!

Post by smoth »

AF wrote:hypocracy??!!!?

Whats so hypocritical about pineapple cream cakes??!!!?

Image
PFFFFFFFFT! LEMON MERINGUE PIE IS SUPERIOR!!!!!
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: FIX BEAMLAZER PLOX!

Post by Forboding Angel »

btw kids, you might want to know this...

[9:51:02 PM] <[SBFS]lurker> it is quite bugged
[9:51:04 PM] <[SBFS]lurker> easy to fix
[9:51:20 PM] <Forboding_Angel> ok so it's definately not my imagination
[9:51:22 PM] <[SBFS]lurker> damage done is not being divided by the beamtime in frames
[9:51:39 PM] <[SBFS]lurker> so a beam with beamtime 1 is doing 30x damage to shields
[9:51:52 PM] <Forboding_Angel> holy shit
[9:52:03 PM] <[SBFS]lurker> wait
[9:52:06 PM] <[SBFS]lurker> ten seconds
[9:52:09 PM] <[SBFS]lurker> to confirm
[9:52:11 PM] <Forboding_Angel> ok
[9:52:34 PM] <[SBFS]lurker> yep
[9:52:45 PM] <[SBFS]lurker> a 10 second beamtime means 300x damage to shields
[9:53:09 PM] <Forboding_Angel> omg
[9:55:48 PM] <[SBFS]lurker> looks like a one line fix
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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

Re: FIX BEAMLAZER PLOX!

Post by Peet »

Three character ( / 3 0 ) fix actually. I figured this but hadn't gotten to looking to make sure.
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: FIX BEAMLAZER PLOX!

Post by lurker »

Actually, you have to divide by salvosize.


So the bottom of PlasmaRepulser.cpp should be:

Code: Select all

bool CPlasmaRepulser::BeamIntercepted(CWeapon* emitter)
{
	if (weaponDef->shieldPower > 0) {
		curPower -= emitter->weaponDef->damages[0] / emitter->salvoSize;
	}
	return weaponDef->shieldRepulser;
}
Last edited by lurker on 11 Jan 2008, 05:17, edited 1 time in total.
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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

Re: FIX BEAMLAZER PLOX!

Post by Peet »

Details, details :P
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: FIX BEAMLAZER PLOX!

Post by lurker »

Peet wrote:Details, details :P
haha, ninja'd before my edit by seconds
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