Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Tiberian Technologies / Blackhand Studios » Tiberian Technologies Forum » Beacon Damage Radius
Beacon Damage Radius [message #474015] Thu, 06 September 2012 07:38 Go to next message
liquidv2 is currently offline  liquidv2
Messages: 3407
Registered: February 2007
Karma: 0
General (3 Stars)
can the beacon damage radius please be put back to where it was? it has the potential to create serious tactical issues now

Iran pointed out that two well-placed beacons in the tunnels on Field can kill the enemy ref

on the map Complex people started tunnel ioning the airstrip from a place that never used to work - the possibilities of beacons from illegitimate places is seriously increased because of this, and i'm not sure whether or not it was TT's intention to do so

by illegitimate, i mean through walls, behind cover, and from places that the enemy team has a much harder time defending (and should not really have to defend)


liquidv2
Re: Beacon Damage Radius [message #474016 is a reply to message #474015] Thu, 06 September 2012 07:42 Go to previous messageGo to next message
Major-Payne is currently offline  Major-Payne
Messages: 561
Registered: March 2012
Location: Im actually MUDKIPS
Karma: 0
Colonel
You can damage most buildings on the edges of bases or near tunnels for about 2 bars with beacons now

It's all part of the big illusion that we perpetuate on ourselves and in turn is perpetuated upon us. When we believe, we engage the illusion. When we stop believing we shatter the illusion and shatter ourselves in the process. Because we are, part of it.

http://oi47.tinypic.com/345jxok.jpg
Re: Beacon Damage Radius [message #474017 is a reply to message #474015] Thu, 06 September 2012 07:42 Go to previous messageGo to next message
UksRene is currently offline  UksRene
Messages: 37
Registered: November 2008
Location: Edinburgh
Karma: 0
Recruit
Yes, It's spoiling the gameplay and don't even need teamwork to do stuff like this.
Re: Beacon Damage Radius [message #474018 is a reply to message #474015] Thu, 06 September 2012 07:45 Go to previous messageGo to next message
liquidv2 is currently offline  liquidv2
Messages: 3407
Registered: February 2007
Karma: 0
General (3 Stars)
getting people together to group beacon somewhere requires coordination; it's definitely teamwork, but is it the kind of gameplay you want to endorse or support?

liquidv2
Re: Beacon Damage Radius [message #474020 is a reply to message #474015] Thu, 06 September 2012 08:51 Go to previous messageGo to next message
StealthEye is currently offline  StealthEye
Messages: 2518
Registered: May 2006
Location: The Netherlands
Karma: 0
General (2 Stars)

I do not think that this was intentional. Is this new in RC1? Could someone give a good location to test with? I will not be able to look at it before the weekend personally.

Edit: Whitedragon already provided such location.


BlackIntel admin/founder/coder
Please visit http://www.blackintel.org/

[Updated on: Thu, 06 September 2012 09:09]

Report message to a moderator

Re: Beacon Damage Radius [message #474023 is a reply to message #474015] Thu, 06 September 2012 09:08 Go to previous messageGo to next message
raven
Messages: 595
Registered: January 2007
Location: Toronto, Ontario
Karma: 0
Colonel
Yes, revision 5032.

One of my mods has gone through and taken a bunch of screenshots of locations if you want to see them for reference


-Jelly Administrator
-Exodus Administrator
Re: Beacon Damage Radius [message #474024 is a reply to message #474015] Thu, 06 September 2012 09:11 Go to previous messageGo to next message
StealthEye is currently offline  StealthEye
Messages: 2518
Registered: May 2006
Location: The Netherlands
Karma: 0
General (2 Stars)

The one we have should probably be enough. If not we will let you know. Smile

BlackIntel admin/founder/coder
Please visit http://www.blackintel.org/

[Updated on: Thu, 06 September 2012 09:13]

Report message to a moderator

Re: Beacon Damage Radius [message #474025 is a reply to message #474015] Thu, 06 September 2012 09:15 Go to previous messageGo to next message
iRANian is currently offline  iRANian
Messages: 4299
Registered: April 2011
Karma: 0
General (4 Stars)
It also happened with beta 5, probably before too.

Not sure what's causing this issue, but as a temporarily fix the damage radius of the explosions on the Nuke and Ion could be lowered.


Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases

[Updated on: Thu, 06 September 2012 09:16]

Report message to a moderator

Re: Beacon Damage Radius [message #474026 is a reply to message #474015] Thu, 06 September 2012 09:18 Go to previous messageGo to next message
iRANian is currently offline  iRANian
Messages: 4299
Registered: April 2011
Karma: 0
General (4 Stars)
It bothers me lol because I can't pointwhore the Refinery on Field after WF dies without someone else also putting a nuke around the same time and destroying the structure.

Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases
Re: Beacon Damage Radius [message #474027 is a reply to message #474015] Thu, 06 September 2012 10:03 Go to previous messageGo to next message
UksRene is currently offline  UksRene
Messages: 37
Registered: November 2008
Location: Edinburgh
Karma: 0
Recruit
I play Ren to kill buildings mostly and this wouldn't even give me a challenge, 1 hotwire and 1 havoc to follow me to help.

I just pm him /Name Lay now then I lay mine after with 3 c4's and 2 remotes with prox mines behind a wall... Not a chance for them to disarm. So therefore no challenge.
Re: Beacon Damage Radius [message #474133 is a reply to message #474015] Sun, 09 September 2012 06:09 Go to previous messageGo to next message
StealthEye is currently offline  StealthEye
Messages: 2518
Registered: May 2006
Location: The Netherlands
Karma: 0
General (2 Stars)

We fixed it (actually, SH did Smile ).

There were several issues: stock was overapproximating the distance, leading to the "beacon on airstrip does not kill the building" bug, and TT's version was underapproximating the distance by using bounding boxes unintentionally. A correct distance calculation gives results somewhere in between the TT and stock versions. To keep stock behavior as much as possible, we chose to revert to the stock algorithm (and not fix the issue properly), but if the beacon is placed on the building (i.e. touches it), the building is always killed.

I made some nice screenshots that show the issue. The red markers show places where a beacon would kill a building, the green markers show where it'd damage it. The different files show different algorithms:
correct - exact "triangle to point" distance calculation
stock - broken "centroid of triangle to point" distance calculation
tt-rc1 - broken "mesh bounding box to point" distance calculation as in RC1 and some previous versions
tt-final - stock "centroid of triangle to point" distance calculation unless placed on building, as will be used in the next release


BlackIntel admin/founder/coder
Please visit http://www.blackintel.org/

[Updated on: Sun, 09 September 2012 06:10]

Report message to a moderator

Re: Beacon Damage Radius [message #474135 is a reply to message #474015] Sun, 09 September 2012 06:39 Go to previous messageGo to next message
raven
Messages: 595
Registered: January 2007
Location: Toronto, Ontario
Karma: 0
Colonel
Excellent, thank you for the prompt response on this Smile

-Jelly Administrator
-Exodus Administrator
Re: Beacon Damage Radius [message #474184 is a reply to message #474135] Mon, 10 September 2012 05:47 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
Messages: 3805
Registered: July 2006
Location: USA
Karma: 6
General (3 Stars)
Does this apply to all explosions or just the beacon? I ask because it would be nice to see vehicles taking damage if the explosion took place near the bounding box, not just near the origin.

Re: Beacon Damage Radius [message #474191 is a reply to message #474015] Mon, 10 September 2012 11:43 Go to previous messageGo to next message
StealthEye is currently offline  StealthEye
Messages: 2518
Registered: May 2006
Location: The Netherlands
Karma: 0
General (2 Stars)

Beacons vs buildings only.

BlackIntel admin/founder/coder
Please visit http://www.blackintel.org/
Re: Beacon Damage Radius [message #474232 is a reply to message #474015] Tue, 11 September 2012 13:01 Go to previous messageGo to next message
BAGUETTE is currently offline  BAGUETTE
Messages: 620
Registered: June 2010
Karma: 0
Colonel
Some huge noob calling pollixrox or something just did 2 beacons on GDI ref on glacier and killed it, it was near the green tiberium field, wasn't even a ledge beacon

Quote:

Ramb8(to RamBonerUpAss) fuk u big ashole u a big jakass i stick my ramboner up u as

http://i97.photobucket.com/albums/l234/Vultima/hue.png

Crush gives away med tanks like he gives away handjobs, everyday and as much as possible
Re: Beacon Damage Radius [message #474233 is a reply to message #474015] Tue, 11 September 2012 13:26 Go to previous messageGo to next message
liquidv2 is currently offline  liquidv2
Messages: 3407
Registered: February 2007
Karma: 0
General (3 Stars)
a guy on teamspeak said "Hey I was in that game; I couldn't find those"

liquidv2
Re: Beacon Damage Radius [message #474249 is a reply to message #474233] Tue, 11 September 2012 15:52 Go to previous messageGo to next message
ehhh is currently offline  ehhh
Messages: 2095
Registered: December 2010
Location: UK
Karma: 0
General (2 Stars)
yeah think it was mudkips or someone that did 2 nukes on the bridge and killed barr on glacier

thought that wouldnt do damage at all

o well
Re: Beacon Damage Radius [message #474254 is a reply to message #474015] Tue, 11 September 2012 16:28 Go to previous message
Major-Payne is currently offline  Major-Payne
Messages: 561
Registered: March 2012
Location: Im actually MUDKIPS
Karma: 0
Colonel
nay

It's all part of the big illusion that we perpetuate on ourselves and in turn is perpetuated upon us. When we believe, we engage the illusion. When we stop believing we shatter the illusion and shatter ourselves in the process. Because we are, part of it.

http://oi47.tinypic.com/345jxok.jpg
Previous Topic: Crash
Next Topic: Congratulations
Goto Forum:
  


Current Time: Thu Apr 18 00:21:57 MST 2024

Total time taken to generate the page: 0.00970 seconds