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Issue information

  • #000035

  • 3 - Medium

  • Pending - Ongoing Research

  • 1.0.0

  • -


Issue Confirmations

  • Yes (0)No (0)
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Hitting issue with shotgun/smg

Posted by DuckSauce on 16 July 2010 - 05:00 AM

I've noticed some combine being seemingly too damage resistant, mostly in the case of shotgunning them in the face, other full health combine seem to die, while combine of the same type can sometime live through not just one close range double barrel shot, but an additional normal shotgun blast as well.
When this happens, I don´t see blood sprays on them when hitting them, while it´s clearly hitting, I know blood is client side, but since the combine doesn´t seem to be taking damage it seems both client and server disagree on the shotgun hitting.

Check this out at 5:04 until the point I die. The first combine takes a full barrel hit, and two subsequent normal shots(from farther distance but still the first double barrel was in his face)
http://www.youtube.c...aT-88w8#t=5.04m

If you look really closely(may have to rewind a few times) you can see an impact(spark?) happening at the fuel tank thing directly behind the combine, as if the shot passed through him. This was recorded with a ping of 20-40 with no lagg noticable.

Was in a game with some others today, complaints include SMG fire as well. Sometimes combine seem to live abnormally long.


I would like to expand on this.

The only times my shots would "miss" would be when they were moving; standing still I can kill them or at least see the shots register hitting. When they're moving, SMG fire or shotgun double-barrel blasts would fail to register hitting, even if at point blank or from range.


Updating status to: Confirmed - Code Issue
Updating severity to: 3 - Medium
Updating State to: Confirmed


Updating status to: Pending - Ongoing Research
Updating State to: Pending

Going to look into this soon.


Is that was happening? I thought it was some problem with my net_graph. Someone told me how to reset my net_graph and I thought it got a little better. Maybe it was my imagination.


Ranma, on 21 July 2010 - 10:54 AM, said:

Is that was happening? I thought it was some problem with my net_graph. Someone told me how to reset my net_graph and I thought it got a little better. Maybe it was my imagination.
The issue is that there is currently no lag compensation on NPCs. That means the server will not make any calculations to check if you hit the NPC on your client, so at this point in time, you have to "lead" targets based on your ping.


Updating status to: Confirmed - Code Issue
Updating State to: Confirmed
Updating Internal ID to: 0643


Updating status to: Pending - Ongoing Research
Updating State to: Pending

This is tricky.. In our tests, lag compensation for NPCs seems to work fine, but there's obviously an issue. We're still looking for the root cause.


Quick update: We're hoping to have this resolved by the public release (v1.1.0).


AndY, on 03 August 2010 - 02:17 PM, said:

Quick update: We're hoping to have this resolved by the public release (v1.1.0).
Unfortunately, that didn't happen, but we have a few ideas that we're currently testing. If all goes well, we should have an update and possible code fix in 1.3.0.


So, hopefully this has improved a little in 1.3.0. We have a few other ideas to reduce network traffic even more, we'll see if we can squeeze it into 1.4.0.






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