(not a bug) Damage adds up when hitting a wall
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(not a bug) Damage adds up when hitting a wall
Sophia thank you very much
I am finishing DM on RTC now and I will start testing it on DSB deeply
one thing I've noticed , try to hit the champions against the wall , in the original DM they take only 2 points damage sometimes one , but in DSB it rise until the damage become 18 point or more ..
I am finishing DM on RTC now and I will start testing it on DSB deeply
one thing I've noticed , try to hit the champions against the wall , in the original DM they take only 2 points damage sometimes one , but in DSB it rise until the damage become 18 point or more ..
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Re: (fixed) Possible bug when placing worms
Hi Magica, your bug report does not relate to this thread. It gets confusing for the developer to monitor multiple bugs in one thread, so please start a new thread if you have a new bug to report. Many thanks.
Have you read the forum rules? We'd really appreciate it if you could read those. Thanks
http://dungeon-master.com/forum/viewtop ... 53&t=24291
Have you read the forum rules? We'd really appreciate it if you could read those. Thanks
http://dungeon-master.com/forum/viewtop ... 53&t=24291
Re: (fixed) Possible bug when placing worms
because I don't know if it is a bug or not .. anyway ..
Re: (fixed) Possible bug when placing worms
Magicka,
the damage in DSB is basically the same as in DM.. but there is shown all accumulated damage in the viewport.
Sophia liked that better, but it can be switched off to show each single damage
very much like the throwing distances of items.. can be made that it behaves more like original DM, not considering light weight as
throw-restricting
the damage in DSB is basically the same as in DM.. but there is shown all accumulated damage in the viewport.
Sophia liked that better, but it can be switched off to show each single damage
very much like the throwing distances of items.. can be made that it behaves more like original DM, not considering light weight as
throw-restricting
Re: (fixed) Possible bug when placing worms
thats what I expected from this forum when I asked my question , I am glad I didn't start a new thread for this matter , thank you very much for your answer , it helped me alot .. thanks
Re: (fixed) Possible bug when placing worms
If someone has the same worry in future they won't see the answer though
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Re: (not a bug) Damage adds up when hitting a wall
I don't mind bug reports that aren't actually bugs, because sometimes they just need clarification.
I've split the thread.
I've split the thread.
- Lord_BoNes
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Re: (not a bug) Damage adds up when hitting a wall
@Magica: To "fix" the problem you've described (to set it to show damage like the original DM) just open the "dsb.ini" file that is in the directory you've extracted DSB to. Inside that file, there are various value you can change. You're looking for the "CumulativeDamage = 1" line... just change that 1 to a 0, and it'll behave like you expect. If it doesn't then it's a bug.
As a side note: All "CumulativeDamage" does is make it so that if you receive multiple hits within a certain time, it remembers how much you had last time, and adds the new damage on top. This is actually quite useful when you get hit by a poison cloud... in the original DM, it'd just go "1,1,1,2,1,1,2" or something like that, where DSB goes "1,2,3,5,6,7,9" for the given sequence. And that's where it gets it's name from.
As a side note: All "CumulativeDamage" does is make it so that if you receive multiple hits within a certain time, it remembers how much you had last time, and adds the new damage on top. This is actually quite useful when you get hit by a poison cloud... in the original DM, it'd just go "1,1,1,2,1,1,2" or something like that, where DSB goes "1,2,3,5,6,7,9" for the given sequence. And that's where it gets it's name from.
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Re: (not a bug) Damage adds up when hitting a wall
Thanks for your explanation of the CumulativeDamage.
It is good to be aware of this.
IMO the "cumulative" doesn' make sense and, it is confusing. The default dsb.ini should be without it, in order to show damage as of the original DM.
I updated my dsb.ini to CumulativeDamage = 0
It is good to be aware of this.
IMO the "cumulative" doesn' make sense and, it is confusing. The default dsb.ini should be without it, in order to show damage as of the original DM.
I updated my dsb.ini to CumulativeDamage = 0
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- Lord_BoNes
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Re: (not a bug) Damage adds up when hitting a wall
You could also think of it as "AdditiveDamage" or "DamageAccumulates"... but they all mean the same thing
I have to say that I disagree with you about the default state of CumulativeDamage. DSB is meant to be a DM clone, having the clone's "cool new features" turned off by default sorta defeats the purpose of having said "cool" features. But, that's my opinion.
I think that there should also be an option called something like "CumulativeDamageTimeMS" that determines how long the Cumulative effect lasts, in milliseconds (or you could make it in ticks, but then the user has to know how long 1 tick is).
I have to say that I disagree with you about the default state of CumulativeDamage. DSB is meant to be a DM clone, having the clone's "cool new features" turned off by default sorta defeats the purpose of having said "cool" features. But, that's my opinion.
I think that there should also be an option called something like "CumulativeDamageTimeMS" that determines how long the Cumulative effect lasts, in milliseconds (or you could make it in ticks, but then the user has to know how long 1 tick is).
1 death is a tragedy,
10,000,000 deaths is a statistic.
- Joseph Stalin
Check out my Return to Chaos dungeon launcher
And my Dungeon Master Clone
Re: (not a bug) Damage adds up when hitting a wall
You already have the cumulative aspect shown in the health bar.
As you mention a cumulative damage also needs another parameter to state over which time period.
Add a flag to tell wether it is a sliding period of a fixed period ( when no damage any more, will it decrease regularly or drop to 0 at the expired period )
May be there are other variants and parameters.
I do not see how this feature can improve gameplay.
As you mention a cumulative damage also needs another parameter to state over which time period.
Add a flag to tell wether it is a sliding period of a fixed period ( when no damage any more, will it decrease regularly or drop to 0 at the expired period )
May be there are other variants and parameters.
I do not see how this feature can improve gameplay.
"You can be on the right track and still get hit by a train!" Alfred E. Neuman
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Re: (not a bug) Damage adds up when hitting a wall
Some people like it, some don't. That's why you can turn it off.terkio wrote:I do not see how this feature can improve gameplay.
I don't feel like bothering with the whole milliseconds thing, but specifying a delay in ticks (people can just deal with that ) is a good idea. I'll add that.Lord_BoNes wrote:I think that there should also be an option called something like "CumulativeDamageTimeMS" that determines how long the Cumulative effect lasts, in milliseconds (or you could make it in ticks, but then the user has to know how long 1 tick is).
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Re: (not a bug) Damage adds up when hitting a wall
After my above post, I had an idea... you could simply change the existing "CumulativeDamage" variable to take numbers higher than 1, and that number specifying the delay length in ticks... so "CumulativeDamage = 10" means that CumulativeDamage is active, and once a character doesn't take damage for 10 ticks, the counter resets.Sophia wrote:I don't feel like bothering with the whole milliseconds thing, but specifying a delay in ticks (people can just deal with that ) is a good idea. I'll add that.Lord_BoNes wrote:I think that there should also be an option called something like "CumulativeDamageTimeMS" that determines how long the Cumulative effect lasts, in milliseconds (or you could make it in ticks, but then the user has to know how long 1 tick is).
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Re: (not a bug) Damage adds up when hitting a wall
That's the kind of thing that programmers would love and normal people would consider slightly insane, I'd bet.