Aaronvroom vroom der party startahJoin Date: 2002-11-05Member: 7020Members
<!--QuoteBegin-Router Box+Jun 7 2005, 09:07 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Router Box @ Jun 7 2005, 09:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Meb has a demo and documentation of the bug. He's banned from here, but he posted in the cal forums.
<a href='http://forums.caleague.com/index.php?showtopic=70402' target='_blank'>http://forums.caleague.com/index.php?showtopic=70402</a> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> You have to log into that site. Care to repost?
you guys should be registered for cal so you can join teams <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
Aaronvroom vroom der party startahJoin Date: 2002-11-05Member: 7020Members
Wow. Among the aforemention list of bugs this specific bug has nothing to do with, it also has nothing whatsoever to do with the "last player slot" bug, right? (wasn't that fixed?)
<!--QuoteBegin-aeroripper+Jun 7 2005, 06:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (aeroripper @ Jun 7 2005, 06:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Wasn't the last slot player bugged in all HL mods? It's been fixed? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> yes and yes
I also have a short demo of a bugged skulk hitbox (the skulk spawned in front of me, didnt move and i fired two or three shots into it and nothing registered)
tankefuglOne Script To Rule Them All...Trondheim, NorwayJoin Date: 2002-11-14Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
<!--QuoteBegin-Iconoclast+Jun 7 2005, 08:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Iconoclast @ Jun 7 2005, 08:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Just a random bug I may have found, was on the 3.05 NSA combat server on co_faceoff with a full house this morning.
Basically, a marine had died at that location while parasited and it didnt go away for the whole duration of the map.
I also have a short demo of a bugged skulk hitbox (the skulk spawned in front of me, didnt move and i fired two or three shots into it and nothing registered)
pm me if you would want to see that <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> The parasite issue is unrelated to the 3.0.5 change.
<!--QuoteBegin-Electrical Tape+Jun 7 2005, 03:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Electrical Tape @ Jun 7 2005, 03:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> With new hitreg, does that make lerks easier to hit while flying? I could swear that the majority of my shots go right through a lerk if its flying. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> perhaps but honestly i think this is just a result of the lerk's small hitbox plus him moving at 750 units per second, along with everyojne's poor ability to track targets vertically /w pancaking
that is, the lerk's hitbox is probably correct, like the fades mostly is when blinking, but its very small and hard to track.
This is the most obvious 'miss hit reg' I've been getting with the new 3.0.5 patch
I've had lots of miss reg I have 'felt' when shooting, but none as blantent as this.
I pump 21 point blank lvl 3 lmg bullets into the afk skulk (todd) and I count 6-7 that reg.
Is this correct or am I blind? :@ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> for some reason it looks like the hitbox is centered ahead of the skulk, maybe its messed up becuase the skulk was looking forward?
<!--QuoteBegin-kalimxs+Jun 7 2005, 09:48 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (kalimxs @ Jun 7 2005, 09:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> is the 3.0.5 server thing public? i want to do some listenserver tests but i don't know what you'd have to download, or if you can at all. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> no its currently being privately tested i believe there are only 3 sets of servers running it atm.
nsarmslab in US and yoclan and mine (brys) in the uk
Alcapwn"War is the science of destruction" - John AbbotJoin Date: 2003-06-21Member: 17590Members
<!--QuoteBegin-Goldwin+Jun 7 2005, 05:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Goldwin @ Jun 7 2005, 05:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I just want to say after a 2 hour runthrough on the NSA combat server with 3.05....
That it ROCKS.
I'm finally tracking these damned skulks better than before, and I feel MUCH has been fixed with this. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> But apparentely not enough, as shown by that rar... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
tankefuglOne Script To Rule Them All...Trondheim, NorwayJoin Date: 2002-11-14Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
Yes, we got it confirmed that the bug is still there. We do not know how to reliably reproduce it, though. So if anyone discovers how to reliably reproduce this bug, it would be of tremendous value to us.
<!--QuoteBegin-tankefugl+Jun 6 2005, 06:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (tankefugl @ Jun 6 2005, 06:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-JmmsbndZeroZeroSeven+Jun 7 2005, 12:03 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JmmsbndZeroZeroSeven @ Jun 7 2005, 12:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-DarkFrost+Jun 6 2005, 12:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkFrost @ Jun 6 2005, 12:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I still swear the beta 6 test hitboxes were per poly. I never had those "mysterious" errors others found with them. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> The biggest issue that I had with the beta 6 hitboxes was that I could have a skulk walk right up to me, and I'd blast him in the face with a level 3 shotgun. It would go right through him. This happened at least 10 times to me, and possibly to others, too. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> The hits were never per-poly, the "new" hitreg registers the hitboxes connected to the model itself.
JmmsbndZeroZeroSeven: That was probably a manifestation of the bug. FInd a server with 3.0.5 and try to reproduce it with demos. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> You've already seen it already, but the CAL forums heavily details this said bug, except with the HMG now.
And the video that started that thread, if you don't feel like registering (you should, some interesting discussion in there anyways) <a href='http://www.team-terror.net/meb/stuff/meb_bugged_30hp.avi' target='_blank'>http://www.team-terror.net/meb/stuff/meb_bugged_30hp.avi</a>
couldnt the majority of these bugs be fixed if all of the ns code was re-written from scratch?
i dont know how the devs update code, but if you just kept stacking code on ns 1.0 to make the newer versions, then it could just be several things conflicting.
i took a long look at the ns.dll assembly, and alot of it seems similar to ns 1.0, and the fact that there is still a weapon from ns 1.0 that was never removed (even though it doesnt work, its still there) could prove that.
yes that would be a huge project, but it might help things out in the longrun.
Comments
<a href='http://forums.caleague.com/index.php?showtopic=70402' target='_blank'>http://forums.caleague.com/index.php?showtopic=70402</a>
<a href='http://forums.caleague.com/index.php?showtopic=70402' target='_blank'>http://forums.caleague.com/index.php?showtopic=70402</a> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
You have to log into that site. Care to repost?
It's an htm copy of the page, no need to login.
yes and yes
Basically, a marine had died at that location while parasited and it didnt go away for the whole duration of the map.
<img src='http://img50.echo.cx/img50/9722/screen6aw.jpg' border='0' alt='user posted image' />
I also have a short demo of a bugged skulk hitbox (the skulk spawned in front of me, didnt move and i fired two or three shots into it and nothing registered)
pm me if you would want to see that
Basically, a marine had died at that location while parasited and it didnt go away for the whole duration of the map.
I also have a short demo of a bugged skulk hitbox (the skulk spawned in front of me, didnt move and i fired two or three shots into it and nothing registered)
pm me if you would want to see that <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
The parasite issue is unrelated to the 3.0.5 change.
I would like that demo, please.
perhaps but honestly i think this is just a result of the lerk's small hitbox plus him moving at 750 units per second, along with everyojne's poor ability to track targets vertically /w pancaking
that is, the lerk's hitbox is probably correct, like the fades mostly is when blinking, but its very small and hard to track.
This is the most obvious 'miss hit reg' I've been getting with the new 3.0.5 patch
I've had lots of miss reg I have 'felt' when shooting, but none as blantent as this.
I pump 21 point blank lvl 3 lmg bullets into the afk skulk (todd) and I count 6-7 that reg.
Is this correct or am I blind? :@
This is the most obvious 'miss hit reg' I've been getting with the new 3.0.5 patch
I've had lots of miss reg I have 'felt' when shooting, but none as blantent as this.
I pump 21 point blank lvl 3 lmg bullets into the afk skulk (todd) and I count 6-7 that reg.
Is this correct or am I blind? :@ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
for some reason it looks like the hitbox is centered ahead of the skulk, maybe its messed up becuase the skulk was looking forward?
no its currently being privately tested i believe there are only 3 sets of servers running it atm.
nsarmslab in US
and yoclan and mine (brys) in the uk
That it ROCKS.
I'm finally tracking these damned skulks better than before, and I feel MUCH has been fixed with this.
That it ROCKS.
I'm finally tracking these damned skulks better than before, and I feel MUCH has been fixed with this. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
But apparentely not enough, as shown by that rar... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
The biggest issue that I had with the beta 6 hitboxes was that I could have a skulk walk right up to me, and I'd blast him in the face with a level 3 shotgun. It would go right through him. This happened at least 10 times to me, and possibly to others, too. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
The hits were never per-poly, the "new" hitreg registers the hitboxes connected to the model itself.
JmmsbndZeroZeroSeven: That was probably a manifestation of the bug. FInd a server with 3.0.5 and try to reproduce it with demos. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
You've already seen it already, but the CAL forums heavily details this said bug, except with the HMG now.
<a href='http://forums.caleague.com/index.php?showtopic=70402&st=0' target='_blank'>http://forums.caleague.com/index.php?showtopic=70402&st=0</a>
(registration required)
And the video that started that thread, if you don't feel like registering (you should, some interesting discussion in there anyways)
<a href='http://www.team-terror.net/meb/stuff/meb_bugged_30hp.avi' target='_blank'>http://www.team-terror.net/meb/stuff/meb_bugged_30hp.avi</a>
i dont know how the devs update code, but if you just kept stacking code on ns 1.0 to make the newer versions, then it could just be several things conflicting.
i took a long look at the ns.dll assembly, and alot of it seems similar to ns 1.0, and the fact that there is still a weapon from ns 1.0 that was never removed (even though it doesnt work, its still there) could prove that.
yes that would be a huge project, but it might help things out in the longrun.