ZeroK-RTS / Zero-K

Open source RTS game running on the Spring/Recoil engine
https://zero-k.info
GNU General Public License v2.0
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Damage done to shields is inconsistent between 91.0 and 98+ #663

Closed lhog closed 9 years ago

lhog commented 9 years ago

Recently I've noticed that shieldball lost its previous strength. It was especially evident when shielded units were attacked by moderators.

So I've just done an experiment on 98.x.x.x-451 and 91 to compare how a fully charged thug takes a single moderator shot.

Fully charged thug has following stat: 1250 shieldpower, 960 health, 0% slowness.

Net result after a shot has been fired: 98+: 263 shieldpower, 460 health(!), 50% slow (!) 91: 262 shieldpower, 960 health(!), 0% slow(!)

My sight didn't fail me, shields either take too much damage on 98+ or too little on 91.0

Anarchid commented 9 years ago

98+: 263 shieldpower

This looks like the damage was applied to shield and to the unit.

Try shooting Impalers at Aegis, see if they explode. Then try Panthers and Buoys: it could be related to units that have both special and normal damages.

GoogleFrog commented 9 years ago

Damage done to shields is unchanged. What has changed is damage to units behind shields.

Fixed when https://github.com/spring/spring/pull/180 is pulled and https://springrts.com/mantis/view.php?id=4715 is fixed.

A workaround is to de-impactOnly all BeamLasers and LightningCannons.

GoogleFrog commented 9 years ago

I guess the workaround is fairly easy to add and remove (remove impactOnly from lasers which have it and set AoE really low). PRs seem to take a few days to go through and https://springrts.com/mantis/view.php?id=4715 seems to have stalled. So I will put a workaround in.

Anarchid commented 9 years ago

We wouldn't be able to use the PR anyway until the ati mapshaders issue is resolved.

GoogleFrog commented 9 years ago

What is the new ati mapshaders issue?

Anarchid commented 9 years ago

646 / https://springrts.com/mantis/view.php?id=4715

GoogleFrog commented 9 years ago

Oh, I thought you were talking about a new issue because I linked that issue and talked about it in the two comment prior to yours.

The PR to fix this engine side was pulled.

GoogleFrog commented 9 years ago

Workaround is gameside and the removal is simply waiting on the adoption of latest engine.