GoldenEye: Source Forums

Debriefing => Bug Reports & Fixes => Topic started by: Ouromov on February 21, 2010, 02:44:26 pm

Title: [Bug] Hit Detection
Post by: Ouromov on February 21, 2010, 02:44:26 pm
i played beta 4 several hours and it's great, BUT the hit detection is really f*cked up  >:(
sometimes players seem to be bulletproof, they even survive headshots with golden gun. it's not because of lag, i heard many other ppl complaining about the weird hit detection.

this is extremly annoying and should be fixed asap.
Title: Re: [Bug] Hit Detection
Post by: killermonkey on February 21, 2010, 03:01:29 pm
Welcome to online games. I can fix it but i need 1 billion dollars to make sure the entire world runs on fiber optic one-line connections straight to everyone's doors. Fuck routers and all that jazz, everyone gets a fiber to everyone else so there are never any delays besides that pesky speed of light thing.

Hit detection is never going to be better then what it is now unless we switch engines. Valve's netcode isn't the best, but I tried my hardest to make it so.

There is also a lot more to games then lag. People who complain about lag don't know much about what is involved. You can have 50 ping and still have problems communicating with the server, your ping is just HOW FAST your comms are to and from the server. Each server sets what is called a tic-rate which is how often they send updates to the clients. If the tic-rate is low you receive less updates. So when it may look like you hit the person in the face, on the server it calculated differently. The more players there are in a server the less updates you'll get personally because all the other players want updates too you know. So, like I said, unless the server has a fibre connecting individually to every client there is no way around this problem.
Title: Re: [Bug] Hit Detection
Post by: Mangley on February 21, 2010, 03:12:48 pm
Like Killermonkey said, it's Valve's netcode and most online games suffer this problem in one way or another.

It's exactly the same in CS:S, TF2, HL2DM, DOD:S etc...

Really, you'll get used to it. You're not really at any disadvantage since everyone has this same issue. I got used to playing with 130 ping on beta 3.1 because it was mainly US servers were populated whilst I'm in Europe.

The only way to play without hit detection issues is with LAN. So, organise a GE:S LAN party.  :)
Title: Re: [Bug] Hit Detection
Post by: Ouromov on February 21, 2010, 03:48:51 pm
Like Killermonkey said, it's Valve's netcode and most online games suffer this problem in one way or another.

It's exactly the same in CS:S, TF2, HL2DM, DOD:S etc...
no its not! i have no issues with hit detection in TF2 or HL2DM.

it seems, in GES u see blood spatters even when u haven't hit the enemy.

thx @ killermonkey for explaining tic-rate. apparently, all ges servers have low tic-rates  :-\
Title: Re: [Bug] Hit Detection
Post by: VC on February 21, 2010, 04:05:07 pm
I've been playing on 66 tickers and I have hit reg problems.  I have the exact same in TF2 or L4D.  It's Source engine's incomplete lag compensation system.  Nothing we can do about it.
Title: Re: [Bug] Hit Detection
Post by: Wake[of]theBunT on February 21, 2010, 04:08:42 pm
We gave you the explanation that is 100% true, believe us or not we dont mind, but don't continue to argue the viewpoint you have which is clearly inferior to our knowledge base.

This post is like going to a tech support forum and saying they dont know anything once 5 guys diagnose your issue.
Title: Re: [Bug] Hit Detection
Post by: killermonkey on February 21, 2010, 04:10:44 pm
Blood splatters are shown immediately because 95% of the time you DID hit the enemy. If they were sent by the server there would be a VERY noticeable delay when you fire the gun and the blood shot out. I guarantee to you TF2 and HL2DM do the exact same thing since they are based off this exact same code base.

The difference is in the accuracy of prediction (which TF2 is much better then their released SDK). In between server updates players are predicted on your end as to where their position MAY be based on their previous velocity, etc.etc. When you get an update from the server that update overrides the prediction and the player appears to teleport (if the prediction on your end is bad or way out of date).

Just play the mod and enjoy it. Ignore the 5% of the time your shots aren't registered correctly and move on. It is not getting any better no matter how much you cry about it, sorry.
Title: Re: [Bug] Hit Detection
Post by: keefy on February 21, 2010, 05:24:43 pm
Mumble grumble moan whine whinge etc.

I noticed it seems to favour the higher ping players slightly.
I empty entire clips into players chests and nothing then they manage to somehow headshot me with a  knife from 15 feet away. :(
Then the next game its as if I cannot miss.  It seems random at the best of times.
Blood spaltters I am used to.

Got similar issues with Adrenalinegamer2 mod

HL2DM doesnt suffer anwher near as bad.

The only reason ticrate will decrease when there are alot of players is when the CPU isnt powerfull enough to generate the required tics its not because the ticsgets split between all the other players.  If server is 66tic then 66 tics get sent to every player (if their config allows)
http://www.jason35.com/netcode.htm
Title: Re: [Bug] Hit Detection
Post by: VC on February 21, 2010, 07:47:35 pm
High ping gives advantage with first-strike melee, corner, and door combat.  High ping is a disadvantage in open areas, when using physics weapons like UFO and Throwing Knife, and in LTK.