Chaosforge Forum

DoomRL => Bug Reports => Topic started by: yaflhdztioxo on April 07, 2010, 19:06

Title: Armor durability 255%
Post by: yaflhdztioxo on April 07, 2010, 19:06
Take the Gothic Armor.  It has 200% durability.
Add one bulk mod.
Result: Not 300% or 400% durability but 255%.
Title: Re: Armor durability 255%
Post by: thelaptop on April 07, 2010, 19:12
Yep.  Replicated... actions predate this post.
Title: Re: Armor durability 255%
Post by: Tavana on April 22, 2010, 06:54
Will need Kornel's/community input to decide if this is really a bug or not. Do we need more than 255% durability? Should we have it?
Title: Re: Armor durability 255%
Post by: Simon-v on April 22, 2010, 08:43
We don't "need" more than 255% durability. We need the POSSIBILITY of having more than 255% durability.
Title: Re: Armor durability 255%
Post by: thelaptop on April 22, 2010, 16:31
Will need Kornel's/community input to decide if this is really a bug or not. Do we need more than 255% durability? Should we have it?
Well, I think it boils down to the question: does Bulk Mod double durability or does it add another 100% to whatever you already have?

Either definition requires that we support more than 255% durability, especially in the scenario described above.
Title: Re: Armor durability 255%
Post by: yaflhdztioxo on April 22, 2010, 17:06
It's a bug. *twitch*

Bug.  Must fix.  Bug.  *error*
Title: Re: Armor durability 255%
Post by: Game Hunter on April 22, 2010, 18:15
If it's not "fixed", then there are two basic alternatives (in short, SOMEthing should be done).  The first is to simply disallow bulk mods on anything that would cause it to go beyond the 255 max (which would include Minigun's capacity as well).  The second is to prompt the player, letting them know that the maximum allowed bulking (at 255) will be reached by applying the mod.  Overall, however, I think the max should be a more rounded out number, like 200 or 300...255 was probably placed without much thought (ie, 8-bits are enough for everything so far *done*).

Personally I'd cap it at 300 for the armor/boots and cap 200 on the Minigun (or any weapon that reaches an absurd ammo capacity...BFG B3 hits 220, when 200 is good enough).
Title: Re: Armor durability 255%
Post by: Tavana on April 23, 2010, 06:07
I agree that something should be done. A track ticket has been created. As current, the options I see are:

Armor:
Bulk mod adds a set amount (100%)
Bulk mod doubles max durability

I currently think that the weapons system for Bulk mods is fine, just the Minigun issue would need to be fixed. I prefer the adding 100% to durability. Other thoughts?
Title: Re: Armor durability 255%
Post by: raekuul on April 23, 2010, 09:35
I second the adding 100% to durability. The solutions I came up with are:

1) Exotics and Uniques can have certain "Unextendable" stats - For example, a BFG not accepting Power Mods, or the Minigun not accepting Bulk Mods.

2) Change ammunition/armor values from 1-byte to 2-bytes (not recommended, too much RAM bloat for too little benefit)

3) Caps on values as they are, only add a warning if the value shift will hit the cap (WARNING: This mod is not perfectly compatible with this item and cannot give the full benefit. Are you sure you want to do this? Y/n)

I would go with 3, as that's just an added message and a stat-cap check (and another confirmation step for mods, which is always good).
Title: Re: Armor durability 255%
Post by: yupsi on April 23, 2010, 11:35
from an int to a double (not recommended, too much RAM bloat for too little benefit)
Huh. You do realize that almost any integer type can store much more than 255, and there's no point in using floating point types? And how is adding even 7 bytes to every item you find is going to cause a noticeable effect?
Title: Re: Armor durability 255%
Post by: raekuul on April 23, 2010, 19:14
...

Crap. Shoulda said Short... or was it Long? Well, whatever it is, it's from one byte to two bytes.

The point is, the benefit is for all of, what, three items? And you need to (a) HAVE them and (b) Bulk Mod them to even see this. Even if all we're doing is doubling the memory space that is available for these, that's for every weapon's ammo stat and every armor's durability stat.

Unless Kornel can set item memory reservations individually, in which case it no longer matters.
Title: Re: Armor durability 255%
Post by: yaflhdztioxo on April 23, 2010, 19:41
If doomrl needs to start pinching bits and bytes the various flags are far more wasteful.  Fortunately it doesn't.
Title: Re: Armor durability 255%
Post by: Malek Deneith on June 14, 2010, 04:23
Already reported as ticket #152, locking.