Hmmm is it possible the gameengine is calculating a lot more recoil and applying it than the game model is showing
We are still trying to get a reliable reproduction on any hit detection issue up close. Every time we put it to the test we are unable to reproduce it reliably enough to isolate it and fix it.
I get prolific stutter issues when firing automatic weapons.
I would gladly modify my system in regards to a specific way if you'd like to determine test descrepencies and rectify their causes.
For reference [url]http://forums.tripwireinteractive.com/showthread.php?t=71019[/URL]
This post is just ignorant as hell. If the issue was THAT easy to fix it would have been fixed my point is the hit detection is an elusive issue that seems to plague this engine. Move on to another solution? What's that? Replace the engine? Yeah that'll take the time span of a few minutes for sure.Not to be rude or anything but what's your point? I don't think you can justify it by blaming the games' engine. If it's a known issue (which it apparently is with UE3) either fix it or move on the another solution.
As I said, they aren't doing a Rollercoaster Tycoon game but a (Tactical) FPS where the keyword is shooter.
What do you expect will happen to a game when the most important part is borked![]()
We are continuing to isolate and fix performance issues as we find them. This involves passes in code to find spikes in the game thread and reduce them, as well as longer term map optimizations with regard to draw calls.
We are also addressing top bugs and community requests. We will probably have another SDK update out soon as well.
One of the big bugs we have knocked out is the "double iron sights" issue. We are also addressing other visual bugs along those lines.
We are still trying to get a reliable reproduction on any hit detection issue up close. Every time we put it to the test we are unable to reproduce it reliably enough to isolate it and fix it.
I kinda want to see how you guys are testing that. Does one guy run into a room while the other guy tries to shoot him or something?We are still trying to get a reliable reproduction on any hit detection issue up close. Every time we put it to the test we are unable to reproduce it reliably enough to isolate it and fix it.
SimplyIgnorant might be bad word, i'd rather go for downright logical...
Have games gone down the drain this much that we can't even expect the shooting part of a shooter to work properly?
It's not my concern how it's being delt with, that's not my job, it's my (and every other gamers) concern that it works.
And the entire server side hit detection is just as bad a decision as releasing it like this, it's a frikking game where 75% of the encounters are cqb ;/