3.05

[Deleted User][Deleted User] Join Date: 2003-11-28 Member: 23688
edited June 2005 in NS General Discussion
<div class="IPBDescription">sorry if answerd</div> sorry if this has been asked b4 but i see a few 3.05 servers, all i have heard being tested is "hitboxes"

could anyone be a little bit more specific about whats being tested? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
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Comments

  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    the hitbox now orients to the model correctly :o

    its like CM testing all over again...
  • [Deleted User][Deleted User] Join Date: 2003-11-28 Member: 23688
    is it mainly for skulks then were there wall climbing then
  • urinalcakeurinalcake Can&#39;t work a sound card United States Join Date: 2002-11-08 Member: 7799Members
    so I'm suspecting 3.05 will be released widespread in a day or two?
  • BryBry Join Date: 2003-01-23 Member: 12609Members
    Atm is in private testing and the only thing thats been changed are the hitboxes.
    I doubt it will be widespread toos ono though as there does seem to be a few bugs with them still atm.

    <!--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-->
    In 3.0.5 we are rotating the hitbox correctly so marines should be able to track skulks better ( amongst other things ).  This does not solve the general problem of lag dependent hitboxes that is common to all half-life mods ( although arguably the extremely fast player speeds in NS highlight the problem a lot more than say dod or cs do ).
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    A welcome addition for sure. But not ready yet for widespread release
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    I still swear the beta 6 test hitboxes were per poly. I never had those "mysterious" errors others found with them.
  • DaJMastaDaJMasta Join Date: 2005-01-10 Member: 34750Members, Constellation
    From what zunni said on his dev corner show last week, it will be a client-side patch, and it may contain a new IP model <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • SandstormSandstorm Join Date: 2003-09-25 Member: 21205Members
    Currently skulks are hardest to hit when they are sticking to a wall, rotated to face downwards or upwards. A good tactic is to attach yourself to wall while moving up and down it, biting the Marine. This works best in cramped hallways, since the Marine can't move, or get knocked back, out of range of your bite.
  • keep_it_Gangstakeep_it_Gangsta Join Date: 2003-06-23 Member: 17632Members
    I've had the 'one shot kill bug' happen twice already with this patch.
  • urinalcakeurinalcake Can&#39;t work a sound card United States Join Date: 2002-11-08 Member: 7799Members
    i haven't listened to any of zunni's shows yet, havent had enough time, he's been bothering me with other things <!--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 he really said there may be new IP models?

    there is no need for new IPs IMHO.
  • Fatal_ErrorFatal_Error Join Date: 2005-01-15 Member: 35840Members
    *hugs low poly, low definition IP model*
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    My experiences: with a small number of players the reg absolutley rock. With more players you cant hit ANYTHING AT ALL.

    I just played a game of classic on Bry's and I had a fade WALKING at me WITHOUT carapace at west access (tanith) I unloaded as many HMG bullets I could and NOTHING, absolutley NOTHING hit.

    On the same server, 30 minutes earlier on core, I had the best reg I've ever had in NS. The game after on the same map, but with more players, reg was really ****. Then after the mapchange the reg was horrible.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    ...Am I missing something? What's this about 3.0.5?
  • daidalosdaidalos Join Date: 2004-05-23 Member: 28854Members, Constellation
    Yeah,
    today and yesterday I played a couple of rounds on Bry's and I noticed a similar thing. Sometimes the hit registration is wonderful, but sometimes I can't hit a damn thing. Looks almost like the bullets are flying through those nasty lizards.

    And what about those new IP models? I listened to Zunni's devcorner 1 and 3 but I believe he didn't menationed it, maybe in devcorner 2.
  • kalimxskalimxs Join Date: 2005-04-30 Member: 50543Members
    wait so will it be worth shooting skulks who moveup on walls yet or will it still not hit for **** on them
  • BryBry Join Date: 2003-01-23 Member: 12609Members
    Just rememebr it is a test not the final build of 3.05. The mroe feedback the betetr for the devs. Especially if anyone can get demos etc
  • tankefugltankefugl One Script To Rule Them All... Trondheim, Norway Join Date: 2002-11-14 Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
    Ok, to clear up some confusion:

    3.0.5 is a test build with a bug fixed in the "new" hitbox code tested in b6. This bug was very elusive and never properly identified, but the one absolute confirmed case of the bug was when a fade standing close to a wall in a marine endgame was not hurt by marine bullets. The fade stood still. What made this bug elusive is the fact that the hitreg perfectly matched the hitboxes (use a model viewer to see them) most of the time, with rare occurances where the alien would not get hit by the bullets.

    This bug was most probably NOT related to other reg issues people often notice, caused by 1) mismatching rate settings, 2) packet loss or "ping spikes", 3) low server FPS, 4) mismatches between server and client prediction because of high speeds.

    IF 3.0.5 is released to the public, it will NOT be a client side patch, and it will NOT include any models.

    There will be a lot of "Phantom Sightings" of old and new bugs that may or may not have anything to do with this "new" hitreg. This 3.0.5 will most probably NOT fix any of the following: 1) getting killed "around corners", 2) hit registration faults due to low server fps/high server load, mismatching rate settings, packet loss, ping spikes or prediction mismatches (see above), 3) "one-shot-kills" (damage is 100% unrelated to the hitboxes), 4) "false blood" or "sparks" (as blood is a direct indication of a damage being dealt, if it's not, it's very probably unrelated to the hitreg code, and sparks is a client side prediction effect unrelated to the damage dealt).

    What we really need is documented feedback of unwanted effects, or the manifestation of the b6 bug where the hits would not register. Demos are VERY useful here, as well as your rate settings, the server, map, time, and so on.

    The reason why we can't rely on the one-liners claiming they had bad hitreg (or other bugs) is because people do that all the time on 3.0-3.0.4 anyway, so filtering out what is valid and what is invalid 3.0.5 is a very hard job.

    Also note that this hitreg ONLY related to the LMG, Pistol, HMG, Shotgun and Parasite.
  • kalimxskalimxs Join Date: 2005-04-30 Member: 50543Members
    edited June 2005
    so can we confirm/deny if wallwalking won't be bugged as much, and people will stop using it to avoid reg?
  • milk1milk1 Join Date: 2004-06-30 Member: 29635Members
    its about time they fix hitboxes... that shoulda' been fixed before 3.0 "Final" was released
  • tankefugltankefugl One Script To Rule Them All... Trondheim, Norway Join Date: 2002-11-14 Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
    kalimxs: "new" hitboxes should be correctly rotated to the skulk model, yes.
  • Jmmsbnd007Jmmsbnd007 Join Date: 2002-11-24 Member: 9793Banned, Constellation
    <!--QuoteBegin-DarkFrost+Jun 6 2005, 12:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkFrost @ Jun 6 2005, 12:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I still swear the beta 6 test hitboxes were per poly. I never had those "mysterious" errors others found with them. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    The biggest issue that I had with the beta 6 hitboxes was that I could have a skulk walk right up to me, and I'd blast him in the face with a level 3 shotgun. It would go right through him. This happened at least 10 times to me, and possibly to others, too.
  • tankefugltankefugl One Script To Rule Them All... Trondheim, Norway Join Date: 2002-11-14 Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
    <!--QuoteBegin-JmmsbndZeroZeroSeven+Jun 7 2005, 12:03 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JmmsbndZeroZeroSeven @ Jun 7 2005, 12:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-DarkFrost+Jun 6 2005, 12:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkFrost @ Jun 6 2005, 12:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I still swear the beta 6 test hitboxes were per poly. I never had those "mysterious" errors others found with them. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    The biggest issue that I had with the beta 6 hitboxes was that I could have a skulk walk right up to me, and I'd blast him in the face with a level 3 shotgun. It would go right through him. This happened at least 10 times to me, and possibly to others, too. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    The hits were never per-poly, the "new" hitreg registers the hitboxes connected to the model itself.

    JmmsbndZeroZeroSeven: That was probably a manifestation of the bug. FInd a server with 3.0.5 and try to reproduce it with demos.
  • ZunniZunni The best thing to happen to I&amp;S in a long while Join Date: 2002-11-26 Member: 10016Members
    Allow me to clarify...

    The initial implementation was 2 items, this has been since changed to one (hitboxes). The other change (still slated for 3.1 as far as I know) was what required it to be a client side patch.

    The changes to the IP, including new model, difference between deployed/non-deployed, etc, are something coming for 3.1... I never said it was a 3.0.5 change.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    To re-iterate what tanke already said very eloquently:

    The currently distributed builds of 3.0.5 are <i>test</i> builds. They are not final, there is not an ETA for the final build at this point. No balance tweaks or other code changes have been included in the update.

    If you encounter problems with the hit registration on one of the servers running the testbuilds, check tanke's list of stuff we did not fix. If it is not among them, please look into filing a report.

    Thanks for your time.

    <!--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-->its about time they fix hitboxes... that shoulda' been fixed before 3.0 "Final" was released<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    It's a credit to our coders' abilities that you more or less assume they could have fixed that bug had they not been too lazy / stubborn / spiteful. The matter of fact is that we had no idea what caused the hitreg issues when we released 3.0f. Indeed, it's possible that we still don't know.
    So, you have a choice: No new version of the game at all, or a version with old hitreg. Take your pick.
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    I actually think the old hitreg is fine, but i havent even seen the new ones in action yet, so meh.
  • TheMunch8TheMunch8 Join Date: 2004-03-03 Member: 27080Members, Constellation
    I agree with Nem0. I would rather have it stayed with the same hitboxes with a new realease then have another HUGE delay on it waiting for them to figure out what was wrong. Remember, The devs want to fix it as fast as we want it fixed. Sometimes its just hard....not knowing what to fix.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-WaterBoy+Jun 6 2005, 07:20 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WaterBoy @ Jun 6 2005, 07:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I actually think the old hitreg is fine, but i havent even seen the new ones in action yet, so meh. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I dissagree... it's REALLY REALLY FRIGGING BAD!
  • Cloud_KingCloud_King Join Date: 2002-11-18 Member: 9154Members
    When is it coming out?
  • Real_PUAReal_PUA Join Date: 2005-03-23 Member: 46255Members
    Its obvious the devs are working hard..so umm keep it up! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • Shadow_SporkShadow_Spork Join Date: 2005-01-07 Member: 33306Members
    <!--QuoteBegin-Kissle+Jun 6 2005, 08:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kissle @ Jun 6 2005, 08:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> When is it coming out? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    When it's complete. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->

    Like what they always say: All good things come to those who wait.
  • surprisesurprise Join Date: 2003-01-16 Member: 12382Members, Constellation
    meh wants new hitoxes <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->

    they were extremely cool, i too didnt notice that many problems...
    or i give the fault for not killing them me >_>
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