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Forum: All Forums : Soldier of Fortune
Category: SoFII General
General game questions, comments and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Why do projectiles disappear
aggies04~rb
General Member
Since: Dec 23, 2006
Posts: 218
Last: Dec 23, 2006
[view latest posts]
Level 4
Category: SoFII General
Posted: Monday, Jul. 8, 2002 01:39 pm
Quote (RagHeAd AtHEisT @ July 07 2002, 10:26 pm)
You guys, this problem exists in practically every online MP game. It's not a big deal for me.

Name me one game where you and another player can both shoot each other's heads off at the same time with the same gun...I know I can't think of one.

The grenades usually continue to go off even when u die, and ive gotten knife kills by hitting someone with a thrown knife even after I've been killed. It all depends on ping, packetloss, server, ect.

I did one time in TFC. We were both snipers and we killed eachother at the same time. That was the only one time in the only game.
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Fluke~rb
General Member
Since: Dec 23, 2006
Posts: 280
Last: Dec 23, 2006
[view latest posts]
Level 5
Category: SoFII General
Posted: Monday, Jul. 8, 2002 01:58 pm
Quote (ReverendTed @ July 08 2002, 01:10 am)
It sounds like what you're describing is the effects of client-side prediction of events being out-of-synch with the server.
Yes, if you do something that is handled locally and the server receives the "you got killed" event before it receives your action, then it's not going to register your action.

Well to me that is a problem. I get this quite frequently. Sure I can handle dying but not when I shot before the other party has and I die and my shell does nothing to the enemy. Same goes with nades.

We are all playing in a delayed environment. Easy to test is shoot the wall and "wait" for the bullets to hit the wall. I think this is the best. Or how about shooting ahead of a person to hit them?? #### that's one good engine. Only Q3 and Q2.

I wish it were as simple as put the crosshair on the target and shoot. Unfortunately that's not the case, now it is computing the 'prediction'. rofl.
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Apoxol~rb
General Member
Since: Dec 23, 2006
Posts: 2139
Last: Dec 23, 2006
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Level 8
Category: SoFII General
Posted: Monday, Jul. 8, 2002 04:44 pm
Yes, client side prediction can do that.  This has nothing to do with anti-lag, etc though.  Anti-lag is only for bullet weapons and is 100% server side.
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Fluke~rb
General Member
Since: Dec 23, 2006
Posts: 280
Last: Dec 23, 2006
[view latest posts]
Level 5
Category: SoFII General
Posted: Monday, Jul. 8, 2002 04:59 pm
would it not serve properly to indicate this problem on the screen? Or would it cause you guys more problems? I personally think I should know by some indication that my prediction is all Fookered up. At least then I know when to aim ahead of someone.

I have a pretty #### good cable connection, and I honestly fail to see how I can suffer from this.

Either way, I see the result of this being lots of problems already discussed on the board.

Just yesterday I witnessed the following. We all had pings under 80, lagometer was looking really good too, and I am spectating behind one of the players on my clan, Prallski, and he is waiting for this guy to lean around the post so he can cash in with his AK and take the guy out. So the guy eventually pokes his head out and despite seeing the bullets land on the wall behind the guy, he took 2 full clips from his AK and survived to kill Prallski with the Heavy Machine gun which has worse aim. I thought this was hilarious but sad at the same time.

I think there is definitely a hit box problem in this game. For one, I do know that if you don't hit a person Smack-Dab in the middle of the head you wont score a hit. I've tested it myself. For example, a guy is standing sideways and you aim behind his ear to the back of his head. No blood, no damage. Bullets go right thru. Leaning screws up all of the headshots and you essentially have to shoot for the chest to score a reasonable amount of damage.

This mixed in with client-side and anti-lag makes for one big huge mess. Hopefully will be fixed.
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Firestorm~rb
General Member
Since: Dec 23, 2006
Posts: 1293
Last: Dec 23, 2006
[view latest posts]
Level 8
Category: SoFII General
Posted: Monday, Jul. 8, 2002 05:06 pm
Quote (Fluke @ July 08 2002, 12:59 pm)
would it not serve properly to indicate this problem on the screen? Or would it cause you guys more problems? I personally think I should know by some indication that my prediction is all Fookered up. At least then I know when to aim ahead of someone.

I have a pretty #### good cable connection, and I honestly fail to see how I can suffer from this.

Either way, I see the result of this being lots of problems already discussed on the board.

Just yesterday I witnessed the following. We all had pings under 80, lagometer was looking really good too, and I am spectating behind one of the players on my clan, Prallski, and he is waiting for this guy to lean around the post so he can cash in with his AK and take the guy out. So the guy eventually pokes his head out and despite seeing the bullets land on the wall behind the guy, he took 2 full clips from his AK and survived to kill Prallski with the Heavy Machine gun which has worse aim. I thought this was hilarious but sad at the same time.

I think there is definitely a hit box problem in this game. For one, I do know that if you don't hit a person Smack-Dab in the middle of the head you wont score a hit. I've tested it myself. For example, a guy is standing sideways and you aim behind his ear to the back of his head. No blood, no damage. Bullets go right thru. Leaning screws up all of the headshots and you essentially have to shoot for the chest to score a reasonable amount of damage.

This mixed in with client-side and anti-lag makes for one big huge mess. Hopefully will be fixed.

Don't forget, in spec mode there is a slight lag, so that might be the reason. Also, SoF2 doesn't use hit boxes, per pixel hit detection.
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Fluke~rb
General Member
Since: Dec 23, 2006
Posts: 280
Last: Dec 23, 2006
[view latest posts]
Level 5
Category: SoFII General
Posted: Monday, Jul. 8, 2002 05:22 pm
well the per-pixel damage is buggy. I put a $50 on it.

Of course spectator mode is a little behind, but what I saw and how he reacted are both the same.

WTF he wouldn't die! I put 2 whole clips in his head.

Pretty much describes what I saw.
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Firestorm~rb
General Member
Since: Dec 23, 2006
Posts: 1293
Last: Dec 23, 2006
[view latest posts]
Level 8
Category: SoFII General
Posted: Monday, Jul. 8, 2002 05:30 pm
Quote (Fluke @ July 08 2002, 1:22 pm)
well the per-pixel damage is buggy. I put a $50 on it.

Of course spectator mode is a little behind, but what I saw and how he reacted are both the same.

WTF he wouldn't die! I put 2 whole clips in his head.

Pretty much describes what I saw.

Could it be lag? Packet loss?
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Fluke~rb
General Member
Since: Dec 23, 2006
Posts: 280
Last: Dec 23, 2006
[view latest posts]
Level 5
Category: SoFII General
Posted: Monday, Jul. 8, 2002 06:22 pm
Nope, and our pings were well under 100. At least on my Lagometer I wasn't seeing problems.

He always has a good connection on this server.

I don't want to go to the point of taking demo's, but if it is needed, I do it if it will prove it. Or practice yourself, shoot different areas of a persons head with like ak or pistol. Only the center portion registers a hit. Also aim at persons body parts, like from 50ft. Shoot for the shoulder, oh wait, no marks.
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