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celery

Headshots disabled in 1.05?

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For your information: it is not related to auto-aim at all. It is caused by a bug in collision detector.

How can that be? I have a hard time understanding how it's a problem with collision detection. That makes it sound like a hit to the head was mistakenly detected as a hit to the torso. That's not the problem though, shots really are hitting the torso.

autoaim1ks4.th.jpg

Am I to understand that I hit the head, and it was mistakenly detected as a hit to the torso and so the game drew the tracer headed to the torso? Just confused how a shot not going at all where it is pointed is a hit detection thing biggrin_o.gif If it's indeed fixed in the next patch though I'll just be happy being confused.

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For your information: it is not related to auto-aim at all. It is caused by a bug in collision detector.

How can that be? I have a hard time understanding how it's a problem with collision detection. That makes it sound like a hit to the head was mistakenly detected as a hit to the torso. That's not the problem though, shots really are hitting the torso.

autoaim1ks4.th.jpg

Am I to understand that I hit the head, and it was mistakenly detected as a hit to the torso and so the game drew the tracer headed to the torso? Just confused how a shot not going at all where it is pointed is a hit detection thing biggrin_o.gif If it's indeed fixed in the next patch though I'll just be happy being confused.

I guess you not being one of the developers is in no way impeding your knowledge over and above someone who IS one of the developers biggrin_o.gif

wink_o.gif

I can see (sort of) how this could occur, a head collision is mistakenly attributed to the main body, and some code that looks after tracer drawing uses the mistaken collision solution to work out a visual cue as to where the bullet went. i.e. "What got hit? The main body? Well I'll just draw a tracer line to the detected collision then".

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I guess you not being one of the developers is in no way impeding your knowledge over and above someone who IS one of the developers biggrin_o.gif

Um, duh? biggrin_o.gif

Still doesn't make sense, so I ask. You have to admit it looks weird hehe. Your idea looks about the same as mine, it's the only thing I can think of. Anyway, if Suma deigns to explain further, cool. If not, I await the next patch!

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Am I to understand that I hit the head, and it was mistakenly detected as a hit to the torso and so the game drew the tracer headed to the torso?

Yes. If you wonder why the tracer is rendered in a different direction, it is because the endpoint of the tracer needs to be moved to the point where collision is detected, otherwise you would see the tracer going through the body.

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Yesterday we had a coopnight (15-18 players from 2000pm-0200am) and we scored a lot of headshots with no problem whatsoever. We were worried because of this topic, we're glad that we have no probs (we're using czech/english/german versions).

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Yes. If you wonder why the tracer is rendered in a different direction, it is because the endpoint of the tracer needs to be moved to the point where collision is detected, otherwise you would see the tracer going through the body.

Thank you! That makes perfect sense.

So why does the same effet happen when shooting a box?  I'll answer myself here.  There's only one hitzone on a box, so even if you hit the very top part, the tracer is drawn hitting the middle.  Better than seeing the tracer go through it, and only visible from a couple feet away in third person from the side biggrin_o.gif  no problem

This all makes it obvious how complex everything is.  Every frame I gues syou have to check in advance if the bullet is going to hit something so the next frame it can be drawn to where it hits.  Or maybe the drawing lags a slight bit behind where the shot actually is, so you don't have to predict?  Some people might say you can save some headaches by not drawing so many tracers wink_o.gif Anyway, it makes my head hurt a bit.  Impressive stuff this all is, no wonder a bug or two slips through.

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Yes. If you wonder why the tracer is rendered in a different direction, it is because the endpoint of the tracer needs to be moved to the point where collision is detected, otherwise you would see the tracer going through the body.

Thank you! That makes perfect sense.

So why does the same effet happen when shooting a box? I'll answer myself here. There's only one hitzone on a box, so even if you hit the very top part, the tracer is drawn hitting the middle. Better than seeing the tracer go through it, and only visible from a couple feet away in third person from the side biggrin_o.gif no problem

This all makes it obvious how complex everything is. Every frame I gues syou have to check in advance if the bullet is going to hit something so the next frame it can be drawn to where it hits. Or maybe the drawing lags a slight bit behind where the shot actually is, so you don't have to predict? Some people might say you can save some headaches by not drawing so many tracers wink_o.gif Anyway, it makes my head hurt a bit. Impressive stuff this all is, no wonder a bug or two slips through.

So... I give exactly the same example and it makes no sense, but this new one suddenly makes sense biggrin_o.gif

THAT, my friends, is the power of succinct explanation wink_o.gif

Mind you, mine was an educated guess so I didn't have these pesky "facts" and suchlike biggrin_o.gif

Kudos for the fix though.

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So... I give exactly the same example and it makes no sense, but this new one suddenly makes sense biggrin_o.gif

Well, I had sort of already made the same suggestion myself.

Am I to understand that I hit the head, and it was mistakenly detected as a hit to the torso and so the game drew the tracer headed to the torso?

So it's not like I discounted your suggestion, it just wasn't anything new.  

I can see (sort of) how this could occur, a head collision is mistakenly attributed to the main body, and some code that looks after tracer drawing uses the mistaken collision solution to work out a visual cue as to where the bullet went.

Not sure why you are so intent on letting me know you told me something I had already said lol.  You were also guessing, just like I was, since you aren't a dev either. You can't blame me for being happy with an answer from a dev smile_o.gif  The thing he explained that neither of us touched on, the thing I said made perfect sense, is why it's necessary to draw the tracer from where the hit was detected.

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I think I know why the headshots were suddenly disabled in 1.05. I figured it out while I was starting the campaign again. In the first mission you cannot anymore get the SLA uniform since you cannot hit enemies to the head!

I guess they did this to quickly patch up the buggy campaign. It kept throwing at me very wierd results almost all the time.

At the same time they got more time to polish up the campaign play and release the fixed stuff in next patch.

Hopefully I do not get banned for this...

tounge2.gif

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Speculations and conspiracy at its best.

band.gif

Though I have to admit it even makes sense - to an extent.

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That's exactly kind of solution that a programmer in a hurry would make. The more you think about it the more obvious it gets:

No headshots ->no SLA uniform ->one scenario deleted from the campaign (American in SLA uniform) ->more time to fix/build up the buggy part again or just save time with 100% working quick solution.

Until some bastard noticed it and the Plan A failed...

biggrin_o.gif

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Sounds to me like you're confusing the "Blood, Sweat and Tears" single mission with the campaign.

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Sorry I meant the mini-campaign. The one that starts with the "headshooting" mission. Not the Humvee ride.

I still like the game even that I cannot get a green uniform anymore.

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Before this gets more OT, I close this. The headshot issue is fixed within the next patch. smile_o.gif

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