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IDProjectCategoryView StatusLast Update
0000498FSSCPbeamspublic2005-09-04 13:13
ReporterFury Assigned Totaylor  
PrioritynormalSeverityminorReproducibilityalways
Status resolvedResolutionfixed 
Summary0000498: Fighterbeams ignore set ranges
DescriptionFighterbeams ignore set ranges in +Weapon Range: values.
This seems to affect all beam types, but also seems to vary slightly, or at least it looks like to vary.

FS2_Open build I've been using is 20050103. I could've tried the latest build to see if this problem is still present, but fighter AI is totally out of whack in that build.
Additional InformationGuess I need to fill in system specs too.
WXP Pro x64
AMD A64 3200+
ATI Radeon 9800XT
SoundBlaster 2 ZS
TagsNo tags attached.

Activities

Goober5000

2005-08-06 04:27

administrator   ~0002935

Might this be related to this bug?
http://lore.maxgaming.net/~scp/mantis/bug_view_page.php?bug_id=0000126

Fury

2005-08-06 06:10

reporter   ~0002937

Last edited: 2005-08-06 06:12

It is similar but I haven't encountered a problem like that yet. As far as I know, the bug I reported above only concerns fighterbeams. AFAIK cap ship beams have worked fine with tbe builds I've been using.

I will gladly test occurence with any newer builds as soon as fighter AI is fixed and works as before. There is also another fighterbeam related bug that I will not report just yet, but if this bug occurs with next working build too, I'll report it as well.

edited on: 08-06-05 02:12

Goober5000

2005-08-08 18:24

administrator   ~0002955

What do you mean "as soon as fighter AI is fixed and works as before"? The 0728 build should use the same AI as retail by default.

Fury

2005-08-08 18:36

reporter   ~0002957

See WMCoolmon's first post here: http://dynamic.gamespy.com/~freespace/forums/showthread.php?s=&threadid=34213

Fighters just spin around doing nothing.

kasperl

2005-08-18 21:06

developer   ~0003029

Are you sure it's not just lifetime*speed determining range? You can test this on any build you can reproduce this bug on.

If you're sure, please post an example of the table giving problems.

Goober5000

2005-08-20 17:44

administrator   ~0003055

Well we've established that the fighter behavior is not a bug *per se*, but if you want the other behavior then just add 4096 to Mission Flags.

Please compare WeaponRange to Velocity*Lifetime and see if they follow the behavior of the linked bug. Remember that WeaponRange specifies the maximum targetting range of the beam and Velocity*Lifetime specifies the maximum distance the beam can shoot.

Fury

2005-08-21 06:08

reporter   ~0003070

Last edited: 2005-08-21 06:11

Didn't I already explain this?

Even if weapon range is set to lower than 0000227:0001500-1800 meters, fighters still open fire at that distance, even if weapon range is set to 10 meters. In TBP, lifetime of fighter weapons is usually 5% longer than weapons range.

As for table example, just use Neutron Gun from TBP 3.x.
In 3.3 betas, Neutron Gun range has been lowered to 1100. With lifetime of course 5% longer.

This had no effect whatsoever to at which distance fighters start shooting when using this weapon. Even if weapon range is lowered to 500 meters, but without reducing lifetime, they still start shooting at 0000227:0001500-1800 meters. There is solid evidence they fighterbeams totally ignore weapon range.

Say again this is not a bug?

At the moment I really do not any time to use for fs2_open or TBP, so don't expect any test results for next week at least.

edited on: 08-21-05 02:11

Goober5000

2005-08-23 05:27

administrator   ~0003095

Assigning to Bobboau; he knows the fighterbeam code best.

taylor

2005-08-29 07:06

administrator   ~0003198

I think I've got this fixed and will post a build to TBP internal later today.

This actually would have affected more than beams since it wasn't capped to weapon_range in quite a few places for primary, secondary, or flak weapons. The HUD targetting info also didn't honor weapon_range.

taylor

2005-09-04 13:13

administrator   ~0003260

redmenace's last couple of CVS builds should already have the fix.


Fixered.

Issue History

Date Modified Username Field Change
2005-08-02 18:16 Fury New Issue
2005-08-06 04:27 Goober5000 Note Added: 0002935
2005-08-06 06:10 Fury Note Added: 0002937
2005-08-06 06:12 Fury Note Edited: 0002937
2005-08-08 18:24 Goober5000 Note Added: 0002955
2005-08-08 18:36 Fury Note Added: 0002957
2005-08-18 21:06 kasperl Note Added: 0003029
2005-08-20 17:44 Goober5000 Note Added: 0003055
2005-08-21 06:08 Fury Note Added: 0003070
2005-08-21 06:11 Fury Note Edited: 0003070
2005-08-23 05:27 Goober5000 Note Added: 0003095
2005-08-23 05:27 Goober5000 Assigned To => Bobboau
2005-08-23 05:27 Goober5000 Status new => assigned
2005-08-29 07:03 taylor Assigned To Bobboau => taylor
2005-08-29 07:06 taylor Note Added: 0003198
2005-09-04 13:13 taylor Status assigned => resolved
2005-09-04 13:13 taylor Resolution open => fixed
2005-09-04 13:13 taylor Note Added: 0003260