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Hit Detection in Lockdown

14 respuestas [Último envío]
Dom, 05/27/2012 - 18:53
Imagen de Trollingyou
Trollingyou

Anyone experience the same thing?

http://www.youtube.com/watch?v=nNhlnMGTdsk&feature=youtu.be

Warning: Video contains fails and lots of slow motion.

Dom, 05/27/2012 - 19:15
#1
Imagen de Tennis
Tennis
I know why it happens! I

I know why it happens! I don't know the exact term but I think it's called server lag. Because of it, most times when using guns, you'll have to aim where your target is going. You did it successfully in the last scene of the video, 1:15.

Dom, 05/27/2012 - 20:54
#2
Imagen de Canozo
Canozo
--

I know, and I hate it >.>

I wish OOO fixed it because it would be 100000000000000000000000000000000 easier gunning.

Dom, 05/27/2012 - 22:01
#3
Imagen de Trollingyou
Trollingyou
@ Tennis

As much as I wish you were right, there are 2 moments there when they were headed in a straight line towards me and yet nothing happened. In the scene where I shot the gunner I shot where he used to be, and it hit him.

My point is, something is awfully wrong here.

Dom, 05/27/2012 - 22:20
#4
Imagen de Trying
Trying

My theory is that the hitbox for knights is located in the center of the image so even if you appear to hit them it might miss it and that bullets are actually smaller than they appear(such as the difference in bullet size for alchemers between low quality and high quality).

Dom, 05/27/2012 - 22:41
#5
Imagen de Traevelliath
Traevelliath
...

For the alchemers at least, the hit box is where the guy was ~.01 seconds ago, but if the shot hits where the guy is currently, it fizzles out.

Lun, 05/28/2012 - 01:25
#6
Imagen de Paweu
Paweu
That's something that will

That's something that will more likely never be fixed because of the nature of alchemers. Here's some insight as to why for example projectiles aren't lag compensated in their games from Valve's Yahn W. Bernier

"(...) For weapons that fire projectiles, lag compensation is more problematic. For instance, if the projectile lives
autonomously on the server, then what time space should the projectile live in? Does every other player need to
be “moved backward” every time the projectile is ready to be simulated and moved by the server? If so, how far
backward in time should the other players be moved? These are interesting questions to consider. In Half-Life,
we avoided them; we simply don’t lag compensate projectile objects (that’s not to say that we don’t predict the
sound of you firing the projectile on the client, just that the actual projectile is not lag compensated in any way). (...)

Only way to make it lag-proof would be having the projectiles turn into a instant-hit (i.e. hit on click without delay) and then calculating the ricochet off the target and that would dumb down the drivers massively.

Lun, 05/28/2012 - 01:53
#7
Imagen de Jaroche
Jaroche
Speed of Light: Problem?.

Speed of Light: Problem?.

Lun, 05/28/2012 - 02:09
#8
Imagen de Sypsy
Sypsy
Lol @ the last clip of

Lol @ the last clip of Thrillhaus running up to you and you dying, then the swing occurring.

Lun, 05/28/2012 - 22:12
#9
Imagen de Thrillhaus
Thrillhaus
@Sypsy

Ring of teleportation is one use only. It was worth it.

Haha in all seriousness though, I think he just skipped a bunch of frames since it showed me swinging a gran faust but the report says he died from final flourish.

Inb4bluefloodyawns.

Lun, 05/28/2012 - 23:50
#10
Imagen de Coatl
Coatl
lol I remember that game.

lol I remember that game.

Mar, 05/29/2012 - 07:57
#11
Imagen de Tiroth
Tiroth
@Thrillhaus

I think I've actually seen that kind of thing happen before (the different weapon in the death notice, not the died-before-attack-animation - I know that one happens). Not too sure how or why, though, and it's been a while so I may be misremembering things.

Mar, 05/29/2012 - 08:55
#12
Imagen de Dukeplatypus
Dukeplatypus
It's a driver thing, mostly.

It's a driver thing, mostly.

Mar, 05/29/2012 - 08:58
#13
Imagen de Sarumay
Sarumay
...

The strangest thing I experienced with this so called server lag was a sentenza bullet being stopped by a cloaked reckon (it disappeared half-ways) but the reckon kept being clocked and tock no damage.

Mar, 05/29/2012 - 09:04
#14
Imagen de Davjo
Davjo
i know that feel...

thats why I aim where they are going to go and then charge the heck out of them with my BTB charge... just wait for my Triglav... just wait...
BUT HELL THAT CTR HIGH IS JUST AWSUM

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