Apocalyptic Weapon Bug (Dual wield)
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- Posts: 109
Re: Apocalyptic Weapon Bug (Dual wield)
That's basicly same as my C. Doesn't mater which one is used, they basicly do the same, just one adds 19.0f to miss_chance, while the other subtracts 19.0f from HitChance.
Anyway, all these "melee" function names are missleading, since they clearly apply to ranged attacks aswell. :D
Anyway, all these "melee" function names are missleading, since they clearly apply to ranged attacks aswell. :D
Gnomecore
Re: Apocalyptic Weapon Bug (Dual wield)
Essentially the same yes, I guess I feel more comfortable taking dual wield to be a penalty to the chance to hit as opposed to an increased chance to miss. As you say they will be the same in practice but it feels more modular to get the hit chance calculated first and then add negative miss modifiers.
And as you say it is a badly named function :)
And as you say it is a badly named function :)
Retired Developer.
Re: Apocalyptic Weapon Bug (Dual wield)
I now retract my statement about developers appearing out of no where. Seems I have slightly been granted this wish O_o.
I'll take a look at this also in my spare time later today. If the two of you run test servers and discover results, let me know. Else I can put a development realm up and let a few people on to test as well.
I'll take a look at this also in my spare time later today. If the two of you run test servers and discover results, let me know. Else I can put a development realm up and let a few people on to test as well.
Makes sense. It's not needed for real development, I only use it because it's in the end what goes live and runs the server.Exsurgo wrote: And about Linux...I suck at Linux, I only used a little of it at Uni for cluster/parallel computing so I honestly should get round to improving my skills with it. For now I am going to compile/build and get my own Skyfire core working and take things from there :)
Hmm, there's really not a lot of resources that are helpful or anything. If you need any help, just ask me since I have about 6 years of experience in that area. "Admin scripting" I'm not entirely sure what you mean. Do you just mean GM commands in general?Exsurgo wrote: Any useful files I should look at Henhouse to learn a bit more about GM/admin scripting etc?
Administrator - Project Lead / Server Management / Core Development
Re: Apocalyptic Weapon Bug (Dual wield)
@Exsurgo, you once asked me if I had the Miss/hit chance calculation commit from Skyfire (https://github.com/ProjectSkyfire/SkyFi ... a2b30286dc). At the time I told you I did not, but upon further looking at our repo's timeline, it is in there. Not sure how I did not find in the first time but wanted to make you aware of that. I remember Hufsa was supposed to re-write it since it is not correct (things aren't used in it, etc.) but Hufsa is pretty much useless so of course it was never done.
Curious as to should I back this commit out, we amend it, or apply fixes over it? I think it originally was supposed to be decent changes, but it was half completed.
Curious as to should I back this commit out, we amend it, or apply fixes over it? I think it originally was supposed to be decent changes, but it was half completed.
Administrator - Project Lead / Server Management / Core Development
Re: Apocalyptic Weapon Bug (Dual wield)
That is actually good news, as the new function I wrote was to simply replace the MeleeSpellMissChance in the updated Skyfire unit.cpp.
So the best option should be to simply paste over the old function with the new one (apply fixes), as 95% of the code is unchanged I would be very surprised if anything broke.
So the best option should be to simply paste over the old function with the new one (apply fixes), as 95% of the code is unchanged I would be very surprised if anything broke.
Retired Developer.
Re: Apocalyptic Weapon Bug (Dual wield)
@Ex: hitChance should be HitChance. I assume that was a simple typo?
PS: The 19.5% is just when I took the screenshot. It can fluctuate around from 11-21 depending on the the chance of course and the amount of hits you are recording. However it does average around 19 after you record the data for several minutes of course.
Bucovsky wrote:I doubt if it will be fixed.
Mynce wrote:nice find.
but wont get fixed.
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Administrator - Project Lead / Server Management / Core Development
Re: Apocalyptic Weapon Bug (Dual wield)
Jokes on everyone that said "It wont get fixed" Fucking dick holes. YOU GOTTA HAVE HOPE. YOU GOTTA BELIEVE. AMEN. FUCK HATERS.
I am the hero that this server deserves...
http://i.solidfiles.net/d1f1f8821c.png
http://i.solidfiles.net/d1f1f8821c.png
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- Posts: 183
- Location: Under a Boat by the River
Re: Apocalyptic Weapon Bug (Dual wield)
Well done gents, keep up the good work :)
Re: Apocalyptic Weapon Bug (Dual wield)
Nice job. Pretty major fix. I am going to spend some time getting my Skyfire_One core up, running and working so I can try and work on the Dirty Deeds and Elemental Mastery Talents. I was playing around on my Oregon Core and I was able to get a lot of the GM stuff working. I might have a few questions for you Henhouse so I will send them your way when issues arise :)
Retired Developer.
Re: Apocalyptic Weapon Bug (Dual wield)
Haymaker wrote:Jokes on everyone that said "It wont get fixed" Fucking dick holes. YOU GOTTA HAVE HOPE. YOU GOTTA BELIEVE. AMEN. FUCK HATERS.
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