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- Controlling recoil better when standing then sitting (AK-105).
- CQB (Mostly when walking into him) it might happen you just shoot straight true him.
- HitReg failures from time to time (Client to Serv Dsync?).
Whenever I have one of “those” moments I record it. Later, I’ll go back and review my videos. Most of the time I’ll see that, in slow motion, my rounds weren’t hitting where I thought they were during game play. I often use paint ball mode as it’s easier to see where the rounds land. I have proven to myself that my aim isn’t as good as it should be. Also, that at times “lag” does play a very big part in both my hitting a target and being hit.
However, I’ve had moments that made no sense. As flops says, I’ve put numerous rounds into an OpFor yet seem to do no real damage. Most recently I hit the NME with a single shot gun blast from a distance. Soon thereafter I hear him bandage and make a joke, “What’s that sound?” To which he replies, “That’s the sound of me being at zero percent health. I just bled right to the bottom.” An instant later he clears a corner right in front of me and I have to shoot twice as the first round didn’t drop him. I’m dang near point blank and he’s got zero health. One pellet should have ended him let alone eight. But, I had to hit him a second time to drop him. Wasup wit dat?
Been there, shot that! Recently while UMM testing we discovered that while both were crouched in specific areas the NME could see the top of my head but could not see his. Further more from his POV my shots did not register sound, suppression or wall decals. Whereas from my POV all seemed normal. However, when I stood up I could see the top of his head crouched and shots over his head registered sound, suppression and wall decals. Go figure, eh?
It to do with the way FPS games and AAPG in particular simulate where a players line of sight originates and basic trigonometry. Basically it means in right situation you can see a players head while he cant see yours. there some articles in google about it. will look them out. As for the rest I have no idea
ps. found this video. it not best description I have seen but it gives a idea of whats happening. Start at 2min.
Possible slide bug repro = 2 players sliding at same time in server causes wonky slides.
The sliding you do is an hardcoded animation, sometimes it is not played til the end because the player moves on and the signal your client is sending reaches not the server. So it seems that a player is already in the position you are shooting on but he is not there anymore.
There is also the ability to enable serversided hitdetection that s a way too where your gameplay is manipulated from the server. Even if you have a low ping the signal your client sended, needs two til threetimes so long to take afect. If you have a ping of 30-50ms the reactiontime of the server and the visualization by your client is around 60(100)-90(150)ms that s a huge time in connected world.
Its 200 times sending a link in on a homepage or 10times sending a email of 100words.
Clientsided hitdetection has the problem that it is unfair cuz the latencydifferences (ping) between players will decide if a player is hitted or not. You can shoot e.g on a wall noone is standing (you have 10ms ping) and a player with 100ms ping is there but you are not displayed yet and you will not be displayed on his screen but he dies....
So there are some way what can cause this issues.
Gz Modtools