Hey - turns out IRC is out and something a little more modern has taken it's place... A little thing called Discord!
Join our community @ https://discord.gg/JuaSzXBZrk for a pick-up game, or just to rekindle with fellow community members.
same here, first i thought that's because of my sucky connection (~130 f6 ping), but it seems that i'm not the only one who noticed these problems.thePROPHET! said: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
Cratos said:Last week we finally got the very first demo of the so called "rocket bug". Now we finally got the chance to analyze the mystery (Thx to Traffy for sending us the demo)
Maybe you should first watch the demo: At Timestamp 0:36 Timeleft the Demoplayer shoots 3 rockets to the victims feet, but for "some" reason the victim does not die. Instead he is launched away into the opposite direction. Tbh when I first watched it I just thought WTF?
Well what happened there?
Fortunately Demomanager allows to watch the scene in slomo so I could take some screenshots: On the first picture below you can see the Rockets exploding at the victims feet. On the second picture we can see that the victim wasn't just lauched away, but is performing a foreward dodge.
To finally see what happened we have to watch the scene from the side (3rd picture). Keep in mind that this is what the client has seen (not what really happened on the server): The rockets are flying towards the victim. They seem to hit him at his feet. Therefore an explosion is triggered on the clients view. But for some reason the victim doesn't die but is launched towards the player. But since the clients view is some milliseconds behind the scene on the server, this is not what really happened. On the server the victim has started a foreward dodge. He has already moved foreward a little bit, so the rockets do not hit his feet. Instead they keep flying and hit the ground somewhere behind him. So the "real" explosion only gives little damage to the victim and maybe boosts his dodge a little bit. This explains why the victim doesn't die and is boosted into the wrong direction instead.
So what we have seen here is a typical "WTF" situation where every watcher would cry out "leagueAS rocket bug" but in fact it is a very regular reaction that would have happened exactly the same way in every other gametype (plain Assault or even Deathmatch).
KeKc said:Nice but anyway why to cry about this, this happens once in like 3 years
warning, some sarcasm is present.
well well, surprise innit cratos? Your explanation is (exactly) the same that happend on that demo u got from me but couldnt use because it turned out to be with 135c, except that was a side dodge. Like i said earlier, i didnt set out to prove or disprove the reported 136roxbug, but it sure is convenient how it happens to coincide with that way of explaining (the reported problems away).
Pardon, but that only covers situations where there is a dodge, and probably only when the dodge is instigated 1 or 2 ticks prior to when the collision should have occured if no dodge was executed. How about run and/or jumps? Jury still out on that one? Would be nice to hear if its dodge-only or not and even more so, why.
The next important method used is simulating an actors behaviour on the client where
possible. This applies to most projectiles (like rockets). When a projectile is fired,
the server tells the client where exactly it is spawned (created) and in which
direction it is flying. From that point on, the client simulates the projectiles
flight without any additional information from the server - the client knows the
speed, and since no direction changes happen, there is no reason why the server should
have to send the client position/movement updates. This simulation, however, is what
causes the "phantom rocket" situations where a client sees his rockets hitting another
player without the player dying when he seemingly should. The reason is simple - since
the rockets are simulated on the client, the client also decides when they "explode"
(visually - damage is of course decided on the server alone). So if the client sees
the rockets hit a player, they blow up - but our client world is not exact, especially
for other players who may have moved away a bit in the "real world" on the server
already. To sum it up - while the rockets miss the "real" other player on the server,
they hit the slightly wrong positioned player on the client. You can be sure that you
did damage if you see the other player bleed or "being bumped around" because both
the blood effect and the player momentum change are done server-side.
Its interesting for the simple fact that the explanation given fits perfectly on a 135 demo, thus it *could* be taken as evidence that there is no difference to 136.Polle said:Huh? What does a demo in 135c have to do with anything... most of the ppl complaining insist that their problems started in 136 and thats what we are seeking proof of.
listen to da poof, he's rightthePROPHET! said:Just tick the option "Remove ALL Color Codes from Chatbox" and all the annoying color spamming shit is gone.