(26-03-2012 08:00 PM)wtfwtf Wrote:
(26-03-2012 05:58 PM)St0mpy Wrote: The triangulation function getVectorDistance uses absolute values but I cant seem to find the core math library yet .... anyone? EDIT: ah perhaps its in dice_py.dll, anyone got any dll decompilers set up?
Why can't i send you PM's?
Well anyway, i've tried before (although for different reasons) and couldn't really get something out of it, but then again i suck to much in those things.
maybe you can try, check out those.
btw, thanks for the vid Aranornth...it seems the collisionHardness hasn't got anything to do with this, as you're doing less damage than your supposed to do to with the M95...and it most probably has nothing to do with it as st0mpy's newest find's tell.
(28-03-2012 04:56 AM)Healin4ev3r Wrote:
(27-03-2012 08:38 AM)TaxManD Wrote: Well, to be fair, they never stated the damage in the config should be exactly like how it is in game, Maybe we were too hasty when we considered what we've found in the game files should reflect exactly in the game :>. I don't think this is a problem or bug, it's just the way they design it, I'm sure they have special modifiers that we're not supposed to find out, or shall we?
even if the system was designed that way ( hope it wasn't ), according to St0mpy's test result, barrels that increase weapon's range actually have no effects, which is obviously NOT the way EAsy designed it.
Maybe they made a mistake while implementing the range system?
IIRC this game uses the BF2 engine and BF2 had a different system for distance damage.
It's been some time since I last had a look at the weapon files of BF2 but I certainly haven't ever seen something like
in the weapon configs. BF2 didnt have all these ranges, just a minimum damage value.
They changed the system in BFP4F which may have unwanted sideeffects.
BF2 also used different materials for every weapon. BFP4F only has 3 ammo types for handheld weapons (normal,sniper, shotgun).
I only have very basic knowledge of how the Refractor2 Engine works, but I suspect it has something to do with the new range parameters which didnt exist in BF2.
I can't analyse the range system any further as I don't know how to do so, but maybe people like wtfwtf are able to do that.
However, I'm sure it doesn't have anything to do with the different materials the projectiles use.
The material system has been working well since ages and all the important modifiers for bullet vs soldier are either 1 or 2.1 for headshots, so I don't think the problem can be found somewhere in the materialmanager etc.
BTW: Didn't BF2 also have a modifier for the angle the bullet hits the target? Maybe that one is still there and alters damage numbers.