Shield Issues.

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Shield Issues.

Postby Turnus » 09 Sep 2014, 00:15

Okay about a week or so ago i started haviung issues with shield generators. They work fine mostly but when the shields are deactivated via energy fail or charge depletion (from blocking damage) they dont recharge. They either show no charge bar or the bar shows as full. In order to reactivate the shields i have to manually toggle them off then on and then they charge normally. There is no way this is intended and im not even sure what's going on. I'll play a campaign mission and upload a replay to show it,

EDIT: For some reason i can't consistantly replicate the issue. It happens one game then the next it doesn't. Game after that it does. Sometimes i can get 4-3 games in before it occurs again.
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Re: Shield Issues.

Postby E8400-CV » 09 Sep 2014, 03:51

Ever since they messed with nerfing overlapping shields it's been one bugdrama.
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Re: Shield Issues.

Postby Sheeo » 12 Sep 2014, 00:05

E8400-CV wrote:Ever since they messed with nerfing overlapping shields it's been one bugdrama.


Could you maybe only reply when you have something useful to contribute? You're wrong, by the way.

Turnus wrote:EDIT: For some reason i can't consistantly replicate the issue. It happens one game then the next it doesn't. Game after that it does. Sometimes i can get 4-3 games in before it occurs again.


Please post game replays and logs with your bug report, or we won't be able to tell when it's happening.

I do believe you're talking about a known bug that happens in certain gamemodes/with certain mods.

It's a problem with the new continental code, and there's a fix in the mod called "Hitbox Fixes" for it.
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Re: Shield Issues.

Postby E8400-CV » 12 Sep 2014, 17:34

Sheeo wrote:
E8400-CV wrote:Ever since they messed with nerfing overlapping shields it's been one bugdrama.


Could you maybe only reply when you have something useful to contribute? You're wrong, by the way.


If I was wrong, you wouldn't have had to rewrite that whole monster:

viewtopic.php?f=42&t=7603

Or to quote IceDreamer:
viewtopic.php?f=42&t=7603&start=40#p75304
IceDreamer wrote:We're pretty sure. The function checking pre-existing damage instances wasn't working at all, it never seems to return true properly. There is at least one major logic hole regarding splash impact on multiple shields, and there's more stuff which doesn't quite work either... Sheeo's re-writing the whole thing.


And of course: thank you for fixing things :D
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Re: Shield Issues.

Postby Sheeo » 12 Sep 2014, 19:28

E8400-CV wrote:
Sheeo wrote:
E8400-CV wrote:Ever since they messed with nerfing overlapping shields it's been one bugdrama.


Could you maybe only reply when you have something useful to contribute? You're wrong, by the way.


If I was wrong, you wouldn't have had to rewrite that whole monster:

viewtopic.php?f=42&t=7603

Or to quote IceDreamer:
viewtopic.php?f=42&t=7603&start=40#p75304
IceDreamer wrote:We're pretty sure. The function checking pre-existing damage instances wasn't working at all, it never seems to return true properly. There is at least one major logic hole regarding splash impact on multiple shields, and there's more stuff which doesn't quite work either... Sheeo's re-writing the whole thing.


And of course: thank you for fixing things :D



Well thank you :)

This happens to be unrelated though. It's because of an oddity regarding the way coop/certain gamemodes work, and some callbacks that the new continental unit code is expecting.
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Re: Shield Issues.

Postby zeroAPM » 12 Sep 2014, 20:39

Imho a better solution would be to remove the damage spillover entirely and instead making so that shields that touch a shield that has been recently damaged stop recharging till the other shield is "ready".

In list form:
>3 shields: A, B and C. A touch B, B touch A and C, C touch B
>shield A get hit
>shield stop regenerating (just like what we have now) for 3 seconds
>shield A turn on a field (in theory one could use a Stealth Field as a base for this)
>shield B stop recharging since it touches shield A
>shield C recharge as normal since it doesn't touch shield A
>the recharge timer on A reach 0
>A start recharging
>A deactivate it's field
>B can start charging again since it's no longer under the effect of the field

For newly built or recharging-from-depletion shields they start at 99% and regenerate the last bit normally

Pros:
No complex multiple checks for spillover (thus also less straining in term of CPU cycles)
No complicated and counter-intuitive spillover mechanic
Mobile and static shields are not affected differently (as for now static spill 15% damage, mobile 50%)
Still avoid impenetrable shield stacks of old
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Re: Shield Issues.

Postby Turnus » 16 Sep 2014, 12:45

Sheeo wrote:
E8400-CV wrote:Ever since they messed with nerfing overlapping shields it's been one bugdrama.


Could you maybe only reply when you have something useful to contribute? You're wrong, by the way.

Turnus wrote:EDIT: For some reason i can't consistantly replicate the issue. It happens one game then the next it doesn't. Game after that it does. Sometimes i can get 4-3 games in before it occurs again.


Please post game replays and logs with your bug report, or we won't be able to tell when it's happening.

I do believe you're talking about a known bug that happens in certain gamemodes/with certain mods.

It's a problem with the new continental code, and there's a fix in the mod called "Hitbox Fixes" for it.


Okay, so your probably right it's rare for skirmish type maps but when i attempt to play coop (solo or with another player) the issue crops up almost immediately AND consistantly. For me this is a big issue as I have absolutely no interest in playing competetively and so COOP is my domain so to speak.

Eastern Shield GEN 13m in the shield isnt charging I then cycle it and it activates, then i end the game to post now.
Attachments
2612718-Turnus.fafreplay
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forever.log
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game.log
(113.79 KiB) Downloaded 65 times
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Re: Shield Issues.

Postby Deering » 16 Sep 2014, 13:21

The issue is fixed, its just waiting for zep to push it. So it will be included whenever he gets time to do that
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Re: Shield Issues.

Postby Sheeo » 16 Sep 2014, 15:56

Deering wrote:The issue is fixed, its just waiting for zep to push it. So it will be included whenever he gets time to do that


Just to be completely clear on how it's fixed; shields won't function in coop/campagin as they do in FAF. This is because this mode is maintained seperately as a featured-style mod, and overrides updated files in FAF. These need to be merged in with the coop/other mods for them to have the new functionality.

But at least they won't be broken now.
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Re: Shield Issues.

Postby Deering » 16 Sep 2014, 16:09

Does that mean they won't have any transfered damage at all?
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