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Post by Cyonan on Aug 1, 2016 20:13:12 GMT
Since I didn't actually post all of these back on the BSN Prime boards, I figured I'd just throw out some of the coding reasons for the bugs for people interested.
First off, the infamous Missile Glitch:
The reason why this actually happens is because projectile weapons and the projectiles they fire are actually two different things according to the game. When switching around, you can cause it so that the game thinks that your Striker's projectiles are actually Cobra Missiles.
A fix for this possibly would have been to get the client to check the projectile with each shot and compare it to the weapon being used. It would potentially mean a lot of checks per second, but since it's purely client side even a toaster of a computer could handle it by today's standards.
Asari Huntress Tactical Cloak:
This one didn't increase weapon damage, and that's because the code for it is simply just missing. It's been ripped out, and it needed to be removed in about 3 different places which makes me think it was intentionally done. They were probably toying with the idea of making her cloak a pure power damage one and forgot to change it back.
N7 Typhoon:
So this gun is supposed to increase damage reduction while in cover, only it doesn't. One of the BioWare posters actually made a post saying they tested it and confirmed that the DR was being applied to your character.
and funnily enough they aren't wrong, it was being applied. It was just being removed instantly because of a math error in the code. If I remember the numbers right, the DR required less than 50% DR to be applied but at any point if you weren't above 90% DR then it would be removed.
Which meant it was mathematically impossible to actually get and keep the DR from this gun, even though it was being applied for a split second.
Shockwave on PC:
I think most of us by now know that you don't take radius increase on PC at rank 4 because it causes Shockwave to stop working.
Despite being a sphere in visual, Shockwave actually uses a cone for hit detection so this evolution increases the angle of that cone. Only problem it, it increases the angle of the cone more and more every time you cast Shockwave so eventually the cone folds back in on itself and stops working. Since the math uses cosine at some point, you can actually get it working again by spamming Shockwave and it'll keep working and stop working periodically.
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Post by Deleted on Aug 1, 2016 20:50:12 GMT
Good to know. Although... Given thread title I was expecting a much, much, longer list.
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Post by Voluptuous Volus on Aug 1, 2016 20:51:10 GMT
You should reserve at least 500 post spaces, because you're gonna need them to list all the bugs ^^
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Post by capn233 on Aug 1, 2016 21:49:58 GMT
You should reserve at least 500 post spaces, because you're gonna need them to list all the bugs ^^ Don't know that you need that many, I imagine he wanted to list lesser known ones that also have an explanation. If the In-Game Numerical Test thread and the data in it gets ported over, then a lot of them will be covered in it. Also Caratinoid's Bug Tracking group, could be posted.
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Post by Cyonan on Aug 1, 2016 23:42:46 GMT
Yeah, this was more to post some info on bugs that I didn't think people knew what were going on.
Even though I stopped posting the details behind bugs on the forums, I didn't really stop looking at the code.
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Post by randomfoo on Aug 2, 2016 0:33:37 GMT
Did some of the source code leak at some point? For those looking for a longer list of bugs: sites.google.com/site/me3mpd/home/bugsBefore the forums go down I'll probably write a crawler and script archives of the stuff that points to if no one else has yet...
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Post by Cyonan on Aug 2, 2016 2:12:58 GMT
Did some of the source code leak at some point? For those looking for a longer list of bugs: sites.google.com/site/me3mpd/home/bugsBefore the forums go down I'll probably write a crawler and script archives of the stuff that points to if no one else has yet... Somebody created software that could read the source code, but if I remember right only a small number of us ever got our hands on it. Unfortunately as far as I know the software was never updated to be able to actually modify the code and only the creator of that program was able to do that, so I couldn't ever release bug fixes(though as a group, we did make a few for things like Incendiary Rounds).
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Post by capn233 on Aug 2, 2016 4:04:58 GMT
I had uploaded the Crusader, IA and Rubber Band fix so people could get them, although really only the Crusader seemed to be popular.
I don't know what happened to my copies to the rest of them like Blade Armor.
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Post by Voluptuous Volus on Aug 2, 2016 9:56:49 GMT
I had uploaded the Crusader, IA and Rubber Band fix so people could get them, although really only the Crusader seemed to be popular. I don't know what happened to my copies to the rest of them like Blade Armor. Where? The Nexus? IA fix is Incendiary Ammo fix? I would like to have it again. Still too many Warp - Incendiary glitchers around.
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Post by capn233 on Aug 2, 2016 15:06:12 GMT
I had uploaded the Crusader, IA and Rubber Band fix so people could get them, although really only the Crusader seemed to be popular. I don't know what happened to my copies to the rest of them like Blade Armor. Where? The Nexus? IA fix is Incendiary Ammo fix? I would like to have it again. Still too many Warp - Incendiary glitchers around. Well the IA fix actually only fixes the DOT rate calculation, so it doesn't stack as high. It does not prevent it from being combined with other DOTs. Crusader only affects the player who downloads it. IA should affect clients if the host runs it IIRC, but I don't remember for sure. I suppose this warrants a disclaimer about hosting public games with mods, not to get into a giant debate. They are not on nexus, they were just put somewhere where I could point somebody if they asked for them, and Crusader ended up getting posted by someone. I don't think Caratinoid would have minded that they be posted, but I would have liked to ask him. CrusaderIncendiary Ammo DOT-->For both of the above, replace files in "..\Mass Effect 3\BIOGame\CookedPCConsole" Rubber Band (this has to do with timestamps on packets, should improve network performance) -->Replace the file "..\Mass Effect 3\BIOGame\Patches\PCConsole\Patch_001.sfar" Keep in mind these would be considered experimental still to some extent. The only issue I recall is that with Crusader sometimes weapon bench will hang briefly in SP, don't think weapon selection ever did that for me in MP. May wish to backup previous files, but of course you can always have Origin repair game if need be. Also a good idea to ignore updates for ME3 after you add these. They do not need any custom DLC enable tricks. Since the Crusader one was already in the wild, posting the links.
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Post by Voluptuous Volus on Aug 2, 2016 15:16:44 GMT
Where? The Nexus? IA fix is Incendiary Ammo fix? I would like to have it again. Still too many Warp - Incendiary glitchers around. Well the IA fix actually only fixes the DOT rate calculation, so it doesn't stack as high. It does not prevent it from being combined with other DOTs. Crusader only affects the player who downloads it. IA should affect clients if the host runs it IIRC, but I don't remember for sure. I suppose this warrants a disclaimer about hosting public games with mods, not to get into a giant debate. They are not on nexus, they were just put somewhere where I could point somebody if they asked for them, and Crusader ended up getting posted by someone. I don't think Caratinoid would have minded that they be posted, but I would have liked to ask him. Okay, sure. Get his permission if he's still around somewhere
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Post by capn233 on Aug 2, 2016 15:22:18 GMT
Well the IA fix actually only fixes the DOT rate calculation, so it doesn't stack as high. It does not prevent it from being combined with other DOTs. Crusader only affects the player who downloads it. IA should affect clients if the host runs it IIRC, but I don't remember for sure. I suppose this warrants a disclaimer about hosting public games with mods, not to get into a giant debate. They are not on nexus, they were just put somewhere where I could point somebody if they asked for them, and Crusader ended up getting posted by someone. I don't think Caratinoid would have minded that they be posted, but I would have liked to ask him. Okay, sure. Get his permission if he's still around somewhere Well I meant before they were posted the first time. Crusader was definitely already posted publicly, so I edited the post with links. I will pm the mods.
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Post by Voluptuous Volus on Aug 2, 2016 15:44:17 GMT
Oh. Fine with that too.
Too bad you guys didn't finish that major patch. It looked fantastic.
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Post by crashsuit on Aug 2, 2016 23:17:37 GMT
I remember looking for the Blade Armor fix a couple of years back but it seemed lost to the sands of time, and at one point Deerber was going to pm Dunvi for me about the Shockwave fix, but I never heard back so I'm not sure if that's still around anywhere or not. I've got the Crusader fix if anyone needs a copy, and/or I can upload it somewhere if that helps. It's easy to apply, you just overwrite a single file with the fixed version and you're good to go, on-host and off-host.
Edit: For anyone using Mod Maker & Mod Manager, there's a mixin that does the same thing as the Crusader fix but for all shotguns.
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Post by capn233 on Aug 2, 2016 23:25:32 GMT
Blade Armor fix was a little whacky in that husks would one-shot themselves on it (because of the buffs it got).
I didn't remember Shockwave actually getting a fix.
The other ones that I remember were:
Asari and Drell customaction replacement that fixed forward roll, and running melee
Shield regen rounding error fix.
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Post by Mgamerz on Aug 3, 2016 18:59:32 GMT
In a patch they made the projectile fired by the missile launcher check on the server. Apparently it didn't work.
Incredible, since the missile is a projectile and launches from the server anyways.
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Post by Qui-Gon GlenN7 on Aug 3, 2016 20:47:28 GMT
I remember looking for the Blade Armor fix a couple of years back but it seemed lost to the sands of time, and at one point Deerber was going to pm Dunvi for me about the Shockwave fix, but I never heard back so I'm not sure if that's still around anywhere or not. I've got the Crusader fix if anyone needs a copy, and/or I can upload it somewhere if that helps. It's easy to apply, you just overwrite a single file with the fixed version and you're good to go, on-host and off-host. I remember the discussion of a possibility in a fix for Shockwave. If this ever happened I would definitely be a user and grateful. Same goes for Blade Armor. It is still a fun power, but it would be great if it actually worked as intended.
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Post by Mgamerz on Aug 3, 2016 20:51:33 GMT
Now that you mention it it may be entertaining to raise the blade armor damage cap. Now that I can lockout some changes,I this k it would work for him.
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Post by Terminator Force on Aug 5, 2016 14:30:25 GMT
First off, the infamous Missile Glitch: The reason why this actually happens is because projectile weapons and the projectiles they fire are actually two different things according to the game. When switching around, you can cause it so that the game thinks that your Striker's projectiles are actually Cobra Missiles. A fix for this possibly would have been to get the client to check the projectile with each shot and compare it to the weapon being used. It would potentially mean a lot of checks per second, but since it's purely client side even a toaster of a computer could handle it by today's standards. What about a PotatoStation3?
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Post by Deerber on Aug 5, 2016 17:15:10 GMT
Blade Armor fix was a little whacky in that husks would one-shot themselves on it (because of the buffs it got). I didn't remember Shockwave actually getting a fix. The other ones that I remember were: Asari and Drell customaction replacement that fixed forward roll, and running melee Shield regen rounding error fix. I'm pretty sure Dunvi fixed Shockwave and even posted the fix somewhere... Though I definitely don't remember where.
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Post by capn233 on Aug 5, 2016 17:56:50 GMT
Blade Armor fix was a little whacky in that husks would one-shot themselves on it (because of the buffs it got). I didn't remember Shockwave actually getting a fix. The other ones that I remember were: Asari and Drell customaction replacement that fixed forward roll, and running melee Shield regen rounding error fix. I'm pretty sure Dunvi fixed Shockwave and even posted the fix somewhere... Though I definitely don't remember where. Hmmm. I didn't know Dunvi could actually repackage these, and don't remember seeing it posted. I don't know, Caratinoid was close to a fix when he stopped working on the game. He was testing a spherical version IIRC, maybe he uploaded it somewhere. She and Cyonan did find the code that was messed up though.
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Post by razrblck ☯ on Aug 5, 2016 18:28:20 GMT
I've been using the backwards-slightly-turned-walk-into-boxes to get out of many maps.
Here is me using it to get out in Goddess.
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Post by Terminator Force on Aug 5, 2016 18:37:12 GMT
I recall Mgamerz looking at the Shockwave bug too. No simple fix from what I recall.
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Post by Mgamerz on Aug 5, 2016 23:52:48 GMT
I'm pretty sure Dunvi fixed Shockwave and even posted the fix somewhere... Though I definitely don't remember where. Hmmm. I didn't know Dunvi could actually repackage these, and don't remember seeing it posted. I don't know, Caratinoid was close to a fix when he stopped working on the game. He was testing a spherical version IIRC, maybe he uploaded it somewhere. She and Cyonan did find the code that was messed up though. I really doubt it was actually fixed. I've seen the code, and due to how each kit has it packaged it wouldn't possibly work for all kits. I've never seen any proof either. And due to just.p offsets you couldn't just tweak it as it would crash the game when it hit the if statements.
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Post by capn233 on Aug 6, 2016 0:05:03 GMT
Deja vu all over again...
edit: what he tested was actually a deletion of DetonationParameters.ConeAngle... the complete revamp didn't happen.
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