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			| Beacon Damage Radius [message #474015] | Thu, 06 September 2012 07:38  |  
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				|  |  liquidv2 Messages: 3407
 Registered: February 2007
 
	Karma: 0
 | General (3 Stars) |  |  |  
	| can the beacon damage radius please be put back to where it was?  it has the potential to create serious tactical issues now 
 Iran pointed out that two well-placed beacons in the tunnels on Field can kill the enemy ref
 
 on the map Complex people started tunnel ioning the airstrip from a place that never used to work - the possibilities of beacons from illegitimate places is seriously increased because of this, and i'm not sure whether or not it was TT's intention to do so
 
 by illegitimate, i mean through walls, behind cover, and from places that the enemy team has a much harder time defending (and should not really have to defend)
 
 
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			| Re: Beacon Damage Radius [message #474016 is a reply to message #474015] | Thu, 06 September 2012 07:42   |  
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					|  Major-Payne Messages: 561
 Registered: March 2012
 Location: Im actually MUDKIPS
 
	Karma: 0
 | Colonel |  |  |  
	| You can damage most buildings on the edges of bases or near tunnels for about 2 bars with beacons now 
 It's all part of the big illusion that we perpetuate on ourselves and in turn is perpetuated upon us. When we believe, we engage the illusion. When we stop believing we shatter the illusion and shatter ourselves in the process. Because we are, part of it.
 
 
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			| Re: Beacon Damage Radius [message #474023 is a reply to message #474015] | Thu, 06 September 2012 09:08   |  
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					| raven Messages: 595
 Registered: January 2007
 Location: Toronto, Ontario
 
	Karma: 0
 | Colonel |  |  |  
	| Yes, revision 5032. 
 One of my mods has gone through and taken a bunch of screenshots of locations if you want to see them for reference
 
 -Jelly Administrator
 -Exodus Administrator
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			| Re: Beacon Damage Radius [message #474026 is a reply to message #474015] | Thu, 06 September 2012 09:18   |  
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					|  iRANian Messages: 4313
 Registered: April 2011
 
	Karma: 1
 | General (4 Stars) |  |  |  
	| It bothers me lol because I can't pointwhore the Refinery on Field after WF dies without someone else also putting a nuke around the same time and destroying the structure. 
 Long time and well respected Renegade community member, programmer, modder and tester.
 
 Scripts 4.0 private beta tester since May 2011.
 
 My Renegade server plugins releases
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			| Re: Beacon Damage Radius [message #474027 is a reply to message #474015] | Thu, 06 September 2012 10:03   |  
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					|  UksRene Messages: 37
 Registered: November 2008
 Location: Edinburgh
 
	Karma: 0
 | Recruit |  |  |  
	| I play Ren to kill buildings mostly and this wouldn't even give me a challenge, 1 hotwire and 1 havoc to follow me to help. 
 I just pm him /Name Lay now then I lay mine after with 3 c4's and 2 remotes with prox mines behind a wall... Not a chance for them to disarm. So therefore no challenge.
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			| Re: Beacon Damage Radius [message #474133 is a reply to message #474015] | Sun, 09 September 2012 06:09   |  
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					|  StealthEye Messages: 2518
 Registered: May 2006
 Location: The Netherlands
 
	Karma: 0
 | General (2 Stars) |   
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	| We fixed it (actually, SH did  ). 
 There were several issues: stock was overapproximating the distance, leading to the "beacon on airstrip does not kill the building" bug, and TT's version was underapproximating the distance by using bounding boxes unintentionally. A correct distance calculation gives results somewhere in between the TT and stock versions. To keep stock behavior as much as possible, we chose to revert to the stock algorithm (and not fix the issue properly), but if the beacon is placed on the building (i.e. touches it), the building is always killed.
 
 I made some nice screenshots that show the issue. The red markers show places where a beacon would kill a building, the green markers show where it'd damage it. The different files show different algorithms:
 correct - exact "triangle to point" distance calculation
 stock - broken "centroid of triangle to point" distance calculation
 tt-rc1 - broken "mesh bounding box to point" distance calculation as in RC1 and some previous versions
 tt-final - stock "centroid of triangle to point" distance calculation unless placed on building, as will be used in the next release
 
 BlackIntel admin/founder/coder
 Please visit http://www.blackintel.org/
 [Updated on: Sun, 09 September 2012 06:10] Report message to a moderator |  
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			| Re: Beacon Damage Radius [message #474232 is a reply to message #474015] | Tue, 11 September 2012 13:01   |  
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					|  BAGUETTE Messages: 620
 Registered: June 2010
 
	Karma: 0
 | Colonel |  |  |  
	| Some huge noob calling pollixrox or something just did 2 beacons on GDI ref on glacier and killed it, it was near the green tiberium field, wasn't even a ledge beacon 
 
 | Quote: |  | Ramb8(to RamBonerUpAss) fuk u big ashole u a big jakass i stick my ramboner up u as
 
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 Crush gives away med tanks like he gives away handjobs, everyday and as much as possible
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			| Re: Beacon Damage Radius [message #474249 is a reply to message #474233] | Tue, 11 September 2012 15:52   |  
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					|  ehhh Messages: 2102
 Registered: December 2010
 Location: UK
 
	Karma: 0
 | General (2 Stars) |  |  |  
	| yeah think it was mudkips or someone that did 2 nukes on the bridge and killed barr on glacier 
 thought that wouldnt do damage at all
 
 o well
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			| Re: Beacon Damage Radius [message #474254 is a reply to message #474015] | Tue, 11 September 2012 16:28  |  
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					|  Major-Payne Messages: 561
 Registered: March 2012
 Location: Im actually MUDKIPS
 
	Karma: 0
 | Colonel |  |  |  
	| nay 
 It's all part of the big illusion that we perpetuate on ourselves and in turn is perpetuated upon us. When we believe, we engage the illusion. When we stop believing we shatter the illusion and shatter ourselves in the process. Because we are, part of it.
 
 
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