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Re: Hit detection once more.

Posted: 2015-02-04 07:46
by K4on
we all know the bf2 netsettings are quite old and not optimized for 100 players.






the ridiculous stuff mostly happens if the server-client connection has some serious packet loss or bad netsettings on clientside. it sometimes happen for me on our euro servers, but obviously not as often as you NA/SA guys describe it.

maybe you should tweak your netsettings abit and adjust it to your servers you play on?
PR usersettings.con can be found here: Battlefield 2\mods\pr\settings

useful how to's:
BF2 Tweaking - GC_Wiki

takes a bit until you found the best settings for yourself (some people say it doesnt work anymore since 1.4/1.5) but if it helped/works anyway, please let us know!

cheers

Re: Hit detection once more.

Posted: 2015-02-04 09:00
by Roque_THE_GAMER
'[R-DEV wrote:K4on;2054445']we all know the bf2 netsettings are quite old and not optimized for 100 players.






the ridiculous stuff mostly happens if the server-client connection has some serious packet loss or bad netsettings on clientside. it sometimes happen for me on our euro servers, but obviously not as often as you NA/SA guys describe it.

maybe you should tweak your netsettings abit and adjust it to your servers you play on?
PR usersettings.con can be found here: Battlefield 2\mods\pr\settings

useful how to's:
BF2 Tweaking - GC_Wiki

takes a bit until you found the best settings for yourself (some people say it doesnt work anymore since 1.4/1.5) but if it helped/works anyway, please let us know!

cheers
i remember that, after the 1.3 the punk buster now do the lag compensation automatically.

Re: Hit detection once more.

Posted: 2015-02-04 10:57
by K4on
Punkbuster is deactived on probably all servers since PR 1.0, so you could go with that config for example:
SettingsManager.boolSet GSClPunkBuster 0, but don't know if that's a criterion?
But yeah, apart of the net settings I'm honestly out of ideas here.

Re: Hit detection once more.

Posted: 2015-02-04 11:07
by Mats391
These are the formulas the BF2 HitFixer used for the variables K4on posted:

Code: Select all

Based off EA's default settings, there is a simple ratio to the three settings
    * The Latency Compensation is set to your ping / 1000
    * The Extrapolation is set to your (5.5 * Ping) + 489)
    * The Interpolation is set to your ping (no changes)
Not sure if they help.

Re: Hit detection once more.

Posted: 2015-02-04 11:09
by Roque_THE_GAMER
[R-DEV]K4on wrote:Punkbuster is deactived on probably all servers since PR 1.0, so you could go with that config for example:
SettingsManager.boolSet GSClPunkBuster 0, but don't know if that's a criterion?
But yeah, apart of the net settings I'm honestly out of ideas here.
i typed that on my console in game and nothing happens, and i go Alt+tab and kill the Punkbuster A process and i did not find the B, i played a full round with this in the Free candy van server with no problems.

Re: Hit detection once more.

Posted: 2015-02-04 11:43
by K4on
Before you launch PR, try do change this in your \mods\pr\settings\Usersettings.con
This is my current config (my ping ~45ms [+ 20ms for the values], similar calculated to what mats said above):

rem
rem Settingsfile automatically saved by bf2
rem
SettingsManager.boolSet GSClPunkBuster 0
SettingsManager.floatSet GSDefaultLatencyCompensation 0.065000
SettingsManager.boolSet GSExtrapolateFrame 0
SettingsManager.U32Set GSExtrapolationTime 750
SettingsManager.U32Set GSInterpolationTime 65
SettingsManager.U32Set GSPerfLogAtPlayerCount 99
SettingsManager.stringSet GSPlayerName "K4on"
SettingsManager.boolSet GSShowNetGraph 0
SettingsManager.boolSet GSUseObjectCache 1

but yeah, as described here for me everything is fine when I play on euro servers, so I don't know if changing those settings still makes a difference or not.

Someone could check that by taking insane values and see if he still hits stuff.

Re: Hit detection once more.

Posted: 2015-02-04 12:00
by Roque_THE_GAMER
'[R-DEV wrote:K4on;2054473']Before you launch PR, try do change this in your \mods\pr\settings\Usersettings.con
This is my current config (my ping ~45ms [+ 20ms for the values], similar calculated to what mats said above):

rem
rem Settingsfile automatically saved by bf2
rem
SettingsManager.boolSet GSClPunkBuster 0
SettingsManager.floatSet GSDefaultLatencyCompensation 0.065000
SettingsManager.boolSet GSExtrapolateFrame 0
SettingsManager.U32Set GSExtrapolationTime 750
SettingsManager.U32Set GSInterpolationTime 65
SettingsManager.U32Set GSPerfLogAtPlayerCount 99
SettingsManager.stringSet GSPlayerName "K4on"
SettingsManager.boolSet GSShowNetGraph 0
SettingsManager.boolSet GSUseObjectCache 1

but yeah, as described here for me everything is fine when I play on euro servers, so I don't know if changing those settings still makes a difference or not.

Someone could check that by taking insane values and see if he still hits stuff.
its seems clear to me that the server does not have PB on by default, what did you guys did after 1.2 or 1.1 to consider that?

Re: Hit detection once more.

Posted: 2015-02-04 13:49
by K4on
Apart of serveral issues with PRs own 100p code and Punkbuster, PB only supported up to 64 players/server.
Hence why it was removed with 1.0 release IIRC.

Re: Hit detection once more.

Posted: 2015-02-04 17:11
by Danesh_italiano


In the first part of the shooting, on my screen, I hit ALL the shots, including i see blood flown in ALL the shots. There even thinking it was some new Cheat of invincibility...

After 1 minute have happened this, i was examining if have a problem with the server.
Server Machine:
CPU: 20% used
RAM: 40% used
HD: 3%
Ping:
First Player: Danesh_italaliano(ME): 25ms - estable and no packetloss
Second Player: Other_guy: 10ms - estable and no packetloss

Bijar Canyons SKIRMISH - 36 Players

Re: Hit detection once more.

Posted: 2015-02-04 21:06
by Unarmed Civilian
Punkbuster has been disabled... That means the game is running with no anti-cheating software...?

Re: Hit detection once more.

Posted: 2015-02-19 12:31
by BigLouieG
The only improvement ive seen was with "the 1 shot kill bug" aka no infantry armour. I actually liked it. I think the body armour values are a bit high, and combined with the bad detection, results on some wicked shooting as seen on some videos.

Re: Hit detection once more.

Posted: 2015-02-20 04:49
by Unarmed Civilian
And speaking of body armor, bad hit detection and wicked videos, here is one recorded just yesterday at, if I'm not mistaken, Free Candy Van.

The guy either dies but "remains alive" or just gave up fighting back. Same weapon used by me on the vietnam video above.

http://youtu.be/eO1x4ze_cXk
http://youtu.be/eO1x4ze_cXk[/youtube]

Re: Hit detection once more.

Posted: 2015-05-18 20:56
by Danesh_italiano
happened with me



In Sbeneh, on my screen, i hit in all vehicles.

Re: Hit detection once more.

Posted: 2015-05-19 11:46
by viirusiiseli
This seems to be a huge problem in tank fights now. I'm not sure if it has gotten worse but it seems like it to me. Tanks need 2 shots of AP to be burning. Yet in most tank fights you have to fire 3-5 shots to kill them. Lots of rounds even with the reticle in the middle of the tank just don't deal damage. Happens to me constantly no matter the ping (200, 50, 130).

Re: Hit detection once more.

Posted: 2015-05-19 13:25
by Spectrium
I don't think it is about ping or connection issue due to player limit. I experienced this bug so many times while both me and my target was stationary more than couple seconds before and after the shoot.

Also me and my friend just noticed something about hit places. Whenever one man shoots to a stationary target while other observing the target. Hits are on different places for both targets. Shooter says it hits right on the target while observer says it does not. It is not more than 1m radius circle.(Farthest try was 800 - 900m on blackgold.

Also I feel this is something about resolution too. I am not sure about this but different resolutions have deviation on middle of reticle than the "actual" aimpoint. So your bullet and aimpoint is showing a place but actually it hits somewhere else with small deviation like 1-2 moa. (for example 1 to 10cm on 100 - 200 meters)

Re: Hit detection once more.

Posted: 2015-05-19 14:23
by blayas
In the second part of the video , I do not know if this is due to hitbox , zaca, because actually an APFSDS projectile can easily cross not armored vehicles and if not penetrate something vital as an engine block , there will be no damage.

Re: Hit detection once more.

Posted: 2015-05-19 14:35
by SANGUE-RUIM
suddenly this comes to mind:


Re: Hit detection once more.

Posted: 2015-05-20 12:35
by Roque_THE_GAMER
blayas wrote:In the second part of the video , I do not know if this is due to hitbox , zaca, because actually an APFSDS projectile can easily cross not armored vehicles and if not penetrate something vital as an engine block , there will be no damage.
actually far as i know there is no such penetration system for vehicles beside glass.

Re: Hit detection once more.

Posted: 2015-08-25 10:31
by Roque_THE_GAMER
here this clearly happen, also strangely i get one shotted by the enemy tank, i did not know that the 25mm could do that much damage.


Re: Hit detection once more.

Posted: 2015-08-25 12:26
by UTurista
Maybe you got hit 2x by the tank but it was between the APC shots