Bites Not Registering.

CommunistWithAGunCommunistWithAGun Local Propaganda Guy Join Date: 2003-04-30 Member: 15953Members
Is this something related to the player specific bugged hitboxes? I've heard alot of complaints in pubs (and a string of problems for myself) that my bites simply do not register. I can be right next to a marine and biting upwards from his feet to his upper back the registering crunch sound it makes randomly works. Thanks.
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Comments

  • blackholedreamsblackholedreams Join Date: 2004-02-04 Member: 26023Members
    edited June 2004
    just now I had a marine trapped in a vent as a lerk. The max armor he could have had was armor 1, but he'd been spored a bit. He was going down the ladder in vent hive (on origin) to the little area where Marines usually siege. Flew down the vent bit his head twice, he hit the ground, I hit the ground, get off 2 or 3 more bites, and die. As far as I know he only got hit once. Now, can someone logically explain how a bite at that range would not hurt someone? Or as a fade earlier I died because I blinked straight into a marine, swiped him EIGHT times, and died when his friend turned the corner and trapped me. Eight times for a level 2 LA? WTH? Let's look at swipe. The Fade slashes downwards with both claws, and occasionally side to side. This would seem to affect a fairly large area in front of the fade. I would say the area of effect should include its entire height and width. It should extend 3-4 feet, maybe a little more depending on how long the Fade's arms are. Bite should be the same way. I've jumped onto Marine's heads from above and circled them biting the whole time and not killed them (level 0 armor). This seems pretty indicative to me that the area of affect is too narrow. I've watched several demos where I clearly hit the Marine but nothing happened. It's very frustrating. I don't see how fixing this could affect balance, except that all of the alien's attacks that should hit will.
  • EidolanEidolan Join Date: 2002-11-15 Member: 8694Members
    Same thing happens to marines as well (not nearly as often i'll grant ya) with shotguns. I can't tell you how many times i'v been in a vent with a SG and a skulk comes and i shoot it right as its touching me and nothing. Mind you this has also happend with a lvl3 SG vs a non cara skulk. I'v gone back and tested this a few times. About 90% of the time the skulk is toast but sometimes it some how lives. And its kinda hard to miss in a vent.
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    You haven't lived until your bites have managed to both NOT damage the marine AND knock him back across the room. Ahhhhhhhh good times, good times.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    <!--QuoteBegin-Hobojoe+Jun 15 2004, 09:07 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hobojoe @ Jun 15 2004, 09:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> did you try changing your interp? As aliens you should probably have the hitboxes synced as closely with the models as possible, since there isn't much aim except depth-wise. [far vs close] <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    yes i hear setting it to 0 lets you land bites much easier.

    IMO if something like that exists... the damned command should be locked at 0!
  • e_Nadagaste_Nadagast Join Date: 2003-10-30 Member: 22149Members
    no even with lower interp it still gets messed up a lot
  • InsomniaInsomnia Join Date: 2003-06-10 Member: 17179Members
    <!--QuoteBegin-BobTheJanitor+Jun 15 2004, 08:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BobTheJanitor @ Jun 15 2004, 08:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You haven't lived until your bites have managed to both NOT damage the marine AND knock him back across the room. Ahhhhhhhh good times, good times. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    hahahaha
  • superelfsuperelf Join Date: 2003-05-05 Member: 16077Members
    edited June 2004
    sorry. I said wrong fact

    and my first supposition is wrong. I thnik another supposition.

    It's related skulk do Cling Marine.
    Skulk always do climb pycical solid. unfortunenatly, include marine.
  • superelfsuperelf Join Date: 2003-05-05 Member: 16077Members
    edited June 2004
  • superelfsuperelf Join Date: 2003-05-05 Member: 16077Members
    edited June 2004
    I talk about another reason.
    It's strike timing.

    <img src='http://www.narics.net/bulletin/data/b_modns/alltest.jpg' border='0' alt='user posted image' />
    Skulk's bite strike timing is later knife.

    This screen show test at cs_italy.

    skulk can kill chicken when his's mouth open

    but knife is strike and kill chicken

    skulk bite timing need fixed
  • SalvationSalvation Join Date: 2003-11-21 Member: 23300Members
    that would explain it :\

    beta 5 ftw tbh

    but people confuse missing a bit with it 0.o
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    How would we fix such a thing?

    hmmmmmmmmmm



    V_V


    |
    V
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    Are you sure superelf? I've always thought that wasn't true....


    can anyone confirm and stuff?
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    A simple test... the skulk model rotates vertically when jumping... stand at longest range possible and jump and test the results of the biting... perhaps with a third person watching the action.
  • falloutx2falloutx2 Join Date: 2003-05-01 Member: 15979Members, Constellation
    Maybe somebody should break out the glass wall cs map and test skulk bite at different angles.
  • LichoLicho Join Date: 2002-11-02 Member: 3858Members, NS1 Playtester
    Wow, if superelf is right, it would explain a lot. I'v always noticed that biting while "attached" to marine often results in a miss, I thought it's because I'm too close and there are some problems with overlapping.
  • superelfsuperelf Join Date: 2003-05-05 Member: 16077Members
    edited June 2004
    Last this process made here result.

    The reason why rotating skulk model, user feel bite irregularly range.

    if user do alwys duck then doesn't make state of things.

    I think the root of trouble is "where is starting postion at bite"

    If bite range's sarting postion set head then It's real root of trouble
  • rknZrknZ Join Date: 2003-10-23 Member: 21885Members
    Probably just bad reg caused by low serverside FPS.
  • kltower4kltower4 Join Date: 2003-08-17 Member: 19855Members
    edited June 2004
    I think the reason is becuz the NS development team has decrease the bite area.

    The way to fix it might be:-
    a) Widen the bite area back again.
    b) Fix the head models for skulks and lerks
    c) Prevent Marines from crack jumping. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> (I SUPPORT THIS STRONGLY!!!)
  • LichoLicho Join Date: 2002-11-02 Member: 3858Members, NS1 Playtester
    edited June 2004
    Jumping test proposed here would not check the original idea properly imo, there were already some problems with bite-box rotation with other lifeforms, where horizontal range was not modified by angle.
    But if problem is caused by "clinging" it should be easilly reproducible.
  • eVoxeVox Join Date: 2003-08-16 Member: 19840Members, Constellation
    im pretty sure that last picture doesnt have broken bite boxes. the angled skulk is just a model, the attack range is infront of the player, whereeever he is looking. you do not bite where the model is looking, but where you are looking. the body of the skulk needs better 3d torso bending thats all.


    thats how i think it is.
  • superelfsuperelf Join Date: 2003-05-05 Member: 16077Members
    <!--QuoteBegin-eVo.x+Jun 16 2004, 05:36 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eVo.x @ Jun 16 2004, 05:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> im pretty sure that last picture doesnt have broken bite boxes. the angled skulk is just a model, the attack range is infront of the player, whereeever he is looking. you do not bite where the model is looking, but where you are looking. the body of the skulk needs better 3d torso bending thats all.


    thats how i think it is. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    oops. my point is not aim problem.

    yeah. my bite box is wrong

    bite box form is not square . that form is ellipse.

    real bite box is this.
  • superelfsuperelf Join Date: 2003-05-05 Member: 16077Members
    bite is not area attack. I think bite hit check has two step.
    one is aim, two is check distance.

    if My expectation is sure then bring one more qustion .

    where is starting bite check point?

    My expectation is this.
  • superelfsuperelf Join Date: 2003-05-05 Member: 16077Members
  • RabidWeaselRabidWeasel Join Date: 2002-11-02 Member: 5337Members
    It's nice to see someone looking into something like this systematically. I'm especially intrigued by the fact that the hit for skulk bite registers after the bite physically appears to hit, which could explain some of the BS factor.
  • AgentOrangeAgentOrange Join Date: 2002-11-18 Member: 9244Members
    But even if it is the model rotational problem. It doesn't explain why when standing at a marines feet on flat ground some bites do not connect.
  • superelfsuperelf Join Date: 2003-05-05 Member: 16077Members
    how about this?

    I feel that skulk bite like "gun"
    This gun has short range and fire from back side.

    It explain this screen shot
  • superelfsuperelf Join Date: 2003-05-05 Member: 16077Members
    and bite has attack rank list.

    top priority is a living thing
    next is building and object.

    I shoud expect bite attack at closest living thing form hip. and it support friendly unit.
    give an example.

    You and your friend bite at in front marine. but your hip attack your friend.
    lol.
  • LichoLicho Join Date: 2002-11-02 Member: 3858Members, NS1 Playtester
    I'm pretty sure this bugs exists:

    - when skulks jumps onto marine (is in air) and touches rine - being very close to him, then bite sometimes doesnt register. Even though visually you are aiming well.

    This bug is unaffected by any lag/network problems, it happens on LAN too..


    - rine in the vent bug - yes, it seems some cases are still not fixed..
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
    So how high and low would it go?
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    <!--QuoteBegin-Licho+Jun 18 2004, 12:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Licho @ Jun 18 2004, 12:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> - when skulks jumps onto marine (is in air) and touches rine - being very close to him, then bite sometimes doesnt register. Even though visually you are aiming well. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Or when he is right next to the marines feet. I get that a lot :/
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