LeagueAS Bug?

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Largo said:
Because ppl dont turn on demorec by default on publics? and when they notice they need it its usually too late and they forget to turn it on next time they play.
About 80% of ppl do demorec their matches. Still it seems impossible to get any demo of a serious 'bug' that happens to some players all the time? <sarcastic mode>Maybe the 'bug' contains a virus that deletes it's demos to keep itself secret?</sarcastic mode>

Anyway the demos you sent me are running LeagueAS135 :X
Noone complained about problems with LeagueAS135. The complaints were that leagueAS136 introduced the 'bug' while everything was fine in 135. Seems with these demos you are proofing (by accident) the opposite of what you initially wanted to proof?
 
lol,

@ demorec i cant demorec since 136 either, my ut just crashes, tried reinstalling get the same random crashes, so now i just turned it off. With 135 i was able to record all the matches without a glitch - demomanager 3.0b.
 
Christ I got bad repped for my post about the sniper? Just trying to make a suggestion :(

About sending demos - everyone knwos the admins are really busy and I doubt anyone wants to be anal enough about it to be sending the admins big demo files every time they experience something odd.
 
Well i never found real bugs in 136 except that gives me more 20 or 30 ping then i use to have...

Lets just say that i was starting to have fun with 70 and 80 f1 pings when u came out with leagueas136 and i got back to 100 and 110 pings lol

About what i think on the demo's issue from history facts sending demos to admins = nothing

And IDC sen alot of them !

If you see someone botting or using trigger or radar u send a demo to admin and he always say :

1st: We will see the demo!

after some days:

2nd: Na m8 theres nothing there !

So well who cares ? lol funny part is that ppl we all know that use cheats keep playing lol and we all know that they use it , we even write it @ reports ...

Ah well , all in all lol with bugs or no bugs , with cheaters or no cheaters ( and i talk by my self ) we keep playing @ utassault !

Fact is that CB is worst and besides them we dont have nothing more to see ...

no go ahead and give me that bad reputation u always give Mr You_know_who_am_i_talking_with
 
I'm English and i play on DFP quite alot, the waterbug always happens to me, but even tho dfp is german serv ping is still ok for me :D
 
^A§^ said:
Well i never found real bugs in 136 except that gives me more 20 or 30 ping then i use to have...
Your are not the first one trying to blame leagueAS for your routing problems. Just switch the gametypes on the server and you will see that leagueAS doesnt affect your ping at all. Latest attempt trying to blame leagueAS for his routing problems was Anti just 2 days ago. After doing a tracert we saw that his provider routed him through NewYork...
Plz try to analyze your problems with tracert...

@Cheats
The main change of LeagueAS137 is the (requested) updated Cheatprotection that stops all avail cheats (atm it's the most secure cheatprotection in ut). You may feel very secure soon ;)
 
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Its not bloody ping related man, my ping is 40 f6 n i experience the same problems as poof does, rocket bouncing is fking irritating. 136 / 137 made is worse than it was in 135, sometimes even 4 rockets do nothing, but launch ppl straight up. STOP IT :bawling:

(and yes, it happens when i shoot ppl with a ping as low as mine)
 
Cratos said:
sobo was the one that seemed to be able to snipe without any problems....


Some questions I will never understand:

* 8 Headhots without any effect? Why did you not send a demo to an admin or developer?
* Why did we NEVER EVER receive NOT ONE SINGLE demo since the start (about 1 YEAR ago)?
i cba to send demo's / find admins / do something :p
sorry haha. just complaining here

/me runs
(i love u cratos) :Xmasgrin:
 
the time it takes to write a forum post you could of emailed a demo to the admins. If we can not see the bugs we can not fix them (unless someone has a spare magic wand)

Come on ppl help us to help you.
 
Is there any advice on getting demo manager to work?Are there known issues? Mine doesn't automatically record anymore despite the settings. Mind you, downloadable maps don't get downloaded either, or are invisible to me. Since I d/led Football I can't find it in my map selection box or the directory.

EVERYTHING'S GONE WEIRD I TELLS YA!
 
Well cratos lol when i talk i usually talk by knowing and facing the facts :D

Im telling you that in the same server with leagueAS 135 i get ping 80 f1 and with 136 or further i get 100 or 110 :D

Same server , same days ! UK Server btw !

Ill try tonight @ my CTFi clan server if that happens too ! ( since its portuguese if it happens its not a routing problem i guess )
 
i am pretty good aware of what I am talking about ;)
Contact me in icq or irc this evening and I'll try to boost up your system a bit ;)
 
about the pings etc, the routing is all gay atm, only the dog server gives me a nearly perfect ping, gameservers.net, alto gothica is a dutch server it sux pingwise. and wtf is CTFi :P
 
Cratos said:
About 80% of ppl do demorec their matches. Still it seems impossible to get any demo of a serious 'bug' that happens to some players all the time? <sarcastic mode>Maybe the 'bug' contains a virus that deletes it's demos to keep itself secret?</sarcastic mode>

Anyway the demos you sent me are running LeagueAS135 :X
Noone complained about problems with LeagueAS135. The complaints were that leagueAS136 introduced the 'bug' while everything was fine in 135. Seems with these demos you are proofing (by accident) the opposite of what you initially wanted to proof?
Didnt want to prove anything, was just trying to assist in delivering potential evidence for you to examine. I was pretty sure they were with 136, but you were sounding so mad at ppl not having demos that i wanted to slap you with one so hard that i didnt check the details and picked the only one i could remember with a rox problem. But hey, on msn u said, before getting the files, it could be just a bit of lag. Mostly i dont have the rox prob in 136 myself, more trouble with them missing alot and sometimes a feeling of firedelay and blowing them catastrophically into a wall cuz i get ass-spammed by a tm. Only really seen some launching effects maybe less than 5 times, that could not be explained by health/armor. Anyhow, if you did watch the one i was talking about you know someone was going on about lag lag lag, telling me to stop lagcheating after that single odd occurrence, but he was already annoyed for another reason.
My theory on the matter is basically that sometimes the momentum transfer happens in 1 tick and the damage gets applied 1 tick later, when the target has already been knocked quite a bit from the splash epicenter. However why that should be so, who knows. Maybe 136 runs slower than 135 making it happen more often? Maybe you ppl changed something despite claims that nothing was touched. Maybe some oher change is interfering with it. There was some trouble with rox delay in 1 or 2 of the 136 betas, and this was mentioned in those threads, so could be its not completely fixed. Maybe you could 'just' change the code so damage always comes first, launching second, then it will no longer matter if its/was down to timing what happens first or even in same tick.

back to lag, If laggy targets (sniping through ppl that should be hit) show up on demos and not just as a wrong aim, i'll try to collect some. There are definitely some ppl who consistenly require dramatically different approaches to lagprediction to be hit compared to most 'normal' ppl, without having significant ping differences, that is to say they have the same kinds of ping that low/normal lag players have.
Most annoying are those cases where u would bet alot that they were moving straight along the fire trajectory (or so close to it that it doesnt matter) for enough time before and after shot, to be hit.
Maybe 135 was the same for that, maybe it wasnt. Could be ppl using sophisticated tools for making lag or nameacheathere. So its a cynical attitude, well some ppl dont want to play fair or have severely norm-deviating definitions of fair. Abuse of netspeed and similar primitive methods should be hint enough that the desire is there but morals are lacking. Just because ppl dont get caught doesnt mean its not going on. Just reading a bit on the ut admins webpage is an education. Bot me here, hack me there, just lacking ut sourcecode for custom builtin cheats, and made-to-order and pay via creditcard webshop for the aspiring but unscrupulous player, complete with complementary set of steak knifes and a 6 months pornsite subscription, for those ordering the full deluxe suite.
Now dont fall off your chair and have a cow sideways. Psy could handle a rant like this and so can you.
 
thePROPHET! said:
Well, where to start.

I´m experiencing since months problems with playing UT on Public and Match Modes.

The problem is simple told: Everytime, or nearly everytime i shoot an enemy with a single shoot from the rocket launcher, instead of damaging him, i launch him around. Same thing happens (but rarely) even with a full load of 6 rockets!

Same goes for Sniper Rifle in water (on Bridge for example), when i´m in water, and i directly shoot the enemy, he doesnt get damaged or killed, only rarely... I see the hit exactly on my screen, but no damaging on the enemy occurs. Hellraiser can prolly confirm that, we had a small fight in water some time ago, we shoot like 15-20 sniper shoots on each other, after that we both go "WTF?"...

I don´t know how exactly i can narrow this problem down, i´m even trying a fresh UT-Install in the next days to see if it´s still there.

I have the feeling those problems where not present in 135. I can´t blame my connection, i have 40-60 F1 and 80-100 F6, so lag shouldn´t be an issue.

Is it just me or is something wrong? I hear the complaints about the rocket bug from many others too.


dont like it ,dont fookin play it moaning fooker :moon:
 
Hector said:
Mind you, downloadable maps don't get downloaded either, or are invisible to me. Since I d/led Football I can't find it in my map selection box or the directory.


theyre download to ur cache folder usually, nothin to do with 136, just open cache.ini u will see:)

Whats the point in sendin a demo where a rocket does no damage, it happened 3 years ago as well, just more often since 136, impossible to fix it. thats just assault, pings are higher there, everyone has more lag so it happens more often. Once u dont take damage, next time ur enemy doesnt so who cares, same for everyone.
 
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The ut netcode and weapons are unchanged in 136 and 137. The mechanics of netcode isnt even accesible in uscript and changing weapons isnt something youd do by accident. If you want to replace an existing class of items in the game you have to actively replace the existing ones with new modified ones.

In all the tests we have conducted there is no indication whatsoever that 136 or 137 servers tick differently than 135 servers. On a rough estimate id say that the overall server workload has increased by at most 1 percent but probably less. Also there is no reason whatsoever why anyone would ping higher on 135 than 136 and so far there has been no proven case of this.

anyway on the topic of the rl launching bug, i DO have a demo, from a trial we conducted in BiB a long time ago.
demo shows i get hit by a rocket, but, afair, i take no damage at all and certainly dotn die from it.
Just pm/query whatever if you want to study it.

Rockets doing no damage or invis rockets is because of a netcode decision by Epic. Rockets use "tearoff" replication which means that the rocket is split into a "cosmetic" one sent to clients and the "real" invisible one on the server that carries the payload. Due to lagdistortion they may detonate at v different times yielding either a "dead" or an "invisible" rocket. This phenomenon will happen in all gamemods even with 0% packetloss but more frequently at lower tickrates.

Another thing about rockets ... if someone dodges a split second before impact you will hardly be able to tell cause the dodge animation is overridden by the damage animation. Damage would be reduced obviously but because of the dodge the push factor would be greatly accelerated.

From a coders perspective there is no sane explanation why rockets should have changed at. The "tearoff" replication I mentioned above is guaranteed to supply ppl with "WTF" moments, but the trend seems to be that it is 136/137s fault.

The official stance of the dev team is:

Until someone supplies convincing evidence (through demos or experiments that can be repeaten) it is our oppinion that there is no difference between rockets in 135 or 136. That any lag or laglike effects experienced with rockets would have been exactly the same in 135 assuming the tickrate / routing / serverload / etc was the same.

We welcome any effort to shed light on reported issues. As it stands we still havent seen a single incidence of the "rocket bug".
 
[QUOTE='//3iRd(o)]As I said earlier, Polle (and possibly Cratos) will have a more technical overview on how the replication works and what factors affect it...[/QUOTE]
Told ya :P
 
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