Author Topic: Shot inaccuracies/Unregistered Hits.  (Read 2619 times)

Offline Tw33k@

  • Novice
  • **
  • Posts: 52
  • Country: gb
  • Karma: 9
  • Gender: Male

  • Activity
    0%
Shot inaccuracies/Unregistered Hits.
« on: Thursday, February 26 2015, 15:54:01 CET »
Hi.

just thought id share this,its from the original testing of enhanced netcode programming and does explain some of those unregistered hits and missing flack etc.

On shot inaccuracies in UT2004 by Lotus+
"In ut2k4, when you fire a shot, the shot is not only not guaranteed to be fired when you shot, but also is not guaranteed to be even aiming in the same direction, or from the same place as you shot. For example, if you move your mouse *QUICKLY* from left to right or up to down. There is basically a random cone of fire, even on weapons like the shock rifle and lightning gun, and even on lan.

Here are the 3 easiest ways to visually show yourself both effects(position and rotation).

Method One (movement):
1) Load Stock UT on any dedicated server (NOT INSTANT ACTION)
2) Go to deck17
3) Go to the ramp in the main room closest to the shock elevators... start walking backwards up them.
4) Aim at the very top of the boxes directly in front of you.
5) When you fire, it will miss, even if you keep your crosshair on the boxes the entire time.

Method Two (movement):
1) Load Stock UT on any dedicated server (NOT INSTANT ACTION)
2) Go to any map
3) Have your partner in crime stand still anywhere on a flat place
4) Go to one side of them, do a standard dodge(not a dodge jump for simplicity) and fire exactly as your crosshair crosses them, don't actually aim, just fire as your crosshair passes them.
5) When you fire, you will miss quite often even on perfect shots.

Method Three (rotation):
1) Load Stock UT on any dedicated server (NOT INSTANT ACTION)
2) Have your partner in crime stand still anywhere on a flat place
3) Do a really fast snapshot while standing still and stop your mouse every time BEFORE you reach your target
4) You will hit your opponent quite often despite never having your crosshair in his direction.


The effects are greater when the movement is faster. In the case of rotation, you can get RIDICULOUSLY huge error in your shots, and I notice them everytime I play the game. It is *THE* reason that people are rewarded with low sensitivity in ut2k4 and it has subconsciously affected the way people move and aim tremendously as a huge huge portion of aiming is overcoming this by moving your mouse/movement in counter-acting manners. Like it or not, in ut2k4 your shots aren't going where you aim unlike ut2k3 =( “

On Netcode in UT2004 by dnx3

“As far as the shots not hitting visually on your screen, but registering hitsounds and doing damage is concerned,or shots hitting visually but not registering damage or hitsounds,is the problem we've noticed way back in the very early alphas. We then spent a ridiculous amount of hours trying to figure out what was causing it, and ended up realizing that its actually a bug in UT itself, and happens just as much without Enhanced Netcode... What happens is, when you move your mouse quickly, and then fire before you stop moving on the target, (which good players will do quite frequently, I'll call them flick shots) the shot you take will not always go precisely where your crosshair is.

In our testing, we've found some extreme cases where the shot went as high as 5000 units off. An entire 360 turn in UT2004 is 64000 units wide, so that means the shot was 28 degrees off. Obviously, this is an extreme case, but there are plenty of situations where this happens, and is very noticeable at long ranges. (In fact, when UT2004 came out, a whole lot of us were wondering why our long range lg/shock flick shots weren't hitting half as much as in UT2003... It all made sense when we did that testing almost a year later. The current theory is that its part of the bandwidth optimisations that were made to handle very large player/projectile counts on large outdoor maps.)

Anyway, the reason why you don't notice when you're not playing with Enhanced Netcode is because the shot itself will be drawn off-target. Therefore, when it happens online, you'll just believe you had a small ping spike or something along those lines. (which in the ends looks identical). You should be able to notice it on lan, however. Of course, looking at a demo afterwards will not help whatsoever, simply because the shot will also be drawn off the crosshair in the demo, and you have no way to tell when the player pressed his fire key. So we assume thats why it hasn't been considered a widespread problem. But it's there.

When we figured that out, Lotus wrote some correction code, to try and minimize those off-target shots from happening. However, I do not think the code was kept, for balance reasons. (Obviously, if those flick shots are hitting as accurately as they should be, as opposed to the default behavior in UT2004, that would significantly increase the power of the affected weapons.) Plus, it didn't work flawlessly anyway. The theory there is that the netcode changes that caused the inaccuracy aren't in the unrealscript code, but in the native engine code, and therefore aren't fixable. We can only try and hack our way around it.

Netcode only helps players with a ping of over 50ms,in rectifying some of the shot inaccuraccies as exlplained here.and also optimises server bandwith for all players connected.If you run netcode with a ping of under 50ms,you will experience strange hit registering and missed shots."

Well you kinda get the idea.Its a bug in the native engine code.  :41:

One of the oldest and still possibly the worst UT player of all time. :).

Offline =F.F.M=ForeverHappy

  • Gameserver Manager
  • Extraordinaire
  • *****
  • Posts: 1380
  • Country: se
  • Karma: 35

  • Activity
    2.13%
Re: Shot inaccuracies/Unregistered Hits.
« Reply #1 on: Thursday, February 26 2015, 18:20:10 CET »
 [40]
well i dont have the source for ue2.5 :/

Offline Tw33k@

  • Novice
  • **
  • Posts: 52
  • Country: gb
  • Karma: 9
  • Gender: Male

  • Activity
    0%
Re: Shot inaccuracies/Unregistered Hits.
« Reply #2 on: Friday, February 27 2015, 10:50:10 CET »
One of the oldest and still possibly the worst UT player of all time. :).

Offline =F.F.M=ForeverHappy

  • Gameserver Manager
  • Extraordinaire
  • *****
  • Posts: 1380
  • Country: se
  • Karma: 35

  • Activity
    2.13%
Re: Shot inaccuracies/Unregistered Hits.
« Reply #3 on: Friday, February 27 2015, 12:02:05 CET »
maybe something script based ?

http://wiki.beyondunreal.com/Legacy:UnrealScript_Source#Unreal_Tournament_2004

Quote
The theory there is that the netcode changes that caused the inaccuracy aren't in the unrealscript code, but in the native engine code, and therefore aren't fixable. We can only try and hack our way around it.

=)

wish I was a good hacker :P

Offline =F.F.M=Extreme

  • Clanmember
  • Extraordinaire
  • *****
  • Posts: 2289
  • Country: nl
  • Karma: 23
  • Gender: Male

  • Activity
    0%
    • Fun Fragging Maniacs
Re: Shot inaccuracies/Unregistered Hits.
« Reply #4 on: Friday, February 27 2015, 12:50:45 CET »
 [40]  Tw33k@

Offline =F.F.M=Kirtap

  • General Manager
  • Extraordinaire
  • *****
  • Posts: 3319
  • Country: fr
  • Karma: 60
  • Gender: Male

  • Activity
    6.38%
Re: Shot inaccuracies/Unregistered Hits.
« Reply #5 on: Friday, February 27 2015, 20:41:35 CET »
This is not fixable...unless you get UT2004 source code, fix the ugly bug and release a patch. This will probably never happen...

Offline =F.F.M=ForeverHappy

  • Gameserver Manager
  • Extraordinaire
  • *****
  • Posts: 1380
  • Country: se
  • Karma: 35

  • Activity
    2.13%
Re: Shot inaccuracies/Unregistered Hits.
« Reply #6 on: Friday, February 27 2015, 22:42:16 CET »
I actually look forward to unreal 4, and if it were to be less fun than ut2004 we can definitely make a ut2004 mod on it. And the netcode should be better on ue4 than ue2.5

Offline huxflux

  • Newbie
  • *
  • Posts: 23
  • Karma: 1

  • Activity
    0%
Re: Shot inaccuracies/Unregistered Hits.
« Reply #7 on: Sunday, March 01 2015, 22:13:21 CET »
its not only a problem with enhanced netcode but also without (especially rockets and flak balls is commonly known to have these issues).  It does though seem to happen more with enhanced netcode enabled. Also I feel with enhanced netcode you sometimes hit even if it dosent look like it was a shot, like the hitbox of the player is somehow bigger/dosen´t move in same speed as the character.