I'm here to just put my 2 cents in. I'm actually one
of  the new coders for NS and have been working at
finding a solution for our "hitbox" issue that's
happening with  player N of a server with maxplayers
set at N.

I have been working with Arithon on reproducing it and
narrowing down what was happening. At first we thought
we just had a player who was somehow flagged
invincible, but it only seemed to happen when he was
moving. Repeated testing proved that the "bugged"
player's hitboxes were simply projected farther in
front of the model, in the same direction of movement.


In an effort to help eliminate variables, we tried
going back and recreating the bug on our current beta
build in Won Half-Life. We were successfully able to
reproduce it, using Ari's methods already listed.
Then, we went the extra step and tested other
Half-Life mods.
We were successfully able to reproduce getting a
"bugged" player on  Counter-Strike, DoD, and HLDM in
Steam. Additionally, we were able to recreate it in
Counter-Strike 1.5 and HLDM in Won Half-Life also
(didn't try DoD).

We do have demos available for just about every test
and are willing to produce them if people are having
problems recreating a "bugged" player situation. I
don't believe it should be an issue.

We also found a strange behavior about how you "see"
the bugged player. If you have a spectator or client
running a listen server and they're watching player A
shoot a bugged player B, they will see player A's aim
and shots landing behind player B. Meanwhile, player A
will see his shots hitting player B's model on his
client, but no damage being taken.  However, if player
A shoots in front of the model he sees for B, his
shots will register and will look like he's aiming
directly at the model that spectators/listenserver
sees.
This appears to be consistently the same thing
happening across mods.

The paradox is such: only the shooter sees the
problem. To everyone else, he just looks like his aim
is off
His shots will appear to miss (shots that are lead),
but will hit and do damage. Everyone else will see it
like a normal shot.

His shots that appear to hit will not deal damage.
Everyone else will see it like a missed aim behind the
player.
We really noticed this with projectile weapons, such
as acid rocket or gorge spit in NS, but it seems to
work with any weapon - hitscan or not.

It really looks like this bug of sorts has been around
for a while, but doesn't seem to have been found out
before.

Tom Grim
aka Elven Thief

--- Arithon Kelis <[EMAIL PROTECTED]> wrote:
> I apologize in advance for the cross-posting.  I
> scanned through my
> archive of the hlds mailing list, but did not see
> anything related to
> this issue.  It appears, after careful study, that
> there exists a
> discrepancy between a player's appearant position
> and their real
> position that depends on the player's ID relative to
> the server.  This
> has been observed in the base HLDM, DoD, and several
> third-party mods.
> CS was not tested.
>
>
>
> Description:
> This bug allows a player to be seemingly
> invulnerable - shots fired
> directly through their body (as seen by the client)
> will not affect them
> at all, but shots fired a certain distance ahead of
> them (depending on
> player speed) WILL hit them.  This only affects the
> player in the last
> slot.
>
>
>
> Reproduction steps:
>
> 1)  Start a 3-person dedicated server.
>
> 2)  Three people need to connect.  The player to
> connect last will be
> the "bugged" player.
>
> 3)  Pick one of the first two players to be a
> control player, the other
> will be the designated gunner.
>
> 4)  Have the control player run around.  Gunner
> should CAREFULLY aim and
> fire ahead, behind, and directly upon the control
> player.  Only the
> shots that are aimed directly at the control player
> should hit.
>
> 5)  Have the "bugged" player run around.  Gunner
> should CAREFULLY aim
> and fire ahead, behind, and directly upon the
> "bugged" player.  Only the
> shots that are aimed AHEAD of the "bugged" player
> should hit.
>
>
>
> Notes:
>
> -  Every person we have introduced to these
> reproduction steps has been
> able to verify our findings.
> -  Network latency seems to have no effect; the
> bugged player acts the
> same to players with a 2.7ms ping as it does to
> players with a 120ms
> ping. -  This does not SEEM to be a mod-related
> problem.  Every mod
> tested, wether official or third-party, has
> displayed the same behaviour.
> -  It is only the player in the last slot that
> displays this behavior.
>
>
> I'd appreciate some feedback on this.  Am I simply
> going senile, or am I
> really seeing this?
>
> Thanks in advance,
>
> --ari
>
>
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>
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>
>




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