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To Epic: Latest beta overlooks several key issues

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    #31
    Originally posted by Xyx View Post
    The code only allows the AVRiL rocket to deal 200 damage to a vehicle, so if you take 400 something is messed up and you're getting hit twice by the same rocket. I bet you don't evar see that offline, either.

    That has always been my suspicion, that it is a replication or role check error.

    Comment


      #32
      Crossposted from this thread:
      Originally posted by Xyx View Post
      Originally posted by Mr Evil View Post
      I reckon there is a collision bug that causes the hit to register twice under specific circumstances.
      That would explain the 400 damage.


      There are some code branches that will not immediately get rid of the rocket when it explodes, under UTProjectile.Shutdown -> if(bWaitForEffects). In fact, only the following projectiles have bWaitForEffects:
      • AVRiL rocket
      • Cicada rocket
      • Flak shell
      • (Non-grenade) Rocket Launcher rocket
      • Leviathan rocket
      • Rocket Turret rocket
      • Tank shell
      • SPMA shell (the big one, not the fragments)
      Ye who play online a lot...
      1. Does this "double damage" bug occur for any of the other projectiles on this list?
      2. Does this "double damage" bug also occur for any projectiles not on this list?
      3. Can server admins use console commands like set utprojectile bwaitforeffects false?
      If we identify the source of this, it would take Epic one line of code to fix it.
      If anyone could answer these three questions, please do.

      Comment


        #33
        Originally posted by cdiddy View Post
        they happen in any vehicle that moves fast. i use tank alot and have never had it happen to me. i cannot say for the darkwalker becuase i dont use it enough but i am guessing that when you move quick with the darkwalker(like climbing up stairs on sandstorm you get a slight speed boost when u get the lip) that it will do 400 because of your veolocity. i think it is good that an avril can do 400 damage and it is not random. there was a whole argument about this a long time ago. if u are flying at an avril in a raptor it will kill u. the one problem that u have already pointed out is that sometimes it will do 400 dmg when u hit the side of it. this is still due to velocity but needs looking into to see if it is acually a glitch.
        Darkwalker and speed are mutually exclusive. It's probably the slowest vehicle on the server. I think even the Levi is a little faster to move. And I wasn't moving much when I got hit by a 400 avril. I usually don't look at my damage much because I'm more busy trying to bring down the avril shooter or his next avril. I think this goes for most people. That's why almost all notice this bug only when they get killed in raptor or scorpion or fury, because they killed and are like wtf, I had more than 200 hp.

        And no, it's not the speed, I have been hit by single hit avrils when barely moving in a scorpion.
        Originally posted by cdiddy View Post
        Notice how vague each poster is in there, like saying it 'could' be from the side, head on etc. etc. No one has a definite idea and everyone is guessing based on their experiences.

        Also, I wonder if the 0 damage avril is because of the same bug or netcode not registering(like it happens for other weapons).
        Originally posted by bclagge View Post
        I agree with all points above, and I'd like to add one:

        The opposite of what bluecloud is asking for about seeing enemy names. I want an option to turn OFF all names and all node indicators on the HUD, because more often than not they obscure something important in front of me. A useful function would be a button I can hold down to bring up the indicator HUD, and have it disappear on release or toggle.
        I too really hate the HUGE plates of team mates names that block the view. But if you've played UT2k4, it shows teammate names(inc. their hp) and enemy names in a very nice manner. Maybe someone can pull up a screenshot of this. Enemy names are shown only when your crosshair is really close to them and it's not distracting at all.

        Originally posted by Kazimira View Post
        OK guys have you thought that this might be the reson for the Beta version of the patch? That this is the sort of issue thay wanted to know about? Well you told them so theres no reson for all the anger just let them fix the issues for goodness sake give epic a chance.
        With the 2.0 patch releasing in a week, I'm positive that there's zero chance that any changes will be made at this point. I think the code is frozen, but we don't what changes were made between beta and release code, so there's some chance that some of these issues were fixed, but I wouldn't count on it.

        Comment


          #34
          ******* beaurocracy! Epic could have fixed the things Showsomebore mentioned in the first post in 10 seconds.

          Comment


            #35
            I think this is how Epic feels about complaints like this:
            From Planet Unreal:

            Steve Polge:
            We certainly go read all the forums, so even when we're not posting on stuff we're constantly reading, so we've read all the feedback. Honestly, you have to have a thick skin. You have to recognise, the people who are complaining about your game are complaining because they like your game. I mean, in some way, I realise this sounds kind of weird, but even if they say they think your game sucks, they care enough to complain about it. But, you know, honestly, I've been to forums for every FPS I've played, and they all have people talking about how terrible 'whatever' is, and how they can't believe that, you know, this game is so broken, or whatever, because of whatever issue they have. And it's not to say that issues aren't valid, it's just that yeah, it really is, there's a very vocal, passionate, group of people. We can't do everything for all people, partly because of what some people are complaining about is in opposition to what other people are complaining about. Some people complain 'this' is too weak, and other people are saying it's too strong. There's no way we could ever satisfy everyone, but certainly, we listen to our community. I think people will see with the patch and the Titan pack that we've really addressed the things people were wishing for.
            I guess we ARE really the vocal minority. :/ But more information from the developers etc. would be nice, like when Mark Rein(?) took feedback about the Demo Guy bug a lot as it was originally meant as a 'feature' but it did have bugs how it was implemented and it got finally resolved thanks to his interaction. I would love if someone from Epic talked about the Avril bug or just tell us that it's a 'feature' and when it gets triggered. ANY info would be nice.

            Comment


              #36
              There are some code branches that will not immediately get rid of the rocket when it explodes, under UTProjectile.Shutdown -> if(bWaitForEffects). In fact, only the following projectiles have bWaitForEffects:

              * AVRiL rocket
              * Cicada rocket
              * Flak shell
              * (Non-grenade) Rocket Launcher rocket
              * Leviathan rocket
              * Rocket Turret rocket
              * Tank shell
              * SPMA shell (the big one, not the fragments)

              1. Does this "double damage" bug occur for any of the other projectiles on this list?
              2. Does this "double damage" bug also occur for any projectiles not on this list?
              3. Can server admins use console commands like set utprojectile bwaitforeffects false?

              If anyone could answer these three questions, please do.
              I remember my opponent who was in a tank complained that my 3 spiral rockets should not had destroyed his tank. So that probably confirms double damage bug from rocket launcher.

              Comment


                #37
                Originally posted by BlueCloud View Post
                With the 2.0 patch releasing in a week, I'm positive that there's zero chance that any changes will be made at this point. I think the code is frozen, but we don't what changes were made between beta and release code, so there's some chance that some of these issues were fixed, but I wouldn't count on it.
                Well would you look at that thay brouht out another beta. See Epic know what thay are doing.

                Comment


                  #38
                  Originally posted by Bersy View Post
                  Dude Huge is above such pithy things.
                  LOL! The funny thing is that my friends and I are playing almost exclusively with the Gears characters that were ported to UT3. They are 10X more over the top on the comments, f words (real ones ) flyin'. For me UT was founded on that tongue-in-cheek over the top attitude that is missing from UT3.

                  Comment


                    #39
                    Originally posted by Kazimira View Post
                    Well would you look at that thay brouht out another beta. See Epic know what thay are doing.
                    When they release a beta patch changelog, any further changes are bug fixes not new features. I can 100% guarantee there won't be a speech binder in the 2.0 patch and I can guarantee I will remain 100% ****** about it.

                    Comment


                      #40
                      Originally posted by M^vL View Post
                      When they release a beta patch changelog, any further changes are bug fixes not new features. I can 100% guarantee there won't be a speech binder in the 2.0 patch and I can guarantee I will remain 100% ****** about it.
                      I know I know I want that binder as well. We will just have to suffer. You could try begging though.

                      Comment


                        #41
                        Originally posted by Xyx
                        1. Does this "double damage" bug occur for any of the other projectiles on this list?
                        2. Does this "double damage" bug also occur for any projectiles not on this list?
                        3. Can server admins use console commands like set utprojectile bwaitforeffects false?
                        1 & 2: In 1600 hours of playing UT3 online I've never been aware of the double damage bug applying to anything but the AVRIL. I'd be less likely to notice the other weapons, certainly, but I imagine I would have in so much time playing.

                        3. I believe so, but I think it requires a particular setting in the config files. I'm pretty sure lice_ from UTF would know the answer to that, as I've heard stories of him summoning vehicles in an online match.

                        Comment


                          #42
                          For easy, overlooked fixes, binding "tab" should be doable easily, and rebind the key for accessing the console.




                          For trickier things, integrate the zoom view for 3rd person mod.

                          Comment


                            #43
                            FOV>100

                            +1
                            Many people bought new rigs specifically for this game and what new rig comes without a widescreen monitor these days? Even my **** notebook is widescreen. FOV at 100 will not display UT3 correctly in widescreen as we are all aware. This fix is long overdue and would be such a great thing for the many peeps with widescreen monitors, myself included.

                            Comment


                              #44
                              I agree, FOV >100 is absolutely necessary.

                              Comment


                                #45
                                fov calculator:
                                http://emsai.net/projects/widescreen/fovcalc/

                                Will 130 fov give an unfair advantage or is it just a scaling issue? If so they should only allow the increased fov options at particular resolutions.

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