PSA might help reduce the number of complaints about this issue then.
PSA: All videogames have hitreg issues, thats inevitable, no code or network/ client/ server/ connection conditions are perfect.
I don't know why you're trying to be a smart ass when I've clearly stated that hit reg has decreased in the last two patches. Hit reg should never decrease for the expense of something else.
The servers I am playing on are using experimental rates I have recently been notified so this could be the reason in which case I should get on the back of server administrators instead.
@shonan
There is video evidence on twitch, you'd just have to sort it out cuz nobody highlighted it. But I've seen it on wobs and sykniks channel before. Strangely enough, on wobs channel it was mostly on marine side, while on sykniks it was mostly on alien side and a lot more rare compared to wobs.
In CQC you'll also have to take into account the collision issues in the game.
When I've had "issues with hitreg", its always been explainable by network conditions, server performance etc, they havent been real hitreg issues.
PSA might help reduce the number of complaints about this issue then.
PSA: All videogames have hitreg issues, thats inevitable, no code or network/ client/ server/ connection conditions are perfect.
I don't know why you're trying to be a smart ass when I've clearly stated that hit reg has decreased in the last two patches. Hit reg should never decrease for the expense of something else.
The servers I am playing on are using experimental rates I have recently been notified so this could be the reason in which case I should get on the back of server administrators instead.
See, custom network settings on server. Not a "real" hitreg issue per se.
P.S. I havent seen a single server that can actually keep up with higher rates than default, all I've played on have had fluctuating client update rates, incl. HBZ.
Do you have multithreaded physics on? There is one known (fixed for 268) bug with that experimental option that can get the hitbox slightly out of sync with the real one.
i suppose that explains why I used to run into friendlys hitboxes while we were running in the same direction. (as if it was lagging a full playermodel [not so "slightly"] behind them)
PSA might help reduce the number of complaints about this issue then.
PSA: All videogames have hitreg issues, thats inevitable, no code or network/ client/ server/ connection conditions are perfect.
I don't know why you're trying to be a smart ass when I've clearly stated that hit reg has decreased in the last two patches. Hit reg should never decrease for the expense of something else.
The servers I am playing on are using experimental rates I have recently been notified so this could be the reason in which case I should get on the back of server administrators instead.
I think you should try playing without streaming, since you were the only one in the server warping when I saw you play and stream at the same time.
Recordings and such aren't just about proving whether or not a bug exists, but WHERE it exists.
If you're talking about FRAPS; i'd say... what about a in-game recoding system that works for debugging ? Instead of recording, taking care of the good parts and uploading tons of MegaBytes if not Giga of video, this type of file would take less space and also could store many more datas. Datas are good for debugging right ?
One menu entry to upload the file (not like the game crash interface) and "voila!".
You could have a server data recorder and a client data recorder. I'm sure the devs would spot many things to address by comparing the 2 points of view.
At least it's a good thing to have a hit reg problem from time to time. We can spot cheaters faster. There's always someone who never feel a thing about these issues.
I had the bite thing happen to me yesterday, was incredibly weird. Bites that should have landed didn't land. It was on a network modified server, along with multithread enabled. Glad I wasn't just imagining missing 4 bites in a row.
I also had a really bad shotgun experience too. Was not on a network modified server but still had multithread enabled. Was standing in the veil vent with 100hp and I knew a Skulk was coming in. Comes in the vent, shoot him right in the kisser, see blood everywhere, no hitsound/drawdamage, and then 2bit before I could shoot again.
Do you have multithreaded physics on? There is one known (fixed for 268) bug with that experimental option that can get the hitbox slightly out of sync with the real one.
i suppose that explains why I used to run into friendlys hitboxes while we were running in the same direction. (as if it was lagging a full playermodel [not so "slightly"] behind them)
Holy hell! I'm not the only one! I'm SOOOO tired of not being able to walljump properly because there's a skulk who is right beside me, going just as fast as me. Why do we lose all momentum when that happens????
Back on-topic, I'm also having these same issues. It's just painful to play as a skulk now. I used to be GOOD at this game, now I can barely get any bites to register if the target is moving at all.
@UncleCrunch
There are no cheaters in ns2 - period.
I have been agreeing with most of what you are saying, but this requires comment. I have seen one cheater in my 1300+ hours. I recorded the video and reported him to ns2bans because I didn't know what else to do. On ns2bans I saw he had already been reported more than 5 times. There are cheaters in ns2, just an minuscule amount.
For the record: I had frequent melee hitreg issues in 267, but none in 268 so far. So I'm surprised that some many people still get them in 268.
Of course, it may be some other factors at play, like server admins tweaking their rate settings etc.
I have noticed the "walk 2m behind a Marine and bump into something" effect sometimes, although I assumed it was a server hitch causing me to rubberband at that time.
It's not strange that there is not much video evidence, for the same reason that there are hardly any streamers. The game simply doesn't have the optimisation that allows for people to maintain a high enough framerate that they can actually play the game well while streaming.
Everyone with a somewhat recent nVidia card should try out the ShadowPlay feature. It's just perfect for this. Basically, it's recording in the background with full hardware support, so the performance hit is very low. When something notable happens, you press a key, and the last x minutes (configurable) are saved to disk.
Making a great game is the number one priority. I know that. My point is this is a game. One patch will fix an issue only to have another appear. It happens. Some people just don't understand that. I used other more popular games as an example because those companies have many paid professionals with many paid testers yet bugs and glitches still arise after a patch. It's part of gaming.
It's been quickly noted in the live build how hit reg is poor for multiple players at multiple levels. How this can get through playtesters is mind boggling because shooting/biting is the staple of the game.
No, it's simply a matter of numbers. Take (assumed) <50 playtesters testing a release for (again, assumed) 10-20 hours or so. And then compare it with >1.000 players (as seen from Hive stats) playing the new release for weeks. It's just more likely for edge cases to pop up, especially if exotic hardware/software/configs trigger the issue.
And even the first reports weren't clear cut cases. It was mostly "hmm that seemed a bit odd", and not "this is clearly, obviously broken".
I have seen one clip where a shotgun blast didn't register as a hit when it should have so I know that at least there have been problems with hitreg. However, I think a lot of the reports of bad hitreg are misunderstandings. I played a round on Jambi last night and there were at least three times when I thought I hit but no damage registrered. I record all games with Shadowplay in 60 fps and when I replayed the fights I realised I was wrong.
The skulk was dead already when I hit it, I missed the fade and when I hit the lerk I was probably already dead on the server. Start recording your games if you aren't already and show us some examples. It might help the developers to fix the problem.
can confirm there is some type of reg problem, played today with stable fps/decent ping and the server at a tic of 30 -- when aliens got really close to me and I'd flick to their model it was missing completely - as if the hitbox was not with the model that I was seeing
So the easy way to really reproduce this is to try and lerk spike moving targets, you can see that the hitbox is somehow not aligned with the model - it only seems to happen when things are moving around quickly, targets going slow/not moving hit like they should
So the easy way to really reproduce this is to try and lerk spike moving targets, you can see that the hitbox is somehow not aligned with the model - it only seems to happen when things are moving around quickly, targets going slow/not moving hit like they should
So the easy way to really reproduce this is to try and lerk spike moving targets, you can see that the hitbox is somehow not aligned with the model - it only seems to happen when things are moving around quickly, targets going slow/not moving hit like they should
Welcome to... 2002?
3v3 quake ctf? Serious sam? haha don't remind me of how good fps gaming was
I don't even remember the years tbh, it's all a big fuzz, just the thought of hitreg going out the window due to things moving is such an arbituary thing to say that sounds like it's from back then.
So the easy way to really reproduce this is to try and lerk spike moving targets, you can see that the hitbox is somehow not aligned with the model - it only seems to happen when things are moving around quickly, targets going slow/not moving hit like they should
This is a confirmed issue for myself and a few friends I play with on multiple servers, have tried with the new physics option on and off. This was not a problem for us in 266 but 267 AND 268 it is quite noticeable. Mostly for aliens, skulk bites and fade swipes make sounds but no damage.
Will try to do a video to help soon just wanted to add that there is more people with this issue.
This is a confirmed issue for myself and a few friends I play with on multiple servers, have tried with the new physics option on and off. This was not a problem for us in 266 but 267 AND 268 it is quite noticeable. Mostly for aliens, skulk bites and fade swipes make sounds but no damage.
Will try to do a video to help soon just wanted to add that there is more people with this issue.
Please clarify what you mean by 'sound'. Do you mean 'beep sounds (aka hitsounds)' or just the sound your hear from the animations when you hit a target.
Animation sounds, like the animations themselves, are client side. Hit sounds and draw damage are server side. If You see blood and hear a squelch, but see no damage numbers and don't get a hitsound beep (if using these), then the server has not recognised your hit, whether or not it was on target on your screen.
This may be due to network issues (including dying before doing damage), or it may have been a genuine miss. OR it may have been 'bad reg' - in which case IronHorse will love you long time if you send him a video recording. Of the incident in question, not anything else... now wash your mind out.
Comments
I don't know why you're trying to be a smart ass when I've clearly stated that hit reg has decreased in the last two patches. Hit reg should never decrease for the expense of something else.
The servers I am playing on are using experimental rates I have recently been notified so this could be the reason in which case I should get on the back of server administrators instead.
In CQC you'll also have to take into account the collision issues in the game.
When I've had "issues with hitreg", its always been explainable by network conditions, server performance etc, they havent been real hitreg issues.
See, custom network settings on server. Not a "real" hitreg issue per se.
P.S. I havent seen a single server that can actually keep up with higher rates than default, all I've played on have had fluctuating client update rates, incl. HBZ.
i suppose that explains why I used to run into friendlys hitboxes while we were running in the same direction. (as if it was lagging a full playermodel [not so "slightly"] behind them)
I think you should try playing without streaming, since you were the only one in the server warping when I saw you play and stream at the same time.
If you're talking about FRAPS; i'd say... what about a in-game recoding system that works for debugging ? Instead of recording, taking care of the good parts and uploading tons of MegaBytes if not Giga of video, this type of file would take less space and also could store many more datas. Datas are good for debugging right ?
One menu entry to upload the file (not like the game crash interface) and "voila!".
You could have a server data recorder and a client data recorder. I'm sure the devs would spot many things to address by comparing the 2 points of view.
At least it's a good thing to have a hit reg problem from time to time. We can spot cheaters faster. There's always someone who never feel a thing about these issues.
There are no cheaters in ns2 - period.
But yea, that has been suggested reasontly before, cdt basicly says they have more pressing priorities and that it's a huge job.
Sad... They got nice videos.
I also had a really bad shotgun experience too. Was not on a network modified server but still had multithread enabled. Was standing in the veil vent with 100hp and I knew a Skulk was coming in. Comes in the vent, shoot him right in the kisser, see blood everywhere, no hitsound/drawdamage, and then 2bit before I could shoot again.
Holy hell! I'm not the only one! I'm SOOOO tired of not being able to walljump properly because there's a skulk who is right beside me, going just as fast as me. Why do we lose all momentum when that happens????
Back on-topic, I'm also having these same issues. It's just painful to play as a skulk now. I used to be GOOD at this game, now I can barely get any bites to register if the target is moving at all.
Of course, it may be some other factors at play, like server admins tweaking their rate settings etc.
I have noticed the "walk 2m behind a Marine and bump into something" effect sometimes, although I assumed it was a server hitch causing me to rubberband at that time.
Everyone with a somewhat recent nVidia card should try out the ShadowPlay feature. It's just perfect for this. Basically, it's recording in the background with full hardware support, so the performance hit is very low. When something notable happens, you press a key, and the last x minutes (configurable) are saved to disk.
No, it's simply a matter of numbers. Take (assumed) <50 playtesters testing a release for (again, assumed) 10-20 hours or so. And then compare it with >1.000 players (as seen from Hive stats) playing the new release for weeks. It's just more likely for edge cases to pop up, especially if exotic hardware/software/configs trigger the issue.
And even the first reports weren't clear cut cases. It was mostly "hmm that seemed a bit odd", and not "this is clearly, obviously broken".
YouTube clip
The skulk was dead already when I hit it, I missed the fade and when I hit the lerk I was probably already dead on the server. Start recording your games if you aren't already and show us some examples. It might help the developers to fix the problem.
I have that multithread thing on as well
3v3 quake ctf? Serious sam? haha don't remind me of how good fps gaming was
Will try to do a video to help soon just wanted to add that there is more people with this issue.
Please clarify what you mean by 'sound'. Do you mean 'beep sounds (aka hitsounds)' or just the sound your hear from the animations when you hit a target.
This may be due to network issues (including dying before doing damage), or it may have been a genuine miss. OR it may have been 'bad reg' - in which case IronHorse will love you long time if you send him a video recording. Of the incident in question, not anything else... now wash your mind out.