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
hit detection in PR?
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Armand28
- Posts: 13
- Joined: 2007-02-26 18:16
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.
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nedlands1
- Posts: 1467
- Joined: 2006-05-28 09:50
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. 
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bumbling_gimp
- Posts: 10
- Joined: 2007-12-07 13:08
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
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
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Expendable Grunt
- Posts: 4730
- Joined: 2007-03-09 01:54
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Chaka
- Posts: 35
- Joined: 2007-03-13 03:27
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.
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nedlands1
- Posts: 1467
- Joined: 2006-05-28 09:50
Yeah, blood splatters can still happen even if the hit doesn't confirm server side.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.

