Debriefing > Bug Reports & Fixes

Weird Hit Detection

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killermonkey:

--- Quote ---During each shot, the “hit sound” was created.  Thus, the game is registering that the players were hit, but, the damage is not being properly attributed to each hit.
--- End quote ---

Not entirely true.

If you hear the hit sound, then damage WAS given by your shot. Although the amount of damage given is not obvious.

If you want to see what goes on behind the scenes, start a localhost server, play with a bot and set "developer 1" in the console. This will print out the invulnerability and damage reports to the console.

There is absolutely nothing wrong with our hit detection or damage system. The only thing that is wrong is years of Call of Duty and Counter Strike making people think that every hit will do damage. Not true in GoldenEye.

Better explanation: http://wiki.geshl2.com/index.php/V4.2_Release_Documentation#Damage_and_Invulnerability

As a matter of fact, GES has BETTER hit detection than TF2 and other source based games. I fixed an internal issue with the way the source engine deals with tracing and hit detection. Basically, if the hitboxes of a model are outside of the bounding box of that model due to animations, they will NOT be hit. I have corrected this in v4.2 by ensuring the bounding box completely wraps the model during hit calculations.

The hit sound was added in v4.2 to let you know when you actually did damage instead of another player's invulnerability blocking the hit. In fact, you can use the damage sound to help you better time your shots so that they do not land during invuln periods. You are simply wasting your ammo.

As you clearly state, there are no hit detection issues in LTK, where invulnerability is not present. This should tell you straight away that there is nothing wrong.

killermonkey:
Editors note: I removed all the responses to this thread that were incorrect or point the "blame" towards the source engine or lag. I don't want the correct answer (see above) to be muddied with opinions or hypothetical answers.

markpeterjameslegg:
When I first joined these forums a couple of years ago I bought this up, I was convinced there was either cheating or something wrong with the hit reg and I got the same response. What killermonkey is saying is fact, the Invulnerability period is what makes Goldeneye Source unique compared with other online FPS, the amount of kills achievable by the player are not necessarily determined by the weapon they hold, but by the skill with which they use that weapon, it's very possible for someone holding a PPK to kill an RCP90 holder with well timed and accurate shots thanks to the Invulnerability Period. With patience and practice reward will come, just stick with it.

slashsarc:
Upon reviewing how the invulnerability system works, I do now have a greater understanding on how the system operates, and why it was implemented.  I can certainly understand why it is important to control fully auto spamming, like with the RCP-90 or the AR.  However, in practice, I have found that wielding a pistol against a player with one of those automatic weapons still puts you at an incredible disadvantage.  In fact, I would argue that the invulnerability period as currently configured actually works against people with pistols and works for people wielding fully auto weapons.

Allow me to explain:

If you have an RCP, it is incredibly easy to spray a player and aim at them.  However, with a pistol, you are forced to shoot in a very controlled manner.  Therefore it is highly critical for a player with a pistol to get as many hits as possible on the opponent with the automatic weapon.  But, pistols also have that invulnerability period.  Therefore, if you are on a pistol you need to try so much harder than the player with the fully automatic weapon to get well timed and well placed shots in.  Frequently, this does not happen.  Thus, I believe that for pistols, the invulnerability period should be reduced (not eliminated).  This would provide a greater amount of balance to the game, while increasing the skill level and achieving the initial purpose of the system.

In addition, I believe that the invulnerability period should be slightly reduced for players with fully auto guns as well, but not eliminated.

This also goes into why I like the LTK matches: It matters that you aim and shoot properly, not that you have a better weapon (although it certainly helps).

killermonkey:
That's a very interesting idea.

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