[r2210+]A_DamageMaster not functioning properly

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Expand view Topic review: [r2210+]A_DamageMaster not functioning properly

Re: [r2210+]A_DamageMaster not functioning properly

by randi » Mon Mar 22, 2010 7:57 pm

Maybe so, but not by much, and in the case of a heavily-loaded table, I suspect it may even be more efficient to have it in there than to leave it out.

Re: [r2210+]A_DamageMaster not functioning properly

by Graf Zahl » Mon Mar 22, 2010 5:08 pm

Except that it's less efficient.

Re: [r2210+]A_DamageMaster not functioning properly

by randi » Mon Mar 22, 2010 3:19 pm

Graf Zahl wrote:Leave 1.0 entries in the damage factors table
I can't see anything wrong with just doing that.

Re: [r2210+]A_DamageMaster not functioning properly

by NeuralStunner » Mon Mar 22, 2010 11:53 am

Graf Zahl wrote:1.0001 should also work. To fix this I have 2 choices: Leave 1.0 entries in the damage factors table or clean the table in actor postprocessing off all unnecessary entries.
If you go looking around in that code, hopefully you can find out where this problem is coming from.

Re: [r2210+]A_DamageMaster not functioning properly

by Major Cooke » Mon Mar 22, 2010 6:24 am

Yeah, I tested it yesterday and it worked just great. Thanks guys.

Re: [r2210+]A_DamageMaster not functioning properly

by Graf Zahl » Mon Mar 22, 2010 12:39 am

1.0001 should also work. To fix this I have 2 choices: Leave 1.0 entries in the damage factors table or clean the table in actor postprocessing off all unnecessary entries.

Re: [r2210+]A_DamageMaster not functioning properly

by DBThanatos » Sun Mar 21, 2010 5:39 pm

Graf Zahl wrote:The problem here is actually that damage factors of 1.0 are not put into the damage factors list because it's the default. Obviously that's not a good idea when there's a setting for 'normal' damage in there as well.
So, putting "damagefactor "Weakness", 1.2" should do the trick?

Re: [r2210+]A_DamageMaster not functioning properly

by Major Cooke » Sun Mar 21, 2010 5:31 pm

So what do you recommend we use to fix this?

Re: [r2210+]A_DamageMaster not functioning properly

by Graf Zahl » Sun Mar 21, 2010 5:25 pm

The problem here is actually that damage factors of 1.0 are not put into the damage factors list because it's the default. Obviously that's not a good idea when there's a setting for 'normal' damage in there as well.

Re: [r2210+]A_DamageMaster not functioning properly

by NeuralStunner » Sun Mar 21, 2010 4:55 pm

I understood all that. I was testing the possibility that "Normal" was adjusting all incoming damage beforehand. I obviously found that was not the case. (Sorry for my wording implying that I was assuming that behavior.) I did find that it was something else entirely...

BTW, I've found no recent changes to DamageFactor handling in the changelog, either.

Re: [r2210+]A_DamageMaster not functioning properly

by DBThanatos » Sun Mar 21, 2010 4:41 pm

NeuralStunner wrote:More testing done. I tried the following lines:

Code: Select all

	DamageFactor "Normal", 0.01
	DamageFactor "Bullet", 100
So, setting "Bullet" damage to 100 should more or less counteract the 1% from "Normal", right? No, actually hitting the Imp with a single bullet results in an instagib.
No, it should not counteract.

You first are telling the game that all damage will be considered x0.01
Then you're telling the game that bullet damage will be multiplied by 100. Right there you're saying that the game will consider 2 types of damage separately: "normal" and "bullet". So, "normal" (all damage except "bullet") will deal x0.01. Bullet (not considered inside "normal") will deal x100
Resume: all damage, except "bullet" will deal x0.01; and "bullet" will be dealt x100
NeuralStunner wrote: This had the same result:

Code: Select all

	DamageFactor "Normal", 0.0
	DamageFactor "Bullet", 100
Exact same case
Telling the game that all damage will be ignored ("normal" 0.0)
then that bulled will be dealt x100.
All damage but "Bullet" will be ignored. "Bullet" will be dealt x100

NeuralStunner wrote:But! This works as expected:

Code: Select all

	DamageFactor "Normal", 0.0
	DamageFactor "Bullet", 1.0001
Then, you're telling the game that all damage ("all damage" = "normal" = all unespecified damage) will be ignored and that bullet will deal 0.0001 more than the regular damage it would deal regularly (not counting at all the previous "damagefactor "normal", 0.0).

If you put "normal" you're talking about all damage, then if you specify another damage, it's considered separately and overrides the damage factor applied by "normal"

So, another way to say it, both damage calculations are being done parallel, instead of being done consecutively.

Check this
Spoiler:

Re: [r2210+]A_DamageMaster not functioning properly

by NeuralStunner » Sun Mar 21, 2010 2:14 pm

That is, how it's supposed to work. For some reason the explicit 1.0 setting doesn't seem to be overriding the 0.0 any more.

Re: [r2210+]A_DamageMaster not functioning properly

by Major Cooke » Sun Mar 21, 2010 2:13 pm

Yeah, but still, this was working just fine until recently... *scratches back of head*

Looking back at the actor properties, I do see we can attempt "DamageFactor 0.0", albeit when I tried to add DamageFactor "Weakness", 1.0 it seemed to have overwritten the first one...

Re: [r2210+]A_DamageMaster not functioning properly

by DBThanatos » Sun Mar 21, 2010 2:08 pm

Well, this topic (especifically this post) helps a lot understanding how the damage types works for "normal" and others.

Re: [r2210+]A_DamageMaster not functioning properly

by Major Cooke » Sun Mar 21, 2010 2:02 pm

...OH! Thanks mate.

Anyway, Graf, could you look into this?

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