Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Tiberian Technologies / Blackhand Studios » Tiberian Technologies Forum » Projectile tracers invisible
Projectile tracers invisible [message #490911] Mon, 27 July 2015 03:35 Go to next message
Neijwiert is currently offline  Neijwiert
Messages: 124
Registered: October 2009
Karma: 0
Recruit
For some reason since 4.2 I'm having an awefull lot of problems with seeing projectile tracers. It's like the client and server are out of sync. The client doesn't even see the tracer, but you still receive damage.

For example: You walk around and all of the sudden you start getting damaged, but you don't hear any sound or get the damage animation/red circle and then you see a stank revealed somewhere. You then notice it was shooting at you but you don't see any bullets flying around.

I will try and get some footage with this to make it more clear in what i mean.
Re: Projectile tracers invisible [message #490912 is a reply to message #490911] Mon, 27 July 2015 04:31 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
Messages: 5795
Registered: June 2004
Location: England
Karma: 0
General (5 Stars)
Tracers are not actually network objects, each client generates their own tracers for ALL weapons based on knowing the weapon state (firing / not firing) and orientation

If you're not seeing tracers it suggests your client hasn't been notified that the weapon is in the firing state.


http://steamsignature.com/card/1/76561197975867233.png

[Updated on: Mon, 27 July 2015 07:49]

Report message to a moderator

Re: Projectile tracers invisible [message #490915 is a reply to message #490911] Mon, 27 July 2015 07:40 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
Messages: 3809
Registered: July 2006
Location: USA
Karma: 6
General (3 Stars)
More than what you saw in previous version of Renegade?

Re: Projectile tracers invisible [message #490916 is a reply to message #490915] Mon, 27 July 2015 08:10 Go to previous messageGo to next message
Neijwiert is currently offline  Neijwiert
Messages: 124
Registered: October 2009
Karma: 0
Recruit
Jerad Gray wrote on Mon, 27 July 2015 07:40

More than what you saw in previous version of Renegade?

Yes
Re: Projectile tracers invisible [message #490936 is a reply to message #490911] Thu, 30 July 2015 14:16 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
Messages: 358
Registered: March 2014
Location: United States
Karma: 0
Commander
I've noticed this being a bit more frequent, especially on the stock turrets. This regression from what I have noticed occured pretty late in the development sometime after march if I recall correctly.
Re: Projectile tracers invisible [message #490941 is a reply to message #490936] Fri, 31 July 2015 08:35 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
Messages: 3809
Registered: July 2006
Location: USA
Karma: 6
General (3 Stars)
dblaney1 wrote on Thu, 30 July 2015 15:16

I've noticed this being a bit more frequent, especially on the stock turrets. This regression from what I have noticed occured pretty late in the development sometime after march if I recall correctly.

So the reload syncing is probably the cause then.

I assumed we'd see a little trade off here, less fake bullets flying from clients that are actually reloading and not shooting, more invisible hits from clients that just finished reloading and started firing at other players.

All chop off about 1/4 of a second off of the remaining reload time of all objects that have had their reload synced, we'll see if that cleans it up.


[Updated on: Fri, 31 July 2015 08:51]

Report message to a moderator

Re: Projectile tracers invisible [message #490943 is a reply to message #490911] Fri, 31 July 2015 11:32 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
Messages: 5795
Registered: June 2004
Location: England
Karma: 0
General (5 Stars)
For weapons with only a single unit of ammo per clip, I suspect the reload syncing might result in them always being considered to be reloading? Worth considering whether they need to be a special case...

http://steamsignature.com/card/1/76561197975867233.png

[Updated on: Fri, 31 July 2015 11:32]

Report message to a moderator

Re: Projectile tracers invisible [message #490959 is a reply to message #490911] Sat, 01 August 2015 10:54 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
Messages: 358
Registered: March 2014
Location: United States
Karma: 0
Commander
I agree with the 1 shot thing. It seems to happen most often with weapons with 1 clip but a super fast ROF which most of the single shot stock weapons use. It begins reloading immediately after the shot so it probably sends the clients that its no longer firing too quickly. On weapons where the rof is lower it waits the time between the shots to start reloading. A ROF of 1 would wait 1 second after the last shot to begin reloading vs the stock turret weapon which has a ROF of 100 so it begins reloading on 0.01 seconds after shooting.

[Updated on: Sat, 01 August 2015 10:58]

Report message to a moderator

Re: Projectile tracers invisible [message #490995 is a reply to message #490911] Mon, 10 August 2015 15:59 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
Messages: 4121
Registered: May 2007
Location: Riverside Southern Califo...
Karma: 0
General (4 Stars)
this has been happening to me A LOT!!!1 I posted about it bug I just got told it was lag...I would loose damage from arty without any sht, explosion,screen shake, nothing
Re: Projectile tracers invisible [message #490996 is a reply to message #490995] Tue, 11 August 2015 09:02 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
Messages: 3809
Registered: July 2006
Location: USA
Karma: 6
General (3 Stars)
I made it so single round clip weapons aren't synced regardless if this is the issue or not; its a waste of network calls if nothing else to sync a weapon that will be re-synced after shooting a round.

Changed my mind, now single clip weapons don't have their network update sent unless there is a manual reload, all other guns keep working as they did last update. Originally I was going to make it so only manual reloads were synced; however I realized this wouldn't fix clients that joined into the game after rounds had been fired thus leaving guns un-synced.


[Updated on: Tue, 11 August 2015 09:14]

Report message to a moderator

Re: Projectile tracers invisible [message #490997 is a reply to message #490911] Tue, 11 August 2015 09:07 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
Messages: 358
Registered: March 2014
Location: United States
Karma: 0
Commander
What if the single round weapon has a script change its ammo count to higher and then reloads. This would reset it to 1 on the server but the other clients would still think it has the old ammo count.


Also, sometimes I click reload even on a 1 shot weapon. I know its weird but if I do that and then hold down the button while its reloading I think the other clients will see me fire even though I am reloading.

[Updated on: Tue, 11 August 2015 09:41]

Report message to a moderator

Re: Projectile tracers invisible [message #490998 is a reply to message #490997] Tue, 11 August 2015 09:16 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
Messages: 3809
Registered: July 2006
Location: USA
Karma: 6
General (3 Stars)
dblaney1 wrote on Tue, 11 August 2015 10:07

What if the single round weapon has a script change its ammo count to higher and then reloads. This would reset it to 1 on the server but the other clients would still think it has the old ammo count.


Also, sometimes I click reload even on a 1 shot weapon. I know its weird but if I do that and then hold down the button while its reloading I think the other clients will see me fire even though I am reloading. I am not sure this issue has anything to do with the reload fix. I have seen it before the reload fix was implemented.

Haha looks like you were one step ahead of me, should have hit post sooner, the check is only done server side, it doesn't care how much ammo the client has.

If nothing else making it not send updates for single clip ammo weapons will save a tiny bit of bandwidth.


Re: Projectile tracers invisible [message #490999 is a reply to message #490911] Tue, 11 August 2015 12:26 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
Messages: 358
Registered: March 2014
Location: United States
Karma: 0
Commander
Ok we tested this with the server side fix and it was a pretty big improvement.
Re: Projectile tracers invisible [message #491000 is a reply to message #490999] Wed, 12 August 2015 08:34 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
Messages: 3809
Registered: July 2006
Location: USA
Karma: 6
General (3 Stars)
dblaney1 wrote on Tue, 11 August 2015 13:26

Ok we tested this with the server side fix and it was a pretty big improvement.

Still it only improves single shot clips, if you were seeing a notable increase in issues with weapons that have clips bigger than 1 you should mention it now.


Re: Projectile tracers invisible [message #491113 is a reply to message #491000] Sun, 13 September 2015 19:37 Go to previous messageGo to next message
ehhh is currently offline  ehhh
Messages: 2097
Registered: December 2010
Location: UK
Karma: 0
General (2 Stars)
so is this just a server side fix?

been happening when we do 2v2s

especially with medium tanks
Re: Projectile tracers invisible [message #491114 is a reply to message #491113] Sun, 13 September 2015 19:44 Go to previous messageGo to next message
liquidv2 is currently offline  liquidv2
Messages: 3407
Registered: February 2007
Karma: 0
General (3 Stars)
ehhh wrote on Sun, 13 September 2015 21:37

so is this just a server side fix?

been happening when we do 2v2s

especially with medium tanks

were you playing with KobraOps?


liquidv2
Re: Projectile tracers invisible [message #491115 is a reply to message #491114] Sun, 13 September 2015 20:13 Go to previous messageGo to next message
ehhh is currently offline  ehhh
Messages: 2097
Registered: December 2010
Location: UK
Karma: 0
General (2 Stars)
nah i was just destroying crush

he got kinda miffed when i hs his rav without a tracer lol

i guess its pretty tough timing med shots when you dont see them :<
Re: Projectile tracers invisible [message #491126 is a reply to message #491113] Thu, 17 September 2015 12:11 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
Messages: 3809
Registered: July 2006
Location: USA
Karma: 6
General (3 Stars)
ehhh wrote on Sun, 13 September 2015 20:37

so is this just a server side fix?

been happening when we do 2v2s

especially with medium tanks

Yeah server side fix, it'll be out with the next release of 4.2. I also added some code that syncs the player's code with other players occasionally, which should reduce how often you see other players run out of ammo on your end when they actually have ammo on theirs.


[Updated on: Thu, 17 September 2015 12:14]

Report message to a moderator

Re: Projectile tracers invisible [message #491130 is a reply to message #491126] Thu, 17 September 2015 23:58 Go to previous messageGo to next message
ehhh is currently offline  ehhh
Messages: 2097
Registered: December 2010
Location: UK
Karma: 0
General (2 Stars)
ah right cool!
Re: Projectile tracers invisible [message #491139 is a reply to message #490911] Fri, 18 September 2015 18:26 Go to previous messageGo to next message
liquidv2 is currently offline  liquidv2
Messages: 3407
Registered: February 2007
Karma: 0
General (3 Stars)
You didn't get my KobraOps joke? Crying or Very sad

liquidv2
Re: Projectile tracers invisible [message #491141 is a reply to message #491139] Sat, 19 September 2015 01:49 Go to previous messageGo to next message
ehhh is currently offline  ehhh
Messages: 2097
Registered: December 2010
Location: UK
Karma: 0
General (2 Stars)
i guess his tracers were invisible because his internet was terrible?
Re: Projectile tracers invisible [message #491214 is a reply to message #490911] Sat, 26 September 2015 21:38 Go to previous messageGo to next message
liquidv2 is currently offline  liquidv2
Messages: 3407
Registered: February 2007
Karma: 0
General (3 Stars)
His tracers were always off because he had velocity hacks and his shells basically insta-traveled to their targets

liquidv2
Re: Projectile tracers invisible [message #491216 is a reply to message #491214] Sun, 27 September 2015 04:16 Go to previous messageGo to next message
ehhh is currently offline  ehhh
Messages: 2097
Registered: December 2010
Location: UK
Karma: 0
General (2 Stars)
i had no idea he cheated

lol
Re: Projectile tracers invisible [message #491218 is a reply to message #490911] Sun, 27 September 2015 05:28 Go to previous messageGo to next message
liquidv2 is currently offline  liquidv2
Messages: 3407
Registered: February 2007
Karma: 0
General (3 Stars)
He got caught in .cc using it and disappeared for a while

He showed up in Jelly Marathon one day still using it, and rather than record it I pointed out how obvious it was that his med shots were traveling across the map instantly
He then accused me of cheating when I hit his Hotwire from a distance running away with my light tank, bought another Hotwire and repaired random tanks for 5 minutes, and left the game
How often do you see clanwars guys repairing anything? It was an odd exchange


liquidv2
Re: Projectile tracers invisible [message #491225 is a reply to message #490911] Sun, 27 September 2015 12:28 Go to previous messageGo to previous message
Xpert is currently offline  Xpert
Messages: 1588
Registered: December 2005
Location: New York City
Karma: 0
General (1 Star)
KobraOps was just speculation tbh. We never technically caught him even though a lot of us thought he had velocity. During the time he played, I was running the main clanwars servers and I had a shit load of anti cheat. Caught some pretty funny moments there like DrkXfactr, bigd442, Tildeth and the best one of all, SoQAshy lol. RR also played a role so I was also able to detect *cheat name removed*users running RR. But KobraOps never came up at all. We probably didn't have velocity detection back then. I can't remember.

http://i32.photobucket.com/albums/d42/XpertMaverick/xpertyankee.jpg

Creator of NetGuard, an IRC network regulator.
Developer of the CloudyServ 0.982-X project.
Developer of the CloudyServ Ren-X bot.

Part time streamer - https://twitch.tv/gg_wonder
Previous Topic: Scripts.dll progress update
Next Topic: Back working on scripts now
Goto Forum:
  


Current Time: Fri Nov 08 08:07:47 MST 2024

Total time taken to generate the page: 0.01228 seconds