Gl Kills Through Walls?

EvenFlowEvenFlow Join Date: 2002-12-18 Member: 11046Members
I have checked the bug report forum and didn't pick this up, it's also difficult to try and test it by yourself. I've had it happen to me once where I was killed by exploding grenades on the otherside of a wall and there seems to be a rise in similar complaints on the server I play on, anyone else had this problem ?
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Comments

  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    Yes, it happens mainly with vents in my experience.
  • EEKEEK Join Date: 2004-02-25 Member: 26898Banned
    Also happens: In vents, the explosion goes through the walls, but also, you don't see the explosion, or hear it. You just die. Sometimes the explosion seems to be about 3x larger too.
  • A_Damn_FoolA_Damn_Fool Join Date: 2003-08-09 Member: 19283Members
    Iunno bought the walls but the vents do seem to offer no protection agaisnt the blast and its not really that bad of an idea when you think that a tiny little vent will offer protection from a blast <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> but a bugs a bug I suppose
  • KaMiKaZe1KaMiKaZe1 Join Date: 2002-11-18 Member: 9196Members
    edited March 2004
    Ahh, the beauty of volumetric explosions. Grenades lobbed into any confined area have a good chance of piercing walls, having insane range, and doing arseloads of damage.

    This is any GLers best friend, or worst enemy if he doesn't get out of the way quick enough (which happens quite often with the GL's ridiculously short fuse).

    It is a feature, not a bug.

    Or maybe it's a buggy feature.

    Or maybe I should take my medicine.

    Oh look! A kitty!
  • WakeWake Join Date: 2003-03-05 Member: 14351Members, Constellation
    There have been the same problem in DOD for a while.

    Nades effect would "crawl" along surfaces even when other perpendicular surfaces should have protect you (i.e. : floors and walls).

    As far as i remember, this was a bug and would combine with map design (allies spawn area in dod_avalanche was well knowed for is nade buggy design).
  • BJayDBJayD Join Date: 2002-09-02 Member: 1263Members
    This "bug" was also quite common in Science and Industry (another HL mod) until the latest release version, in which it was fixed. The problem was that grenades in vents would do damage through walls at the maximum damage points. So you could be stood at the furthest distance from the explosion but still within the blast radius of a grenade so that normally you would recieve only say 1pt of damage, yet if that same grenade was to explode within a vent you would recieve maximum damage through walls. It can be quite a nasty bug.
    I'd be all for a mixture of the "bug" where for example the grenade causes maximum damage through the whole of the vent but not through the walls.
  • EvenFlowEvenFlow Join Date: 2002-12-18 Member: 11046Members
    edited March 2004
    Thanks for clearing that up, it's just strange that after playing this game for almost 2 years it only now seems to be an issue, maybe the introduction of combat and more granade spam is bringing about more instances?
  • DK_SizzlaDK_Sizzla Join Date: 2003-01-02 Member: 11728Members, Constellation
    yea the range of explosion is quite big they might need to reduce it in the next version hopefully *crossfinger*
  • cabbitcabbit Join Date: 2004-02-28 Member: 26944Members
    It was a definitely a major bug in DoD - so much so that deliberate abuse of it was a bannable offence in league matches and very much frowned upon on public servers. Mainly because savvy players could nuke larger areas by using them, racking up loads of kills in the process - allied first flag on dod_avalanche (as already mentioned) and the tunnel on dod_anzio being amongst the most notorious examples. Hallmark of the bug = silent explosion. It's not such a big deal in NS as it was in DoD, maybe just because there are fewer grenades about and map routes aren't quite so well travelled.

    They can be fixed... don't know how, but they can. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    <!--QuoteBegin-KaMiKaZe!!!+Mar 9 2004, 05:24 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KaMiKaZe!!! @ Mar 9 2004, 05:24 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ahh, the beauty of volumetric explosions. Grenades lobbed into any confined area have a good chance of piercing walls, having insane range, and doing arseloads of damage.

    This is any GLers best friend, or worst enemy if he doesn't get out of the way quick enough (which happens quite often with the GL's ridiculously short fuse).

    It is a feature, not a bug.

    Or maybe it's a buggy feature.

    Or maybe I should take my medicine.

    Oh look! A kitty! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It's not volumetric. Volumetric means that something fills a volume, regardless of shape. Grenades just do a radius damage, not checking for intervening cover like walls.

    If grenades did volumetric damage, then detonating one in, for example, the marine-spawn vent in Eclipse, it would expand and fill the entire vent. Which it doesn't.


    Yet another pet peeve of mine... GRENADES ARE NOT VOLUMETRIC.
  • DestroyerDestroyer Join Date: 2003-12-21 Member: 24611Members
    i think he was just saying htat they act kinda volumetrically in vents, which i think they do kinda, because after all the radius damage seems insane in vents.
  • EEKEEK Join Date: 2004-02-25 Member: 26898Banned
    Well he's wrong, they act like buggy crap.
  • KaMiKaZe1KaMiKaZe1 Join Date: 2002-11-18 Member: 9196Members
    I always thought the buggy crap was the team's attempt at volumetrics. It certainly does fill the vent and it goes around corners in vents.

    It like woah in Beijing!
  • Jabba_The_HuntJabba_The_Hunt Join Date: 2003-01-05 Member: 11850Members
    I thought that if you were near a wall and a grenade exploded on the other side it killed you anyway, though this doesn't seem to happen in dod.
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    Ooooh! I was wondering why i take 10 damage when i nade myself at my feet in a room, and why i died with 50hp when i launch a nade in the vent im in, 10 metres away or so.
  • Roger_DodgerRoger_Dodger Join Date: 2003-03-11 Member: 14392Members
    I find the vent one to be very annoying when im around a corner from where my mate died to a nade in the face and i end up copping it too.

    The other one i have noticed is huge blast radius nades going off (occasionally) and nailing me from quite far off (also noticed it with some mine kills). Its really annoying when you know the inevitable nade or mine is going to hit your mate and your sitting back to watch him blow and finding yourself getting nailed.

    - RD
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    Even though I havnt played NS since novemeber, this has never ever been an issue, neither for me nor the people I play with...

    I wonder why..
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    It goes around corners in vents because it ignores walls.
  • Swift_IdiotSwift_Idiot Join Date: 2003-01-05 Member: 11883Members
    edited March 2004
    <span style='font-size:8pt;line-height:100%'>
    [edit] The post above mine is incorrect. NS explosions != CS explosions. It's easy to dodge nade explosions just by being barely around a wall, or on a different plane than the nade. This occurs only in very cramped conditions, at least that I've observed.

    Volumetrics make sense. I like the bug. Keep it. It gives people another reason to use nades and nade launchers. If you threw a nade into a sturdy vent or hole in real life, there would be a massive shockwave obliterating everything in it's path down and up the vent, where-as if you just tossed it in the middle of a large room, the effects at the edges would be minimal, as expected, and would only really kill stuff if you got the nades really close to the target. It makes sense and it's pretty cool to finally see more accurate real life physics in the Halflife engine.

    Now if we could do something about Onii having no inertia or appreciable body mass...</span>
  • Act_ChillAct_Chill Join Date: 2003-04-24 Member: 15816Members
    The nade bug in dod only happened in specific corners. So the requirement was it has to be in a corner, the blast has to spread with in the map, and the corner had to have the bug. In ns I have not heard of any nade bug spot maybe b/c of the way the maps are made and all nade bug spots are fixable. The way damage is calculated for nades may cause the problem and anyways the explosive area in the should be larger. Also, whats so bad about taking damage through a wall that is 2in thick when a nade explodes. If the wall was as wide a marine or greater that woiuld **** me off but it doesnt happen and thats why this isnt an issue. Its just everyone is getting on the band wagon.
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    Swifty, time after time after time, I've been killed by a grenade from around a corner. Dodging around a corner doesn't protect you. Volumetrics in HL don't really work - which is why we don't have a flamethrower. (Devs have repeatedly said that without volumetrics, no flamer... )
  • Swift_IdiotSwift_Idiot Join Date: 2003-01-05 Member: 11883Members
    <span style='font-size:8pt;line-height:100%'>Bah, and I made that cool picture up too. :[ What, do you think I scrape up all this creative talent from the inside of my colon or something? That took like seven minutes!

    I could have sworn I heard somewhere that they can CODE volumetrics, but it takes up a bunch of space to do it ... which I guess in retrospect means that this applies to ALL volumetrics, in which case I wouldn't have a leg to stand on in my arguement.

    I guess I respectfully withdraw my claim.

    >:[ My passionately burning hatred for your very souls remains unquenched. But moving on..

    I just thought that maybe it was easier to code the volumetrics for what is basically an invisible shockwave in the case of grenades. This would be as opposed to the <b>obviously</b> intensive CPU usage that would be required for a flamethrower, which equates out into a visual, directed volumetric pressure, sort of. It makes sense that a flamethrower would take up too much code to be accessable to all audiences. But grenade explosions? How complex can that be? I'll admit right now that my knowledge of coding goes no further than the abstract conceptual point of view. Maybe I'm optimistic. It's just that simple point-of-explosion volumetrics sound like they wouldn't be too far a stretch, and without alienating lower end PC users with heaps of code too.

    WFTs the deal here? I'd love to hear more from some authorities about this. I know I've been saved from explosions by closing any number of nearby toggle-operated doors. Those things aren't that thick, and somehow they save my bacon. Am I just not looking at my exact HP hard enough to see it take a small bump from the explosion behind the door?? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> Clarification helps everybody.</span>
  • EEKEEK Join Date: 2004-02-25 Member: 26898Banned
    It's almost like the explosion of the grenade happens ABOVE the grenade itself, so the explosion is happening in the 'void' of the map. And since compiler tools ignore outsides of the map, it therefore ignores the walls...
  • cabbitcabbit Join Date: 2004-02-28 Member: 26944Members
    <!--QuoteBegin-Act Chill+Mar 10 2004, 02:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Act Chill @ Mar 10 2004, 02:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The nade bug in dod only happened in specific corners. So the requirement was it has to be in a corner, the blast has to spread with in the map, and the corner had to have the bug. In ns I have not heard of any nade bug spot maybe b/c of the way the maps are made and all nade bug spots are fixable. The way damage is calculated for nades may cause the problem and anyways the explosive area in the should be larger. Also, whats so bad about taking damage through a wall that is 2in thick when a nade explodes. If the wall was as wide a marine or greater that woiuld **** me off but it doesnt happen and thats why this isnt an issue. Its just everyone is getting on the band wagon.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Yeah, the 'nade had to go in exactly the right place. And allegedly they fixed the really bad bugs for dod 1.0 (though they broke almost everything else, but that's just my opinion <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)

    They do happen in NS: you can be killed through the floor in the reactor room on ns_tanith by a grenade blast in the vent underneath, for example.

    While it's not common enough to warrant doing anything about it - most people don't know what they are so deliberate abuse of it isn't a problem, it's still annoying if that little soundless explosion kills you. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • prsearleprsearle Join Date: 2002-11-01 Member: 2365Members, Constellation
    <!--QuoteBegin-EEK+Mar 10 2004, 09:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (EEK @ Mar 10 2004, 09:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It's almost like the explosion of the grenade happens ABOVE the grenade itself, so the explosion is happening in the 'void' of the map. And since compiler tools ignore outsides of the map, it therefore ignores the walls...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I've had a look at the Half-Life SDK, so assuming the grenades in NS work the same way, this is what's happening:
    When the grenade explodes, it traces 32 units down (to try and find the floor). If it doesn't hit anything, this is where the explosion will occur.

    If it does hit a surface, it then "pulls out" a bit. The distance depends on how much damage the grenade does; here's the exact line of code:
    <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->pev->origin = pTrace->vecEndPos + (pTrace->vecPlaneNormal * (pev->dmg - 24) * 0.6);<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
    Plugging in the damage an NS grenade does (125), we find that it pulls out 60.6 units. Given that most vents are 48 units tall, this could easily place the grenade outside the map (in the void). The default RadiusDamage() code takes into account line-of-sight, so player's who are behind a wall/door aren't hurt, but it may be possible for an explosion in the void to "see" a player even though they're hidden from the grenade.
  • HydraHydra Join Date: 2003-06-14 Member: 17366Members, Reinforced - Shadow
    that sounds like... exactly what would happen EEK and prsearle. Interesting..
  • EEKEEK Join Date: 2004-02-25 Member: 26898Banned
    edited March 2004
    Oh man I feel so warm and fuzzy for finding that one <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> Submitting to bug reports under 'suspect' <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    <!--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-->The default RadiusDamage() code takes into account line-of-sight, so player's who are behind a wall/door aren't hurt, but it may be possible for an explosion in the void to "see" a player even though they're hidden from the grenade.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    May? How about "it will"? There's absolutely no external visblocking brushes when in the void. If you're in the void, you can theoretically (the engine won't show them for you, but the server doesn't know, nor does it care what you can and can't see) see EVERYTHING, and therefore, players, structures, etc. Chances are, in the void, it ALSO can't count traditional units (out on a limb here) causing the lack of damage falloff as well.
  • inkblotinkblot Join Date: 2004-01-05 Member: 25077Members
    It obviously happens in CS (annoying). I have noticed it somewhat in NS. Another notable thing is that stomp goes right through walls. It's occasionally useful, but not really something game changing.
  • GrillkohleGrillkohle Join Date: 2003-12-23 Member: 24695Members, Constellation
    <a href='http://www.natural-selection.org/bt/bug_view_page.php?bug_id=0000530' target='_blank'>Clickeh.</a>
  • BlindSiteBlindSite Join Date: 2003-02-18 Member: 13687Members
    It's a HL engine thing impossible to avoid, I think spores and umbra does the same.
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