Invisible Magical Barrier
Sarisel
.::' ( O ) ';:-. .-.:;' ( O ) '::. Join Date: 2003-07-30 Member: 18557Members, Constellation
<div class="IPBDescription">hitbox issues exposed</div> Attached are demos made by #cri.mosis and me today, which demonstrate an 'invisible wall' around some alien lifeforms (gorge, lerk, skulk). This 'wall' absorbs projectiles, producing sparks and no damage. This seems to happen with all projectile attacks, even against marines - which is demonstrated in a seperate demo with acidrockets.
In addition, these demos show problems with the current hitboxes - hits occur when there should be misses, misses occur when there should be hits. You can do this with the lifeforms standing or moving.
Reproduction (invisible magical barrier):
*For convenience, have some defense chambers nearby to heal up the lifeform if you shoot in the wrong place.
1. Have the lifeform stand close to you, start by shooting near the outside of the lifeform's model, then slowly move your crosshair away to the right or left, shooting a few bullets each time. You'll come to a point where you will be shooting into an invisible barrier.
2. This barrier is basically empty air. You can know that you're hitting it because none of your bullets make it to the wall - no decals at all. You'll hear the sound of bullets hitting something, but they're not.
For guidance, check where #cri.mosis shoots in the demo.
This explains why sometimes your shots get nullified, especially at close range, in exchange for a sound effect. This isn't netcode related since there is no motion going on at all. This does not explain the constant lack of hits that sometimes happen with certain players, which I am currently working on by collecting demos and analyzing.
<a href='ftp://public:public@nonoobs.com/bug1.rar' target='_blank'>demos (.rar compressed)</a>
<a href='http://www.win-rar.com/index.php?lang=eng&start=1&aid=dl&dl=wrar330.exe' target='_blank'>win-rar (if needed)</a>
In addition, these demos show problems with the current hitboxes - hits occur when there should be misses, misses occur when there should be hits. You can do this with the lifeforms standing or moving.
Reproduction (invisible magical barrier):
*For convenience, have some defense chambers nearby to heal up the lifeform if you shoot in the wrong place.
1. Have the lifeform stand close to you, start by shooting near the outside of the lifeform's model, then slowly move your crosshair away to the right or left, shooting a few bullets each time. You'll come to a point where you will be shooting into an invisible barrier.
2. This barrier is basically empty air. You can know that you're hitting it because none of your bullets make it to the wall - no decals at all. You'll hear the sound of bullets hitting something, but they're not.
For guidance, check where #cri.mosis shoots in the demo.
This explains why sometimes your shots get nullified, especially at close range, in exchange for a sound effect. This isn't netcode related since there is no motion going on at all. This does not explain the constant lack of hits that sometimes happen with certain players, which I am currently working on by collecting demos and analyzing.
<a href='ftp://public:public@nonoobs.com/bug1.rar' target='_blank'>demos (.rar compressed)</a>
<a href='http://www.win-rar.com/index.php?lang=eng&start=1&aid=dl&dl=wrar330.exe' target='_blank'>win-rar (if needed)</a>
Comments
Setting r_decals low to around 20-30 helps you see it(bullet holes from where I miss the line don't block your view as much).
Also the random factor of the gun causes it to hit sometimes (ex. hmg)
This could be tested by putting another alien lifeform at the wall where the bullets should be hitting if they weren't being blocked by this "invisible wall", and testing if it takes damage.
You can hear the bullets hitting something solid, so I don't think it's a decal bug, but even if it was it would be a decal bug too lol. I feel this is a serious balance effecting bug.
Even if an onos is behind a wall, you can shoot at the corner and still hit it?
I killed an onos with a LMG by doing this. I just shot randomly and hit something, so I kept shooting and I hear an onos die. I run out..and I see deep in the corner a dead onos body. Hitboxes can't be too big now. And the Onos needs it's Field of View fixed as well, I don't believe it matches in the head, but in the body center instead.
Doesn't really matter if you're close. It depends on the angle you're shooting at, has something to do with model rotation. Could be linked with the bigger bug that I'm working with.
<a href='http://www.aelva.nu/ns/bug1.rar' target='_blank'>Mirror</a>
Now my question: What can we do with this information, now that it's proven?
Basically why this is a serious bug is because if this region does take damage, it is acting like a shield around these aliens giving them an hp boost and taking the damage before it ever reaches the alien.
I've been wondering why some skulks(like 1 in 50) could survive 2-4 SG lvl 3 blasts that hit straight on(up close)...
-Evig
and tbh i dont think it should effect gameplay that much just people will die when they should die
To the other posts, I can definately confirm this as on many accounts I have emptied entire clips into skulks and not killed them or see much blood. I know its not the player specific HB becuase on another I account I have killed this player normally.
Balance by mystery bug is not acceptable. So what if some things have to be tweaked to make up for some anomaly? Every time a gameplay-affecting bug gets fix, balance will change.
Like rts, which have become SUPER DUPER INSANELY hard to shoot around since 3.0. I've pistoled at a the head of fades standing behind rts only to see the bullets spark off the rt. I then cry.
Bullets just disappear like this.
Balance by mystery bug is not acceptable. So what if some things have to be tweaked to make up for some anomaly? Every time a gameplay-affecting bug gets fix, balance will change. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Thats exactly what I meant, the skulks will need some pretty big buffs, or some buff along with a LMG-nerf for the balance to stay equal.