Aaronvroom vroom der party startahJoin Date: 2002-11-05Member: 7020Members
I just stumbled upon this thread but have two followup questions:
* does moving your mouse around while you spectate someone alter in any way the hit registration. E.g. does it tilt your spectator hitbox in various ways? (I don't know, maybe spectator orientation is locked for all I know)
* does this also imply that third parties cannot hit things if your spectator box is in THEIR WAY? E.g. do hits likewise not register ON the person you are spectating? What if you go into 3rd person spectator, tell another enemy player exactly "where" your spectator hitbox is (probably floating somewhere slightly off the ground) and then have them try to attack from BEHIND your spectator hitbox - does it prevent the hit on the person you are spectating?
There should be a way to edit the player code to log hits when they are in "spectator" mode. If any player object claims to be hit/take damage while in spectator mode, you know something is wrong.
tankefuglOne Script To Rule Them All...Trondheim, NorwayJoin Date: 2002-11-14Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
Ok, as a heads up, we're distributing a new 3.0.5 to the testing servers with additional checks to ensure that spectating players won't get evaluated when hits are traced. The patch should be out shortly.
Easy bug to fix, hard to find. Good work <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<!--QuoteBegin-puzl+Jun 10 2005, 04:37 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (puzl @ Jun 10 2005, 04:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> [...] Head Crab <b>and Alpha (turin)</b> ( who found the PSHB, a bug that had existed in all hl1 mods for <b>years</b> ) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> edited for proper credits and length of time
<!--QuoteBegin-urinalcake+Jun 9 2005, 11:42 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (urinalcake @ Jun 9 2005, 11:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Just an update. I just got out of Bry's NS server, apparently he knows about the bug but will not change his server. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> just a correction that is wrong. I kenw about the hitbox bug in general and would not remove 3.05 due to this. This is because we are testing for the hitbox bug. You cant test to reproduce it without a 3.05 server can you <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
My servers have been updated to the newest build (just released) Here is the changelog:
Here is an updated build of 3.0.5 that fixes the spectator related hitreg bug. We have also removed shotgun falloff. Shotgun damage falloff is bugged in 3.0.4 and even if it were fixed, it would impair an evaluation of the new hitbox code.
<!--QuoteBegin-Bry+Jun 10 2005, 03:09 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bry @ Jun 10 2005, 03:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> My servers have been updated to the newest build (just released) Here is the changelog:
Here is an updated build of 3.0.5 that fixes the spectator related hitreg bug. We have also removed shotgun falloff. Shotgun damage falloff is bugged in 3.0.4 and even if it were fixed, it would impair an evaluation of the new hitbox code. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> does this mean shotgun sniping is better then ever?
Alcapwn"War is the science of destruction" - John AbbotJoin Date: 2003-06-21Member: 17590Members
<!--QuoteBegin-kalimxs+Jun 10 2005, 05:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (kalimxs @ Jun 10 2005, 05:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Bry+Jun 10 2005, 03:09 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bry @ Jun 10 2005, 03:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> My servers have been updated to the newest build (just released) Here is the changelog:
Here is an updated build of 3.0.5 that fixes the spectator related hitreg bug. We have also removed shotgun falloff. Shotgun damage falloff is bugged in 3.0.4 and even if it were fixed, it would impair an evaluation of the new hitbox code. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> does this mean shotgun sniping is better then ever? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> No, just back to how it was before 3.0 final.
(A note on the shotgun falloff: The code implemented in 3.0 final was faulty and did <i>not</i> prevent shotgun sniping, it merely introduced other bugs. Since a complete SG fix requires a client patch, we're just cutting that particular loss right now.)
<!--QuoteBegin-Grahf+Jun 11 2005, 11:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Grahf @ Jun 11 2005, 11:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Shotgun sniping was never even a problem...I have not noticed a difference in its range since you changed it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> same here.
Since you don't see the damage, you'll likely not notice the difference. Turn on cheats, set draw damage on, and load up Veil. Try to shotgun the Computer Core hive from the west side. You'll do very low damage unless your quite close to the archway.
<!--QuoteBegin-ultranewb+Jun 12 2005, 02:09 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ultranewb @ Jun 12 2005, 02:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Since you don't see the damage, you'll likely not notice the difference. Turn on cheats, set draw damage on, and load up Veil. Try to shotgun the Computer Core hive from the west side. You'll do very low damage unless your quite close to the archway. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> There is no CC hive on veil.. Are you talking about eclipse?
<!--QuoteBegin-ultranewb+Jun 11 2005, 08:09 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ultranewb @ Jun 11 2005, 08:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Since you don't see the damage, you'll likely not notice the difference. Turn on cheats, set draw damage on, and load up Veil. Try to shotgun the Computer Core hive from the west side. You'll do very low damage unless your quite close to the archway. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Did we miss the thread where forlorn did some insanely comprehensive tests and concluded that only max range was acctually effected, and damage falloff never acctually implimented at all?
Damage falloff was broken in 3.0 final, against lifeforms it just got to a certain max range and stopped doing damage compleatly.
I remember that thread, Swiftspear. I believe it was tested in the old version of Pipeline hive with a Fade, who reported little or no damage after a set amount of units (I believe it was 3-4 Command Couches distance, longways/lengthwise)
Anyway, if you just jumped into this thread, I recommend you read the first few pages of this thread to see what all the fuss is about, and to see who got himself a new title.
It's a tiny bit of history for these forums and NS in general.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ive noticed the hit reg near structures is still dodgy.
Like earlier a marine phased thru as i was biting the pg as a lerk, i jumped at him holding my attack key, must have bit him atleast 6 times but none registered :/
Also the hit reg on resource towers is poor now, u gotta b really precise where u bite, whereas before you could bite anywhere near it rly. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
however most seem to feel the hitboxes on players are pretty spot on now
<!--QuoteBegin-Creepie+Jun 13 2005, 03:18 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Creepie @ Jun 13 2005, 03:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> No Schroedinger gags yet ? I'm disappointed. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> the hitboxs are in a superposition of fixed and buggy?
For melee attacks, I'd recommend setting cl_nosmooth to 1 - just for testing purposes. When you're model contacts another, your most likely to see client the highest side player position errors. You can use cl_showerror 1 to see just how far off your client's guess is from the server.
If you get "jumps" or the "rubber band" effect when contacting another model with cl_nosmooth, that means your client improperly guessed your position. This usually means you were really biting ahead or behind what the server deemed the player's position. Latency, lag spikes, improper rates, too low an ex_interp, and etc will all increase your clientside error.
Ironicly enough, you need to not touch the other player at all for the most accurate melee atttacks.
<!--QuoteBegin-Nao+Jun 13 2005, 06:45 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nao @ Jun 13 2005, 06:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I remember that thread, Swiftspear. I believe it was tested in the old version of Pipeline hive with a Fade, who reported little or no damage after a set amount of units (I believe it was 3-4 Command Couches distance, longways/lengthwise)
Anyway, if you just jumped into this thread, I recommend you read the first few pages of this thread to see what all the fuss is about, and to see who got himself a new title.
It's a tiny bit of history for these forums and NS in general. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> You miss my post on page one or my posts on page 4?
yes, the blood spray still showed, but the fade reported no damage whatsoever after the falloff range (I belive it was 500 units to do no damage, and was supposed to start falling off at 300 units)
<!--QuoteBegin-Bry+Jun 13 2005, 10:44 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bry @ Jun 13 2005, 10:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> a few of my members have reported the following:
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ive noticed the hit reg near structures is still dodgy.
Like earlier a marine phased thru as i was biting the pg as a lerk, i jumped at him holding my attack key, must have bit him atleast 6 times but none registered :/
Also the hit reg on resource towers is poor now, u gotta b really precise where u bite, whereas before you could bite anywhere near it rly. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
however most seem to feel the hitboxes on players are pretty spot on now <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I'll confirm seeing that bug serveral times in 3.04... I don't know if it's any worse in 3.05, but it was around already earlier.
Comments
* does moving your mouse around while you spectate someone alter in any way the hit registration. E.g. does it tilt your spectator hitbox in various ways? (I don't know, maybe spectator orientation is locked for all I know)
* does this also imply that third parties cannot hit things if your spectator box is in THEIR WAY? E.g. do hits likewise not register ON the person you are spectating? What if you go into 3rd person spectator, tell another enemy player exactly "where" your spectator hitbox is (probably floating somewhere slightly off the ground) and then have them try to attack from BEHIND your spectator hitbox - does it prevent the hit on the person you are spectating?
There should be a way to edit the player code to log hits when they are in "spectator" mode. If any player object claims to be hit/take damage while in spectator mode, you know something is wrong.
Easy bug to fix, hard to find. Good work <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
edited for proper credits and length of time
I just got out of Bry's NS server, apparently he knows about the bug but will not change his server. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
just a correction that is wrong.
I kenw about the hitbox bug in general and would not remove 3.05 due to this. This is because we are testing for the hitbox bug. You cant test to reproduce it without a 3.05 server can you <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
But nice work none the less
Here is the changelog:
Here is an updated build of 3.0.5 that fixes the spectator related hitreg bug. We have also removed shotgun falloff. Shotgun damage falloff is bugged in 3.0.4 and even if it were fixed, it would impair an evaluation of the new hitbox code.
Here is the changelog:
Here is an updated build of 3.0.5 that fixes the spectator related hitreg bug. We have also removed shotgun falloff. Shotgun damage falloff is bugged in 3.0.4 and even if it were fixed, it would impair an evaluation of the new hitbox code. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
does this mean shotgun sniping is better then ever?
Here is the changelog:
Here is an updated build of 3.0.5 that fixes the spectator related hitreg bug. We have also removed shotgun falloff. Shotgun damage falloff is bugged in 3.0.4 and even if it were fixed, it would impair an evaluation of the new hitbox code. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
does this mean shotgun sniping is better then ever? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
No, just back to how it was before 3.0 final.
Now I understand why, a spectator is a moving invisible entity, well done. I would not have figured this one out in years. really nice.
same here.
There is no CC hive on veil.. Are you talking about eclipse?
<a href='http://www.imageshack.us' target='_blank'><img src='http://img111.echo.cx/img111/9813/cookie6hn.jpg' border='0' alt='user posted image' /></a>
Did we miss the thread where forlorn did some insanely comprehensive tests and concluded that only max range was acctually effected, and damage falloff never acctually implimented at all?
Damage falloff was broken in 3.0 final, against lifeforms it just got to a certain max range and stopped doing damage compleatly.
Anyway, if you just jumped into this thread, I recommend you read the first few pages of this thread to see what all the fuss is about, and to see who got himself a new title.
It's a tiny bit of history for these forums and NS in general.
A cat is either alive or screwing up people's hitreg.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
Ive noticed the hit reg near structures is still dodgy.
Like earlier a marine phased thru as i was biting the pg as a lerk, i jumped at him holding my attack key, must have bit him atleast 6 times but none registered :/
Also the hit reg on resource towers is poor now, u gotta b really precise where u bite, whereas before you could bite anywhere near it rly.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
however most seem to feel the hitboxes on players are pretty spot on now
the hitboxs are in a superposition of fixed and buggy?
Command Couches?
Command Couches? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I sense a custom model. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
If you get "jumps" or the "rubber band" effect when contacting another model with cl_nosmooth, that means your client improperly guessed your position. This usually means you were really biting ahead or behind what the server deemed the player's position. Latency, lag spikes, improper rates, too low an ex_interp, and etc will all increase your clientside error.
Ironicly enough, you need to not touch the other player at all for the most accurate melee atttacks.
Anyway, if you just jumped into this thread, I recommend you read the first few pages of this thread to see what all the fuss is about, and to see who got himself a new title.
It's a tiny bit of history for these forums and NS in general. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
You miss my post on page one or my posts on page 4?
yes, the blood spray still showed, but the fade reported no damage whatsoever after the falloff range (I belive it was 500 units to do no damage, and was supposed to start falling off at 300 units)
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
Ive noticed the hit reg near structures is still dodgy.
Like earlier a marine phased thru as i was biting the pg as a lerk, i jumped at him holding my attack key, must have bit him atleast 6 times but none registered :/
Also the hit reg on resource towers is poor now, u gotta b really precise where u bite, whereas before you could bite anywhere near it rly.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
however most seem to feel the hitboxes on players are pretty spot on now <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I'll confirm seeing that bug serveral times in 3.04... I don't know if it's any worse in 3.05, but it was around already earlier.