Skulk hitboxes & look animation bug (hit reg issue)

rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
edited February 2012 in NS2 General Discussion
<div class="IPBDescription">video attached</div>So my friends and I decided to hop on an empty server and see if we could see whats up with the hit reg and seemingly "lost" bullets when shooting skulks. I know this issue is discussed in the other thread but I believe we've found the problem.

<a href="http://youtu.be/MPladWeenvI?hd=1" target="_blank">Here's the video.</a>

In the beggining of the video the skulk (me) will stand stationary and simply turn to look another direction. The model moves but the hitbox does not...so the hitbox seems correct but the model seems to be turning when it shouldn't be. In the second part I am doing the same thing, but then I walk straight at the Marine and stop, and my hitbox re-aligns with my model. You can see the model jerk around to correct itself when I do this.

So, what I believe is happening is anything with a "look" animation severely messes up the hitboxes. The model will appear to be facing a completely different direction than the actual hitbox and it therefore seems like your bullets are just getting lost/not registering. The hitbox seems to be correct from the skulk's point of view, but the model looks like it's facing a totally different direction to marines and anyone else. The model and the actual hitbox get off-sync. You even get blood shooting off the alien when you hit the model even though you aren't actually even hitting the hitbox and so this is particularly misleading.

The skulk is by far the worst culprit for this, but anything with a look animation seems to be affected...we tested the Onos and while not quite as bad, this was present with him as well. The fade seemed fine because he does not seem to have a look animation.


edit for HD video and fixed my wording :P

Comments

  • MasterPTGMasterPTG Join Date: 2006-11-30 Member: 58780Members
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    Well ######. That sounds like it might be right on the money.
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    +1
    great find, well done
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    this probably explains why sometimes you get a kill even though you're shooting at empty air, and why several times you might feel like you put enough bullets/shotgun shells into a skulk but it stays alive.. nice find.
  • Visor1Visor1 Join Date: 2012-01-13 Member: 140300Members
    +1

    While this does seem to be the likely cause, is it likely that people are doing this in combat without realising? Also you should test to see if the looking away affects skulk bites landing. If it does it would explain the hit rego weirdness of this patch.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
  • SkieSkie Skulk Progenitor Join Date: 2003-10-18 Member: 21766Members, NS2 Playtester, Reinforced - Shadow
    This explains everything.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Very helpful, thanks. We're on it.
  • {LoC}Blue_Leader{LoC}Blue_Leader Join Date: 2012-02-06 Member: 144025Members, Reinforced - Diamond, Reinforced - Shadow
    Great find! It's good to see that I wasn't going crazy.
  • JuCCiJuCCi Join Date: 2011-08-08 Member: 114961Members, NS2 Map Tester
  • arualarual Join Date: 2005-03-12 Member: 44989Members
    Great find. Can't wait to see what marines feel like post-patch.
  • tocztocz Join Date: 2012-02-12 Member: 145070Members
    When this bug is fixed Marines will be extremely powerful early game. Might work out because getting a second hive is way too easy with close proximity spawn points as is.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    job well done!
    you hit the nail on the head, man!
    video was most helpful too
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Thanks for reporting this, it is fixed for Build 196. I don't think it will have much effect on combat though, since it would only happen when the Skulk was standing still.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited February 2012
    Btw. there is also some animation problems on marine weapons...

    - The shotgun can fire a bit faster while you move forward(you can also jump if you want; you need to spam click attack as fast as possible)
    Or it shoots slower while standing still, who knows. (atk speed seems the same if i just press and hold, no matter if i walk or stand)

    - <!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->The pistol, shotgun, axe (maybe more weapons<!--colorc--></span><!--/colorc--> - i also didnt test aliens) <!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->have a fire delay after you jump<!--colorc--></span><!--/colorc--> and click/shoot at the wrong time... ~0.5-1s. (if you just make a quick click and release it doesnt even shoot/swing at this moment => you either need to press and hold until it shoots or click spam until it shoots. The axe has an additional feature - if you time it right it freezes the animation until you release the mousebutton, also release only resets it so you have to click again to swing)

    I can upload a video if you want.

    Jumping an essential dodging mechanic to not get instakilled as marine in closecombat. (especially if you are behind with armor upgrades)
    This bug killed me many times => delay makes you miss or at least give the alien the time for the last hit/swing (but at least this thread made me figure out what is causing the delay so i can time jump more carefully now until its fixed)
  • comp_comp_ Join Date: 2011-06-27 Member: 106656Members
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    good job! I wonder if you are able to find any other bugs like that? other classes, moving etc.
  • rw_nzrw_nz Join Date: 2012-02-08 Member: 144428Members
    <!--quoteo(post=1903277:date=Feb 14 2012, 11:05 PM:name=Koruyo)--><div class='quotetop'>QUOTE (Koruyo @ Feb 14 2012, 11:05 PM) <a href="index.php?act=findpost&pid=1903277"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- The shotgun can fire a bit faster while you move forward(you can also jump if you want; you need to spam click attack as fast as possible)
    Or it shoots slower while standing still, who knows. (atk speed seems the same if i just press and hold, no matter if i walk or stand)

    - <!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->The pistol, shotgun, axe (maybe more weapons<!--colorc--></span><!--/colorc--> - i also didnt test aliens) <!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->have a fire delay after you jump<!--colorc--></span><!--/colorc--> and click/shoot at the wrong time... ~0.5-1s. (if you just make a quick click and release it doesnt even shoot/swing at this moment => you either need to press and hold until it shoots or click spam until it shoots. The axe has an additional feature - if you time it right it freezes the animation until you release the mousebutton, also release only resets it so you have to click again to swing)<!--QuoteEnd--></div><!--QuoteEEnd-->

    I have to say I thought it was all in my head that the shotgun didnt fire 'correctly' all the time.... It seemed to be slower between shots occasionally, leading to missing (blank fire) and thus generally death :)
  • Mkk_BitestuffMkk_Bitestuff Join Date: 2003-01-17 Member: 12407Members
    Someone should make a counter that calculates hits with the rifle client and server side, as it still feels like hit registration is off.
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