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long range damage
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jump3r



Joined: 18 Apr 2004
Posts: 159

PostPosted: Tue Jan 10, 2006 10:13 am    Post subject: long range damage Reply with quote

Hi
Recently I found out one thing. The damagefalloff on large distances isn't what it used to be (half damage).
I've noticed it on a pub, but tested it also on warserver with euro6v6 cfg. The problem is, that damage varies according to distance from 3 to normal 18 for bodyshot (7-40(50) for HS).
It is completely impossible to kill a sniper on long range now. (eg. Battery).
I'm not sure If I missed something (some news, etpro changelog, etc.), so if anyone knows why is it this way, please inform me.

links to discussion on xfire.be
here

Regards SL|Masta

This account has been kindly lent (or borrowed, I'm a little bit confused here) by jump3r, because my registration, hasn't been yet approved.
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Spoofeh



Joined: 26 Jul 2003
Posts: 307

PostPosted: Tue Jan 10, 2006 11:49 am    Post subject: Reply with quote

From the 2.60 readme: "Fixed the distancefalloff bug (damage would drop, then suddenly increase with distance)."

It was fixed in etpro long before that. More here:

http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=7109
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jump3r



Joined: 18 Apr 2004
Posts: 159

PostPosted: Tue Jan 10, 2006 12:17 pm    Post subject: Reply with quote

Spoofeh wrote:
From the 2.60 readme: "Fixed the distancefalloff bug (damage would drop, then suddenly increase with distance)."

It was fixed in etpro long before that. More here:

http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=7109


Aha thanks, didn't notice that when 2.60 was introduced, but why has the damage been lowered so much on long range? Why not just fixing the bug and leaving damage at 1/2 normal ? I simply don't get it.

SL|Masta
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ReyalP



Joined: 25 Jul 2003
Posts: 1663

PostPosted: Tue Jan 10, 2006 3:24 pm    Post subject: Reply with quote

jump3r wrote:

Aha thanks, didn't notice that when 2.60 was introduced, but why has the damage been lowered so much on long range? Why not just fixing the bug and leaving damage at 1/2 normal ? I simply don't get it.

Huh ? As far as I know, body it does fall to half (as it always did. Only the slope portion was messed up in 2.56)

Headshot damage falls to 0.2, like it always did. Again, the 'slope' portion was wrong, and that was fixed.
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jump3r



Joined: 18 Apr 2004
Posts: 159

PostPosted: Tue Jan 10, 2006 4:23 pm    Post subject: Reply with quote

reyalP wrote:
jump3r wrote:

Aha thanks, didn't notice that when 2.60 was introduced, but why has the damage been lowered so much on long range? Why not just fixing the bug and leaving damage at 1/2 normal ? I simply don't get it.

Huh ? As far as I know, body it does fall to half (as it always did. Only the slope portion was messed up in 2.56)

Headshot damage falls to 0.2, like it always did. Again, the 'slope' portion was wrong, and that was fixed.


Well the 3hp per hit on long range is reality, just check it. (by long range I mean eg. in oasis from axis spawn to allied CP). You can check the demo I created on euro 6v6 cfg, etpro 3.2.4 in the xfire link in my first post.

SL|Masta
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ReyalP



Joined: 25 Jul 2003
Posts: 1663

PostPosted: Tue Jan 10, 2006 6:36 pm    Post subject: Reply with quote

If this is true it is a bug. A g_debugdamage log or actual demo might be more convincing.

edit:
Yup, it's completely broken.

edit:
client:5 health:100 damage:3 mod:MOD_MP40
client:5 health:97 damage:3 mod:MOD_MP40

A body shot should never do 3 damage.
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dA*Rogue



Joined: 26 Dec 2003
Posts: 201

PostPosted: Tue Jan 10, 2006 8:01 pm    Post subject: Reply with quote

Spoofeh wrote:
From the 2.60 readme: "Fixed the distancefalloff bug (damage would drop, then suddenly increase with distance)."

It was fixed in etpro long before that. More here:

http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=7109


That fix was because damage actually increased at the end of 'mid distance', instead of continuing the natural slope downwards.

This is a different issue.
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ReyalP



Joined: 25 Jul 2003
Posts: 1663

PostPosted: Tue Jan 10, 2006 10:14 pm    Post subject: Reply with quote

dA*Rogue wrote:

This is a different issue.

Yes, this issue is that body shots use the headshot formula, starting sometime after eptro 3.2.0
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squadjot



Joined: 10 Feb 2004
Posts: 378
Location: Somewhere in Valby

PostPosted: Wed Jan 11, 2006 10:02 am    Post subject: Reply with quote

OMG OMG OMG!!!!!
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bani
Site Admin


Joined: 21 Jul 2002
Posts: 3685

PostPosted: Thu Jan 12, 2006 1:31 am    Post subject: Reply with quote

OMG TESTBUGFIX1!!!11!111
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deej



Joined: 19 Mar 2004
Posts: 743
Location: Belgium!

PostPosted: Thu Jan 12, 2006 2:29 am    Post subject: Reply with quote

Code:
^3WARNING^7: Server improperly installed! Incorrect client .pk3 installed on server! Please notify administrator.


I guess I can't just drop it in the etpro directory?
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bani
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Joined: 21 Jul 2002
Posts: 3685

PostPosted: Thu Jan 12, 2006 2:36 am    Post subject: Reply with quote

it's intentional to prevent people from using it in matches or anything except testing. it doesn't mean it's broken.
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ReyalP



Joined: 25 Jul 2003
Posts: 1663

PostPosted: Thu Jan 12, 2006 3:35 pm    Post subject: Reply with quote

Testfix looks OK to me.

damage @2500+ units is 9 body, 10 headshot (without hat). The 'ramp' from 1500 to 2500 works too.
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squadjot



Joined: 10 Feb 2004
Posts: 378
Location: Somewhere in Valby

PostPosted: Fri Jan 13, 2006 10:14 am    Post subject: Reply with quote

cant wait to play 3.2.5 Smile
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bani
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Joined: 21 Jul 2002
Posts: 3685

PostPosted: Fri Jan 13, 2006 3:49 pm    Post subject: Reply with quote

3.2.5 is waiting on SL|Masta to confirm the bug is fixed or not.
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