we now have client side dmg prediction showing you (estimate) of dmg dealt
obviously later on the server confirms for you how much dmg was actually done.
Can we turn on some feature that lets us see the 'real' dmg being done as well?
That way everyone can see the 'hitreg' issue, in numbers, on their screen.
And might help iron out this issue as players will obviously begin their analysis.... even if its only so they can figure out how to work around it
Understand that 1.0 is going out soon, so this might not be of priority... but then again shipping out 1.0 with a bad user experience may not be ideal either
There is definatly hit reg issues, as a skulk i was getting 50's/25's when i should've been getting 75's from smack bang in the middle of my screen. this is from a stationary marine facing away from me just so you dont think im cray.
Another occasioan i parasited a marine the hit marker showed up and he wasnt para'd.
Also another occasion marines on the other team were complaining that i was unhittable. Saying they have to "lead" the target. 33ticks sucks. You avoid those servers in cs for a reason.
Probably me just being bad but two of these marines should of died a lot earlier <a href="http://www.youtube.com/watch?feature=player_detailpage&v=M5nZ_ih2KJQ#t=89s" target="_blank">http://www.youtube.com/watch?feature=playe...nZ_ih2KJQ#t=89s</a>
I killed a skulk earlier today and the last bullet to kill him showed way behind from where it's model actually was. Not to worry though, I'm sure they are already on the case.
with a ping of 20ms<!--QuoteEnd--></div><!--QuoteEEnd-->
Heh, I get the opposite problem. Skulk barrels down a hallway at me in a straight line, I unload a full clip of LMG in his face, blood splatter, damage numbers, etc. Skulk kills me.
Dying around a corner is a product of any lag compensation, regardless of how good it is. It feels worse in NS2 simply because of the high interpolation, higherish movement speeds and other server issues.
But hit registration in this build is a massive step backwards, as I warned might occur several times before the patch was released to absolutely no regard.
<!--quoteo(post=1998739:date=Oct 28 2012, 12:11 AM:name=Volcano)--><div class='quotetop'>QUOTE (Volcano @ Oct 28 2012, 12:11 AM) <a href="index.php?act=findpost&pid=1998739"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Probably me just being bad but two of these marines should of died a lot earlier <a href="http://www.youtube.com/watch?feature=player_detailpage&v=M5nZ_ih2KJQ#t=89s" target="_blank">http://www.youtube.com/watch?feature=playe...nZ_ih2KJQ#t=89s</a><!--QuoteEnd--></div><!--QuoteEEnd-->
video not available (UK) due to EMI music copyright
I'm not sure when exactly the shotgun shoots, but i think there should be any damage? And here are some examples when i do massive damage when i should not?
<!--quoteo(post=1998807:date=Oct 28 2012, 11:39 AM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Oct 28 2012, 11:39 AM) <a href="index.php?act=findpost&pid=1998807"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->video not available (UK) due to EMI music copyright<!--QuoteEnd--></div><!--QuoteEEnd-->
Its a marine taking atleast 5 perfect bites in the back and still being alive.
<!--quoteo(post=1998730:date=Oct 27 2012, 05:55 PM:name=ogz)--><div class='quotetop'>QUOTE (ogz @ Oct 27 2012, 05:55 PM) <a href="index.php?act=findpost&pid=1998730"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->out of curiousity
we now have client side dmg prediction showing you (estimate) of dmg dealt
obviously later on the server confirms for you how much dmg was actually done.
Can we turn on some feature that lets us see the 'real' dmg being done as well?
That way everyone can see the 'hitreg' issue, in numbers, on their screen.
And might help iron out this issue as players will obviously begin their analysis.... even if its only so they can figure out how to work around it
Understand that 1.0 is going out soon, so this might not be of priority... but then again shipping out 1.0 with a bad user experience may not be ideal either<!--QuoteEnd--></div><!--QuoteEEnd-->
According to devs both blood splats and damage numbers are sent from server.
So they are the 'real' numbers.
How long is each frame is the slowed down SiGGi videos? Blood splats will be delayed by approximately your ping plus one server tick (33ms) if they are from the server. So at least 50ms with a 20ms ping. Was there enough time to see the delayed blood splats?
EDIT: had another look, even if you had 100fps, blood splats should show up in about 5 frames if server tick was normal and ping was 20ms. There are no blood splats more than 5 frames after definite hits in those videos.
<!--quoteo(post=1998837:date=Oct 28 2012, 01:15 PM:name=shader)--><div class='quotetop'>QUOTE (shader @ Oct 28 2012, 01:15 PM) <a href="index.php?act=findpost&pid=1998837"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->According to devs both blood splats and damage numbers are sent from server.
So they are the 'real' numbers.
How long is each frame is the slowed down SiGGi videos? Blood splats will be delayed by approximately your ping plus one server tick (33ms) if they are from the server. So at least 50ms with a 20ms ping. Was there enough time to see the delayed blood splats?
EDIT: had another look, even if you had 100fps, blood splats should show up in about 5 frames if server tick was normal and ping was 20ms. There are no blood splats more than 5 frames after definite hits in those videos.<!--QuoteEnd--></div><!--QuoteEEnd-->
but blood splats come out even when hits land and arent registered.
DghelneshiAims to surpass Fana in post edits.Join Date: 2011-11-01Member: 130634Members, Squad Five Blue, Reinforced - Shadow
edited October 2012
<!--quoteo(post=1998837:date=Oct 28 2012, 05:15 AM:name=shader)--><div class='quotetop'>QUOTE (shader @ Oct 28 2012, 05:15 AM) <a href="index.php?act=findpost&pid=1998837"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->According to devs both blood splats and damage numbers are sent from server.
So they are the 'real' numbers.<!--QuoteEnd--></div><!--QuoteEEnd--> Sending information about blood would be way too much network traffic I think. I'm pretty sure blood is still client side. The damage numbers are sent from the server since b221 (I think). The red crosshair hit marker is definitely server side.
I experience the same issues as everyone else. It's definitely not gut feeling, aiming straight at the model does not work anymore with high velocity targets. There are also some prediction errors which cause enemies to teleport around on the screen.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->How long is each frame is the slowed down SiGGi videos? Blood splats will be delayed by approximately your ping plus one server tick (33ms) if they are from the server. So at least 50ms with a 20ms ping. Was there enough time to see the delayed blood splats?
EDIT: had another look, even if you had 100fps, blood splats should show up in about 5 frames if server tick was normal and ping was 20ms. There are no blood splats more than 5 frames after definite hits in those videos<!--QuoteEnd--></div><!--QuoteEEnd-->
I dont think that blood splats is sent from server, cause i can show that sometimes blood splats, but no number. Server tick constant 30. Recorded with constant 60fps. And I let the splats enought time to show up, I just cut the relevent seconds cause of my strong limited upload.
Bloodsplats and hit sounds are clientside. I know this because I shot a skulk point blank in the face in a vent and saw blood and heard him scream.... 0 dmg :/
Comments
feels like I'm missing hits I should get, and getting kills when I shouldn't.
Assume this is a disconnect between model and hitbox.
bad against skulks, nightmare against fades.
we now have client side dmg prediction showing you (estimate) of dmg dealt
obviously later on the server confirms for you how much dmg was actually done.
Can we turn on some feature that lets us see the 'real' dmg being done as well?
That way everyone can see the 'hitreg' issue, in numbers, on their screen.
And might help iron out this issue as players will obviously begin their analysis.... even if its only so they can figure out how to work around it
Understand that 1.0 is going out soon, so this might not be of priority... but then again shipping out 1.0 with a bad user experience may not be ideal either
Another occasioan i parasited a marine the hit marker showed up and he wasnt para'd.
Also another occasion marines on the other team were complaining that i was unhittable. Saying they have to "lead" the target. 33ticks sucks. You avoid those servers in cs for a reason.
<a href="http://www.youtube.com/watch?feature=player_detailpage&v=M5nZ_ih2KJQ#t=89s" target="_blank">http://www.youtube.com/watch?feature=playe...nZ_ih2KJQ#t=89s</a>
<a href="http://www.youtube.com/watch?v=vXn5gtzUVOI" target="_blank">http://www.youtube.com/watch?v=vXn5gtzUVOI</a>
<a href="http://www.youtube.com/watch?v=rcNHvwtjNN0" target="_blank">http://www.youtube.com/watch?v=rcNHvwtjNN0</a>
<a href="http://www.youtube.com/watch?v=C2dnwU80cAY" target="_blank">http://www.youtube.com/watch?v=C2dnwU80cAY</a>
with a ping of 20ms
<a href="http://www.youtube.com/watch?v=vXn5gtzUVOI" target="_blank">http://www.youtube.com/watch?v=vXn5gtzUVOI</a>
<a href="http://www.youtube.com/watch?v=rcNHvwtjNN0" target="_blank">http://www.youtube.com/watch?v=rcNHvwtjNN0</a>
<a href="http://www.youtube.com/watch?v=C2dnwU80cAY" target="_blank">http://www.youtube.com/watch?v=C2dnwU80cAY</a>
with a ping of 20ms<!--QuoteEnd--></div><!--QuoteEEnd-->
Heh, I get the opposite problem.
Skulk barrels down a hallway at me in a straight line, I unload a full clip of LMG in his face, blood splatter, damage numbers, etc. Skulk kills me.
But hit registration in this build is a massive step backwards, as I warned might occur several times before the patch was released to absolutely no regard.
<a href="http://www.youtube.com/watch?feature=player_detailpage&v=M5nZ_ih2KJQ#t=89s" target="_blank">http://www.youtube.com/watch?feature=playe...nZ_ih2KJQ#t=89s</a><!--QuoteEnd--></div><!--QuoteEEnd-->
video not available (UK) due to EMI music copyright
<a href="http://www.youtube.com/watch?v=HOrBsVsYY1c" target="_blank">http://www.youtube.com/watch?v=HOrBsVsYY1c</a>
I'm not sure when exactly the shotgun shoots, but i think there should be any damage?
And here are some examples when i do massive damage when i should not?
<a href="http://www.youtube.com/watch?v=BGA8xyh6JOw" target="_blank">http://www.youtube.com/watch?v=BGA8xyh6JOw</a>
<a href="http://www.youtube.com/watch?v=fU0_NbTVzDY" target="_blank">http://www.youtube.com/watch?v=fU0_NbTVzDY</a>
Seems a bit strange, please correct when i'm wrong...
Its a marine taking atleast 5 perfect bites in the back and still being alive.
we now have client side dmg prediction showing you (estimate) of dmg dealt
obviously later on the server confirms for you how much dmg was actually done.
Can we turn on some feature that lets us see the 'real' dmg being done as well?
That way everyone can see the 'hitreg' issue, in numbers, on their screen.
And might help iron out this issue as players will obviously begin their analysis.... even if its only so they can figure out how to work around it
Understand that 1.0 is going out soon, so this might not be of priority... but then again shipping out 1.0 with a bad user experience may not be ideal either<!--QuoteEnd--></div><!--QuoteEEnd-->
According to devs both blood splats and damage numbers are sent from server.
So they are the 'real' numbers.
How long is each frame is the slowed down SiGGi videos? Blood splats will be delayed by approximately your ping plus one server tick (33ms) if they are from the server. So at least 50ms with a 20ms ping. Was there enough time to see the delayed blood splats?
EDIT: had another look, even if you had 100fps, blood splats should show up in about 5 frames if server tick was normal and ping was 20ms. There are no blood splats more than 5 frames after definite hits in those videos.
So they are the 'real' numbers.
How long is each frame is the slowed down SiGGi videos? Blood splats will be delayed by approximately your ping plus one server tick (33ms) if they are from the server. So at least 50ms with a 20ms ping. Was there enough time to see the delayed blood splats?
EDIT: had another look, even if you had 100fps, blood splats should show up in about 5 frames if server tick was normal and ping was 20ms. There are no blood splats more than 5 frames after definite hits in those videos.<!--QuoteEnd--></div><!--QuoteEEnd-->
but blood splats come out even when hits land and arent registered.
How come my target is dead centre of screen but only hit 50's at 2:00 min fight.
seems legit
So they are the 'real' numbers.<!--QuoteEnd--></div><!--QuoteEEnd-->
Sending information about blood would be way too much network traffic I think. I'm pretty sure blood is still client side. The damage numbers are sent from the server since b221 (I think). The red crosshair hit marker is definitely server side.
I experience the same issues as everyone else. It's definitely not gut feeling, aiming straight at the model does not work anymore with high velocity targets.
There are also some prediction errors which cause enemies to teleport around on the screen.
EDIT: had another look, even if you had 100fps, blood splats should show up in about 5 frames if server tick was normal and ping was 20ms. There are no blood splats more than 5 frames after definite hits in those videos<!--QuoteEnd--></div><!--QuoteEEnd-->
I dont think that blood splats is sent from server, cause i can show that sometimes blood splats, but no number.
Server tick constant 30. Recorded with constant 60fps. And I let the splats enought time to show up, I just cut the relevent seconds cause of my strong limited upload.