Notes |
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Can somebody please confirm whether this is still broken in the latest 98e beta build? |
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(0002361)
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SickSadWorld
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2012-01-12 22:09
(edited on: 2012-01-12 22:10) |
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The reported behavior seems to be consistent with respect to ONLINE play in 0.98e build 3299. Of note, this behavior is not observed in offline play.
AC also specifically does not accurately reduce with damage during online play. That is to say, once an AC level is achieved it stays at the highest level regardless of damage taken until the map is changed. This too is not present in offline play, where the behavior works as expected.
Screenshots demonstrate a specific example where an AC level is achieved on the hub map, and immediately on Teleport_toMap AC is reset to its classes base value.
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After further testing it seems only damage from lava or other damage "from the world" makes AC go down. Actor inflicted damage has no effect on AC. |
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(0002896)
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Dusk
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2012-03-25 21:44
(edited on: 2012-03-26 05:28) |
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Patches added with two small fixes (the clients didn't parse the full net command in case of an error and there was a missing ulClient in the SERVERCOMMANDS_SetHexenArmorSlots call in SERVER_SendFullUpdate). I also fixed that the Hexen armor value got out of sync when the "give armor" cheat was used. |
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(0002937)
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Torr Samaho
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2012-03-28 01:25
(edited on: 2012-03-28 01:34) |
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Due to some problems (0000348:0002918) with the Hexen armor code (that are fixed now), I noticed that SERVERCOMMANDS_SetHexenArmorSlots in AHexenArmor::AbsorbDamage is called even in non-Hexen games. Does anybody know if AHexenArmor::AbsorbDamage is supposed to be absorbing something when bots are telefragged in Doom in d2ctf2?
Moreover, if clients don't need to know about the Hexen armor in non-Hexen games, I'll disable the code there to save net traffic.
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(0002964)
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Dusk
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2012-03-28 17:11
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Probably isn't... I'll go over and do some optimizations. |
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(0002973)
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Dusk
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2012-03-28 23:25
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