Invisible Magical Barrier

SariselSarisel .::' ( 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>
«1

Comments

  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    <img src='http://www.auctionphotobank.com/upload/108404041242.jpg' border='0' alt='user posted image' />
  • YumosisYumosis Join Date: 2003-01-12 Member: 12222Banned
    edited May 2004
    Basically the demos are a little long, but it shows a point where if aimed at right, the bullets fired do not hit either the model or the backing behind it, they just seem to disappear.

    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)
  • The_SpectreThe_Spectre Join Date: 2002-11-18 Member: 9212Members
    Are you sure this is something that is really happening according to the server, and not just something weird the client is doing with the decals?

    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.
  • YumosisYumosis Join Date: 2003-01-12 Member: 12222Banned
    In the demos all aliens except for onos are tested, we even tested it with acid rocket, it still happens.

    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.
  • PetcoPetco Join Date: 2003-07-27 Member: 18478Members, Constellation
    *Sort of off topic* A skulk walking on top of the ceiling and an onos comes running back and it's like 5 feet away from the skulk but the skulk blocks the onos and the onos needs to crouch. Big hitboxes for onoses. *Sort of off topic*
  • TeRaH_uNiTTeRaH_uNiT Join Date: 2003-11-25 Member: 23551Members
    I bet if you tried this in a earlier version of ns what do you thingk you would see? sparks maybe?
  • LichoLicho Join Date: 2002-11-02 Member: 3858Members, NS1 Playtester
    It happens even with bite, i thought it's common knowlege.. If you are extremely close to enemy, this sometimes happens..
  • Paranoia2MBParanoia2MB Join Date: 2002-11-09 Member: 7832Members
    Hmm, reminds me of this little bug with an onos.

    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.
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    <!--QuoteBegin-Licho+May 9 2004, 03:48 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Licho @ May 9 2004, 03:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It happens even with bite, i thought it's common knowlege.. If you are extremely close to enemy, this sometimes happens.. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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.
  • YumosisYumosis Join Date: 2003-01-12 Member: 12222Banned
    Demo mirror
    <a href='http://www.aelva.nu/ns/bug1.rar' target='_blank'>Mirror</a>
  • TyrNemesisTyrNemesis trigger_CUT&#33; Join Date: 2003-09-17 Member: 20942Members, NS1 Playtester, Contributor, Constellation
    Grep and I managed to reproduce this last night. There is indeed a certain point at which you can shoot an alien and do no damage.

    Now my question: What can we do with this information, now that it's proven?
  • grepdashvgrepdashv Lord of the Bugs Join Date: 2002-11-13 Member: 8487Members, Retired Developer, NS1 Playtester
    Well, more specifically, there was a very, very, small area *near* the alien that would not create a blood splat or a bullet mark on the far wall. Now that I think about it, we forgot to test with a structure behind the player to see if it's simply a decal issue.
  • SasukeSasuke Join Date: 2003-07-25 Member: 18414Members
    there's also a part in the demo that shows him shooting through the front leg of the skulk. minor, but worth noting.
  • YumosisYumosis Join Date: 2003-01-12 Member: 12222Banned
    I think these 2 bugs are related, but I'm not sure <a href='http://www.unknownworlds.com/forums/index.php?showtopic=70356' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=70356</a>
    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.
  • InSaInEInSaInE Join Date: 2004-02-02 Member: 25954Members
    Yumosis i agree strongly with the fact that these 2 bugs are indeed related. I think that this was the major cause of the shotgun bug. If these 2 are somehow related it would be worthwhile noting.
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    If this is fixxed, then we will have some serious balance issues, since marines will pwn.
  • ZunniZunni The best thing to happen to I&amp;S in a long while Join Date: 2002-11-26 Member: 10016Members
    Perhaps I just don't get it.. You aren't hitting the alien, you aren't hitting the wall behind. Is the issue that aliens behind this "invisible wall" aren't getting hit?
  • YumosisYumosis Join Date: 2003-01-12 Member: 12222Banned
    Yes, the barriers could be used to take damage before it reaches the alien. The demo only shows one way to find the barrier, if its really there then it could move to other places, especially with the skulk (model rotation), which is why I think this and Player-specific Bugged Hitboxes thread are related.
  • InSaInEInSaInE Join Date: 2004-02-02 Member: 25954Members
    Yep I definatly agree that the PSHB and this are related.
  • EvigEvig Join Date: 2004-04-29 Member: 28305Members
    Thanks guys for taking your time in identifying this absolutely annoying problem. It's definately a HB problem.

    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
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    Haven't heard anything about this problem for a while, so here's a <a href='http://saltzbad.250free.com/hitboxes1.rar' target='_blank'>hotlink</a> to a demo that Superfreak from |Co-NS| took of the effect.
  • JacKnifeJacKnife Join Date: 2004-03-12 Member: 27302Members
    edited May 2004
    Me and Xeero were fondling around on the server and found i think the whole invisible wall and the actual skulk the bullets only seemd to hit the front and back of the skulk but the sides were untouched i tihnk i have a screeny sumwhere

    and tbh i dont think it should effect gameplay that much just people will die when they should die
  • Renegade.Renegade. Join Date: 2003-01-15 Member: 12313Members, Constellation
    To the person who posted the Onos gettin hit around the corner, this is simply because the onos hitbox extends slightly beyond the model, so even though the "model" is behind the corner, the hitbox may still be exposed.
    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.
  • the_holethe_hole Join Date: 2004-01-03 Member: 25019Members, Constellation
    Also, I know this is rather late, but there are collision boxes around all buildings, that when something as small as a skulk are biting, you can pistol a skulk, but the collision box absorbs the bullets that should be hitting the skulk, producing no damage to the skulk.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    <!--QuoteBegin-coris+May 11 2004, 09:23 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coris @ May 11 2004, 09:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If this is fixxed, then we will have some serious balance issues, since marines will pwn. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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.
  • Lt_HendricksonLt_Hendrickson Join Date: 2003-03-21 Member: 14761Members
    <!--QuoteBegin--|HN|-_Prodigy_+Jun 16 2004, 06:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-|HN|-_Prodigy_ @ Jun 16 2004, 06:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Also, I know this is rather late, but there are collision boxes around all buildings, that when something as small as a skulk are biting, you can pistol a skulk, but the collision box absorbs the bullets that should be hitting the skulk, producing no damage to the skulk. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    thats because the fade is crouching =o
  • Lt_HendricksonLt_Hendrickson Join Date: 2003-03-21 Member: 14761Members
    that was sort of just 1 example. Skulks can practically stand on top of rts and you can't hit them. I could have sworn once I saw one flip me the finger then continue chomping like I wasn't there.
  • comradecomrade Join Date: 2003-11-30 Member: 23774Members
    If you spawn in the water on co_core as a skulk and don't move then you can only get hurt by either grenades or knife.

    Bullets just disappear like this.
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    <!--QuoteBegin-taboofires+Jun 18 2004, 08:22 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (taboofires @ Jun 18 2004, 08:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-coris+May 11 2004, 09:23 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coris @ May 11 2004, 09:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If this is fixxed, then we will have some serious balance issues, since marines will pwn. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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.
Sign In or Register to comment.