Digital Paint Discussion Board
Development => Bugs, Feature Requests, and Feedback => Official Feature Votes => Topic started by: jitspoe on August 22, 2009, 09:22:09 PM
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As some of you have probably seen, it is actually possible for a paintball to pass "through" a player. This is because the server calculates collisions based discrete, static positions each frame. I've attached an image to illustrate (excuse the crude sketch). Blue is the player hit box and red is a paintball. Since the player is moving quickly, there is a gap between his position at frame "A" and frame "B". When the paintball does its collision check, it doesn't hit anything. On the client, however, the visual model is interpolated between the positions on frame A and frame B (otherwise movement would be really choppy), so he sees the player as being where the dotted lines are, and watches the ball pass through.
I'm proposing adding an additional hit box on the server that would attempt to represent the interpolated position of players that clients see. This should reduce shots flying through players as well as make it easier to hit lagging players. The existing bounding box will remain for those who are used to compensating for the interpolation.
http://dplogin.com/dplogin/featurevote/feature.php?id=10217
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I think this is a great idea. Would this also eliminate the problem of 'soccer balls' in pong mode going through people as well?
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I think this'd be a great idea, but keeping both the interpolated hitbox and the 'old' one at all time could make it significantly easier to kill players in some situations. IMO the better option would be to switch over to the interpolated hit detection entirely (once you know it works correctly), since you already have to lead/arc your shots the overall difference will probably not be too tough to adjust to.
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I think this'd be a great idea, but keeping both the interpolated hitbox and the 'old' one at all time could make it significantly easier to kill players in some situations.
Is that a bad thing?
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Would this also eliminate the problem of 'soccer balls' in pong mode going through people as well?
Maybe. It is a little bit different there. The player is at one place (in front of the goal) and the ball is too fast.
EDIT: Do u plan to implement it to the next build or later or is it already in the build28 pretest?
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EDIT: Do u plan to implement it to the next build or later or is it already in the build28 pretest?
This is a feature vote. It's not implemented.
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Is there a way to turn off the interpolation in the client? I've pretty much guessed that it was the issue with shots like that. Now I'm just curious to see how big the jump usually is when they're running.
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Is there a way to turn off the interpolation in the client? I've pretty much guessed that it was the issue with shots like that. Now I'm just curious to see how big the jump usually is when they're running.
I thought there was, but it looks like cl_predict only shuts it off for you, and not other players. I made a quick hack to disable it and recorded a video from a demo:
http://www.xfire.com/video/120e38/ (really visible at 0:50-0:60)
I imagine it's even worse online with laggy players.
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Oh so thats what cl_predict does, I thought it did something with movement and key prediction :P.
Anyways, thats pretty bad, its a definite +1, now I understand why ppl always go through lines.
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Finally! Warping players are hindrance to hit. Guess it will decrease the amount of 'WTF I HIT YOU!!!' exclamations :D. Definitely voting +1.
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no!!!!!!!!! >:(
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Rick, we can be hit now :(. I think thats how I survive on european servers :).
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Excellent idea to deal with laggers imo
>>The existing bounding box will remain for those who are used to compensating for the interpolation.
IMO unnecessarily so. Those already compensating will quickly adapt to it and just keep compensating just for distance as it should be.
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no!!!!!!!!! >:(
Care to explain why not?
IMO unnecessarily so. Those already compensating will quickly adapt to it and just keep compensating just for distance as it should be.
Are you familiar with this community at all?
Also, not adding an additional hitbox will still suffer from the same issues. They'll just be offset. Keeping the existing bounding boxes will also be necessary for regular player collision.
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Care to explain why not?
Rick, we can be hit now :(. I think thats how I survive on european servers :).
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So far the idea of server side interpolated hit boxes seems great. Just a few things that came across my mind:
1. I don't see the reason behind keeping the old hit boxes as well as the interpolated ones, because the client only sees the interpolated ones. So the actual person shooting will not notice the changed hitboxes because they will infact be more accurate. Someone explain to me the neccessity to keep both the old and the new.
2. If you do keep the old and new hitboxes, does this mean its possible to hit a player in 2 different spots. If so that should not be possible.
3. I basically figured out that what the client sees is not the actual position of the player along time ago, and although I thought it was due to differences in fps, I managed to figure out ways to use speed to run through lines more efficiently. Hopefully running through lines will be more then just getting lots of speed on ice jumps now :D
+1 for interpolated hitboxes
- Cusoman
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:) Thats probably Ricks reasoning as well.
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I think part of the 'luck' with running through lines is just good timing with speed in-between balls.
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did you see the video? it also has a lot to do with this issue also.
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Are you familiar with this community at all?
I fail to see how familiarity with specific online fps community affects whether one has a general skill of compensating for in-game latency or not.
Also, not adding an additional hitbox will still suffer from the same issues. They'll just be offset. Keeping the existing bounding boxes will also be necessary for regular player collision.
So why not move it as normal and just interpolate whenever time continuity in movement of bounding box is disrupted? I did not say to throw existing bb altogether just in my opinion having 2 at the same time is not necessary (just like Eiii and cusoman seem to think).
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the crappy hitsystem of dp really has to be redone. look at the nades for example. sometimes an enemy stands in a nade or flies through one while they explode and they dont die. sometimes the nade is alerady gone and u still die.
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the only reason that it looks like people are flying through nades is because most of the paint coming from the nades are particles, and don't do anything when they hit a player. Only some are real paintballs that kill you.
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the only reason that it looks like people are flying through nades is because most of the paint coming from the nades are particles, and don't do anything when they hit a player. Only some are real paintballs that kill you.
that happens to me alot it looks like the nade is gone and there is just one particle left and it hits me :\
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The particles don't kill you, what kills you are the bursts of paintballs.
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Keeping the existing player box is necessary for player movement (walking and jumping and such). I don't think having 2 boxes is going to have a significant impact. It's not like you're going to be able to hit somebody 10 feet away from where they actually are. Keeping the existing box will probably just extend the hitable area a few inches in front of what's visible.
Even if I can remove the existing hitbox, the problem of shooting through players won't be be solved. The additional box is necessary to bridge the gap between frames, since the server only runs at 10fps.
rafalluz: My point was that "quickly adapting" is not a skill this community is known for. People flip out over the smallest changes.
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Players getting hit when they run into lines would be more realistic.
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yea you should try to implement this feature as soon as possible
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+1.
Unfortunately that means I'll start dying and keep on not hitting :'(
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1
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Bump. This is really needed.
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need it ASAP so some people dont teleport around maps and being able to shoot perfectly *cough* -uR- *cough*.
+ 14523523624356253632456
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need it ASAP so some people dont teleport around maps and being able to shoot perfectly *cough* -uR- *cough*.
+ 14523523624356253632456
*cough* *cough* *cough* excuses!! *cough* *cough*
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u want a demo?
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O my, GG Fr4g. This does need to be added though
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yea for those who COMPLAIN alot about shooting through laggy people. this would be good.
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Actually, I think this would be good for everyone. just sayin.
+1
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agreed pro it would shut up the whiners
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Thing's like this should have higher priority then the feature vote list.
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Thing's like this should have higher priority then the feature vote list.
+1
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1
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Don't post a +1 here, vote for it: http://dplogin.com/dplogin/featurevote/feature.php?id=10217
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sorry boss.
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i did both long before.
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sorry boss.
I'm not the boss, but jitspoe looks at the list if he starts with a new thing and not in each thread.
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After all the endorsing from the beginning, people are now just jumping on the bandwagon half a year later? lol
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Post removed
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I have a first pass of this up on the EV1-Alt pub server. There may be bugs. Try it out and record demos in case you catch any.
I've also increased the crouch box size on the interpolated hit box from 28 units to 32. This should reduce the shooting-through-head issues without impacting where players can move in maps.
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woah, this explains why I've been hitting more than usual just now. Good job, imma pub it up for a while.
Edit: dunno if it's caused by interpolation, but I think I noticed that players walking right next to one another feel the 'blocking' twice more often than before.
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Edit: dunno if it's caused by interpolation, but I think I noticed that players walking right next to one another feel the 'blocking' twice more often than before.
Probably. I'm not sure how to fix this. The hitbox needs to be collidable so the paintballs can hit it, obviously, but this means players can run into it as well.