Author Topic: Shield Bug and Beam Cannons  (Read 2221 times)

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Offline Rampage

  • Son Of Rampage
  • 211
  • Urogynaecologist
Shield Bug and Beam Cannons
FS2 Open Source Programmers:

I don't know if someone had mentioned this before, but here it is.

When a beam cannon fires, regardless of IFF or target, all ships with shields lose one quadrant of their shields.  Of course these quadrants will recharge, it's still a pain to you (and death to your enemy fighters).

Has anyone reported this bug yet?

 

Offline Sesquipedalian

  • Atankharz'ythi
  • 211
Shield Bug and Beam Cannons
They have. :nod:
Not sure who is fixing it though, or if it already has been, or what.
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Offline DTP

  • ImPortant Coder
  • 28
    • http://www.c4-group.dk
Shield Bug and Beam Cannons
yeah, but i seem to have observed that sometimes, to who you have become a traitor sometimes loses all of Their shield power for some reason. i guees i will have to try and nail this bug.
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War is a lion, on whos back you fall, never to get up.
Think big. Invade Space.

 

Offline Bobboau

  • Just a MODern kinda guy
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    And MODest too
  • 213
Shield Bug and Beam Cannons
it may have to do with the beam shield hit code,
but, it shouldn't
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Offline Inquisitor

Shield Bug and Beam Cannons
it's in bugzilla. DTP, can you have a look at it? I thought it was something Bobboau had fixed, but it sounds like it might be unrelated.
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Offline DTP

  • ImPortant Coder
  • 28
    • http://www.c4-group.dk
Shield Bug and Beam Cannons
you will all be happy to know, that i have nailed the bug. :D

seems i like to be a starship trooper. :)

But the sad news is that it is in Bobboau´s fighter beam code.  :(

Code: [Select]

if(test_collide.flags & MC_CHECK_SHIELD){ //if we're checking sheilds
int quad = get_quadrant(&test_collide.hit_point);//find wich quadrant we hit
if(Objects[shipp->objnum].shields[quad] < (bwi->damage * bwi->shield_factor * 2.0f)){
//then if the beam does more damage than that quadrant can take
//if(!(ship_is_shield_up(&Objects[shipp->objnum], get_quadrant(&test_collide.hit_point)))){
//go through the shield and hit the hull -Bobboau
if(widest > pair->b->radius * BEAM_AREA_PERCENT){
test_collide.radius = beam_get_widest(b) * 0.5f;
test_collide.flags = MC_CHECK_MODEL | MC_CHECK_SPHERELINE;
} else {
test_collide.flags = MC_CHECK_MODEL | MC_CHECK_RAY;
}
model_collide(&test_collide);
Objects[shipp->objnum].shields[quad]=0.0f; //for good measure-Bobboau
}
}


notice the last line

Code: [Select]

Objects[shipp->objnum].shields[quad]=0.0f; //for good measure-Bobboau


i commented this out, and the bug dissapeared.

right know i´m studing the fighter beam collision code, in order to determine if this accidently getting checked for shield-beam fighter collision when a cap ship fires a Big beam that collides with another ship.

or if it is a bug the code was born with.

will report back asap
VBB member; reg aug 1999; total posts 600.
War is a lion, on whos back you fall, never to get up.
Think big. Invade Space.

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
Shield Bug and Beam Cannons
that bit of code wasn't realy necisary, I just added it in to make sure that the sheilds wouldn't stop a beam if they were super duper weak, feel free to mess with it
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

  

Offline phreak

  • Gun Phreak
  • 211
  • -1
Shield Bug and Beam Cannons
that'll do it
Offically approved by Ebola Virus Man :wtf:
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