hit detection in PR?

General discussion of the Project Reality: BF2 modification.
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bumbling_gimp
Posts: 10
Joined: 2007-12-07 13:08

hit detection in PR?

Post by bumbling_gimp »

I've read a lot about (and experienced myself on occasion) the situation in vanilla BF2 whereby if you're firing upon an enemy that is running across your line of sight (left-right or right-left) you actually have to fire slightly *behind* the player model on-screen to get a successful hit, which is the opposite of what you'd expect to have to do in real life.

I've been led to believe this is something to do with the BF2 game engine having a separate invisible hit box that does not always align perfectly with the actual player model you're trying to hit (due to some strange lag reason I don't understand) - and only hits on this invisible box actually count.

I've not yet had such an engagement online, so I don't know if know if this issue has been carried over into PR? Has it been addressed? or sidestepped?

thanks


gimp
Armand28
Posts: 13
Joined: 2007-02-26 18:16

Post by Armand28 »

Which is silly because WWIIOL, a massivly multiplayer online game, has per pixel hitscanning and real ballistic trajectories. I literally can pass a bullet just under someone's armpit while they are running and it won't register a hit, or shoot the last pixel on their big toe and it will. Not entirely sure why hitbox issues are still a problem considering that most games solved the issue years ago.
nedlands1
Posts: 1467
Joined: 2006-05-28 09:50

Post by nedlands1 »

Things to note in PR with regards to this issue. The vBF2 hit indicator cross has been removed entirely. This means if you do score a successful hit you won't be informed in your HUD (but you probably will see a "puff" of blood). Hit indication problems are still apparent but you can look in the BF2 section of tweakguides.com for some network improvements. Although the hitbox may sometimes lag behind the player/vehicle, you do need to lead as the rounds fly with a certain velocity. The further away the target, the more you need to lead. The tracers that rifles fire every 5 rounds or so, help in showing the speed and therefore allow you determine how much lead you need. Hope that helped. :)
bumbling_gimp
Posts: 10
Joined: 2007-12-07 13:08

Post by bumbling_gimp »

thanks for that nedlands.

I have tried the "...GSInterpolationTime" tweak for hitbox adjustment on vBF2 (with inconclusive effect) - Please could one of the DEVs let me know if this tweak is safe to use in PR?

I've never looked at BF2 tweakguides.com before - I'll have to have a rummage see what's there.

cheers


gimp
Expendable Grunt
Posts: 4730
Joined: 2007-03-09 01:54

Post by Expendable Grunt »

Does this improve it on our end, or is it a server thing?
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Death_dx
Posts: 379
Joined: 2007-11-09 21:37

Post by Death_dx »

I've never once had to aim behind anything to hit it in vBf2 or any mod of it. In bf2+mods you generally need to aim a metre or so in front of the target.
Chaka
Posts: 35
Joined: 2007-03-13 03:27

Post by Chaka »

Does the blood splatter really confirm you've got a hit. Since most times I'm in CQC, I hit 4-5 times and see the blood splatter each hit, but they turn and kill me with one shot. I've alway assumed that was lag with hits detected at my end but not at the servers.
Last edited by Chaka on 2008-01-07 07:01, edited 1 time in total.
nedlands1
Posts: 1467
Joined: 2006-05-28 09:50

Post by nedlands1 »

Chaka wrote:Does the blood splatter really confirm you've got a hit. Since most times I'm in CQC, I hit 4-5 times and see the blood splatter each hit, but they turn and kill me with one shot. I've alway assumed that was lag with hits detected at my end but but at the servers.
Yeah, blood splatters can still happen even if the hit doesn't confirm server side.
bobfish
Posts: 217
Joined: 2007-03-11 11:41

Post by bobfish »

Hitboxes aren't perfect in PR like vBF2, but it's nothing serious as you aren't running and gunning like in vBF2, combat is slower and less frequent, allowing more time to get off the shots needed.
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