Devs give us a few hint's on how your doing on some of the games problems please

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ightenhill

FNG / Fresh Meat
May 17, 2009
382
54
0
Hmmm is it possible the gameengine is calculating a lot more recoil and applying it than the game model is showing
 

MrHello

FNG / Fresh Meat
Sep 2, 2011
537
122
0
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.

Try using an aimbot?

Serious suggestion.
 

Kerc Kasha

FNG / Fresh Meat
Sep 11, 2011
293
162
0
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 :p
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.

The problem is at the moment when a gun is fired at a certain distance it shoots out a ray(also known as a hitscan or raycast) this is essentially a laser if the hitscan intersects with a hitbox it will instantly hit the target no travel time or anything like that. This only occurs at very close ranges after which the bullet turns into a physical object and has travel time and bullet drop as normal. This is done for server performance.

The ACTUAL issue is that something is wrong with the hitscan section or perhaps it's when the bullet stops being hitscan and becomes a physical object but generally this issue occurs at ultra close ranges, usually 5-10m. Where something that should have hit, doesn't. This is either because the raycast somehow goes off on a tangent or it simply doesn't occur.
 

amdr

FNG / Fresh Meat
Sep 16, 2011
160
100
0
Ignorant 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 ;/
 

JayTac

FNG / Fresh Meat
Aug 29, 2011
146
54
0
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.


Any news on server latency issues? Every server seems to ping everyone in 100-300 area, and it wasn't always like this.
 

Unus Offa Unus Nex

FNG / Fresh Meat
Oct 21, 2010
1,809
525
0
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.

Yoshiro just please tell us wether you're working on the historical issues as-well, it's one of the most important things a lot of us want to hear atm.

Again, thanks in advance for any response.
 

kainhall

FNG / Fresh Meat
Jun 30, 2010
225
174
0
i think we need all the damage and crap fixed, performance uped...and we need large, open, spread out, combined arms maps.

i just think a LOT of the run and gun crap will be fixed with open maps and a tank that can lock down MILES of land.

RO1 also lanched to a shackey state. a lot of the tanks and stuff was not in RO1 at launch, the community MADE things for the game that TWI liked and made official.

I dont know..i think half the problem is the maps are geared twords "insert issue here".
 

PvtProperty

FNG / Fresh Meat
Jun 23, 2011
43
6
0
I think i know how to reproduce the missing death moans bug! :)
1: Start RO2
2: Join any server (with players in it)
3: Listen

Honestly, i cant wait for this to be fixed.
 
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SCandChives

FNG / Fresh Meat
May 5, 2011
311
83
0
New Zealand
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?
Ignorant 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 ;/
Simply :rolleyes:, thanks for ignoring his well formulated and logical point.